Exception handler for sampling draw dispatch identifiers

    公开(公告)号:US11386518B2

    公开(公告)日:2022-07-12

    申请号:US16580654

    申请日:2019-09-24

    Abstract: The address of the draw or dispatch packet responsible for creating an exception is tied to a shader/wavefront back to the draw command from which it originated. In various embodiments, a method of operating a graphics pipeline and exception handling includes receiving, at a command processor of a graphics processing unit (GPU), an exception signal indicating an occurrence of a pipeline exception at a shader stage of a graphics pipeline. The shader stage generates an exception signal in response to a pipeline exception and transmits the exception signal to the command processor. The command processor determines, based on the exception signal, an address of a command packet responsible for the occurrence of the pipeline exception.

    Graphics context bouncing
    92.
    发明授权

    公开(公告)号:US11169811B2

    公开(公告)日:2021-11-09

    申请号:US16426613

    申请日:2019-05-30

    Abstract: A method of context bouncing includes receiving, at a command processor of a graphics processing unit (GPU), a conditional execute packet providing a hash identifier corresponding to an encapsulated state. The encapsulated state includes one or more context state packets following the conditional execute packet. A command packet following the encapsulated state is executed based at least in part on determining whether the hash identifier of the encapsulated state matches one of a plurality of hash identifiers of active context states currently stored at the GPU.

    Primitive level preemption using discrete non-real-time and real time pipelines

    公开(公告)号:US10453243B2

    公开(公告)日:2019-10-22

    申请号:US16238727

    申请日:2019-01-03

    Abstract: Processing of non-real-time and real-time workloads is performed using discrete pipelines. A first pipeline includes a first shader and one or more fixed function hardware blocks. A second pipeline includes a second shader that is configured to emulate the at least one fixed function hardware block. First and second memory elements store first state information for the first pipeline and second state information for the second pipeline, respectively. A non-real-time workload executing in the first pipeline is preempted at a primitive boundary in response to a real-time workload being dispatched for execution in the second pipeline. The first memory element retains the first state information in response to preemption of the non-real-time workload. The first pipeline is configured to resume processing the subsequent primitive on the basis of the first state information stored in the first memory element.

    POLICIES FOR SHADER RESOURCE ALLOCATION IN A SHADER CORE

    公开(公告)号:US20180321946A1

    公开(公告)日:2018-11-08

    申请号:US16040224

    申请日:2018-07-19

    CPC classification number: G06F9/3851 G06F9/3879 G06F9/4881 G06T1/20

    Abstract: A method for use in a processor for arbitrating between multiple processes to select wavefronts for execution on a shader core is provided. The processor includes a compute pipeline configured to issue wavefronts to the shader core for execution, a hardware queue descriptor associated with the compute pipeline, and the shader core. The shader core is configured to execute work for the compute pipeline corresponding to a first memory queue descriptor executed using data for the first memory queue descriptor that is loaded into a first hardware queue descriptor. The processor is configured to detect a context switch condition, and, responsive to the context switch condition, perform a context switch operation including loading data for a second memory queue descriptor into the first hardware queue descriptor. The shader core is configured to execute work corresponding to the second memory queue descriptor that is loaded into the first hardware queue descriptor.

    SPLIT FRAME RENDERING
    96.
    发明申请

    公开(公告)号:US20180211435A1

    公开(公告)日:2018-07-26

    申请号:US15417063

    申请日:2017-01-26

    CPC classification number: G06T15/005 G06F9/44 G06T11/40

    Abstract: Improvements in the graphics processing pipeline that allow multiple pipelines to cooperate to render a single frame are disclosed. Two approaches are provided. In a first approach, world-space pipelines for the different graphics processing pipelines process all work for draw calls received from a central processing unit (CPU). In a second approach, the world-space pipelines divide up the work. Work that is divided is synchronized and redistributed at various points in the world-space pipeline. In either approach, the triangles output by the world-space pipelines are distributed to the screen-space pipelines based on the portions of the render surface overlapped by the triangles. Triangles are rendered by screen-space pipelines associated with the render surface portions overlapped by those triangles.

    STEREO RENDERING
    97.
    发明申请
    STEREO RENDERING 审中-公开

    公开(公告)号:US20180211434A1

    公开(公告)日:2018-07-26

    申请号:US15415813

    申请日:2017-01-25

    Abstract: Techniques for generating a stereo image from a single set of input geometry in a three-dimensional rendering pipeline are disclosed. Vertices are processed through the end of the world-space pipeline. In the primitive assembler, at the end of the world-space pipeline, before perspective division, each clip-space vertex is duplicated. The primitive assembler generates this duplicated clip-space vertex using the y, z, and w coordinates of the original vertex and based on an x coordinate that is offset in the x-direction in clip-space as compared with the x coordinate of the original vertex. Both the original vertex clip-space vertex and the modified clip-space vertex are then sent through the rest of the pipeline for processing, including perspective division, viewport transform, rasterization, pixel shading, and other operations. The result is that a single set of input vertices is rendered into a stereo image.

    PROVIDING ASYNCHRONOUS DISPLAY SHADER FUNCTIONALITY ON A SHARED SHADER CORE
    99.
    发明申请
    PROVIDING ASYNCHRONOUS DISPLAY SHADER FUNCTIONALITY ON A SHARED SHADER CORE 审中-公开
    在共享的阴影核心上提供非同步显示阴影功能

    公开(公告)号:US20160260246A1

    公开(公告)日:2016-09-08

    申请号:US14635280

    申请日:2015-03-02

    CPC classification number: G06T15/80 G06T1/20

    Abstract: A method, a non-transitory computer readable medium, and a processor for performing display shading for computer graphics are presented. Frame data is received by a display shader, the frame data including at least a portion of a rendered frame. Parameters for modifying the frame data are received by the display shader. The parameters are applied to the frame data by the display shader to create a modified frame. The modified frame is displayed on a display device.

    Abstract translation: 提出了一种方法,非暂时性计算机可读介质和用于执行计算机图形的显示阴影的处理器。 帧数据由显示着色器接收,帧数据包括渲染帧的至少一部分。 用于修改帧数据的参数由显示着色器接收。 通过显示着色器将参数应用于帧数据以创建修改的帧。 修改后的画面显示在显示设备上。

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