Efficient line and page organization for compression status bit caching
    12.
    发明授权
    Efficient line and page organization for compression status bit caching 有权
    用于压缩状态位缓存的高效线和页组织

    公开(公告)号:US08627041B2

    公开(公告)日:2014-01-07

    申请号:US12901452

    申请日:2010-10-08

    IPC分类号: G06F12/00 G06F13/00

    摘要: One embodiment of the present invention sets forth a technique for performing a memory access request to compressed data within a virtually mapped memory system comprising an arbitrary number of partitions. A virtual address is mapped to a linear physical address, specified by a page table entry (PTE). The PTE is configured to store compression attributes, which are used to locate compression status for a corresponding physical memory page within a compression status bit cache. The compression status bit cache operates in conjunction with a compression status bit backing store. If compression status is available from the compression status bit cache, then the memory access request proceeds using the compression status. If the compression status bit cache misses, then the miss triggers a fill operation from the backing store. After the fill completes, memory access proceeds using the newly filled compression status information.

    摘要翻译: 本发明的一个实施例提出了一种对包括任意数量的分区的虚拟映射的存储器系统中的压缩数据执行存储器访问请求的技术。 虚拟地址被映射到由页表项(PTE)指定的线性物理地址。 PTE被配置为存储压缩属性,其用于定位压缩状态位缓存内的对应物理存储器页的压缩状态。 压缩状态位缓存与压缩状态位后备存储一起操作。 如果从压缩状态位缓存获得压缩状态,则存储器访问请求使用压缩状态进行。 如果压缩状态位缓存未命中,则错误触发后备存储器的填充操作。 填充完成后,使用新填充的压缩状态信息进行内存访问。

    Hybrid multisample/supersample antialiasing

    公开(公告)号:US08605087B2

    公开(公告)日:2013-12-10

    申请号:US12167998

    申请日:2008-07-03

    IPC分类号: G06T15/50

    摘要: A system and method for dynamically adjusting the pixel sampling rate during primitive shading can improve image quality or increase shading performance. Hybrid antialiasing is performed by selecting a number of shaded samples per pixel fragment. A combination of supersample and multisample antialiasing is used where a cluster of sub-pixel samples (multisamples) is processed for each pass through a fragment shader pipeline. The number of shader passes and multisamples in each cluster can be determined dynamically for each primitive based on rendering state.

    Hybrid multisample/supersample antialiasing
    14.
    发明授权
    Hybrid multisample/supersample antialiasing 有权
    混合多采样/超采样抗锯齿

    公开(公告)号:US08605086B2

    公开(公告)日:2013-12-10

    申请号:US12167997

    申请日:2008-07-03

    IPC分类号: G06T15/50

    CPC分类号: G06T11/40

    摘要: A system and method for dynamically adjusting the pixel sampling rate during primitive shading can improve image quality or increase shading performance. Hybrid antialiasing is performed by selecting a number of shaded samples per pixel fragment. A combination of supersample and multisample antialiasing is used where a cluster of sub-pixel samples (multisamples) is processed for each pass through a fragment shader pipeline. The number of shader passes and multisamples in each cluster can be determined dynamically for each primitive based on rendering state.

    摘要翻译: 在原始着色中动态调整像素采样率的系统和方法可以提高图像质量或增加遮蔽性能。 通过选择每个像素片段的阴影样本数来执行混合抗混叠。 使用超采样和多采样抗锯齿的组合,其中对于通过片段着色器管线的每次通过处理子像素采样(多采样)的簇。 可以基于呈现状态为每个基元动态地确定每个集群中的着色器遍数和多个样本的数量。

    METHOD AND SYSTEM FOR IMPROVING DATA COHERENCY IN A PARALLEL RENDERING SYSTEM
    16.
    发明申请
    METHOD AND SYSTEM FOR IMPROVING DATA COHERENCY IN A PARALLEL RENDERING SYSTEM 有权
    用于提高并行渲染系统中的数据相关性的方法和系统

    公开(公告)号:US20120147027A1

    公开(公告)日:2012-06-14

    申请号:US13399458

    申请日:2012-02-17

    IPC分类号: G09G5/00

    摘要: A method and system for improving data coherency in a parallel rendering system is disclosed. Specifically, one embodiment of the present invention sets forth a method for managing a plurality of independently processed texture streams in a parallel rendering system that includes the steps of maintaining a time stamp for a group of tiles of work that are associated with each of the plurality of the texture streams and are associated with a specified area in screen space, and utilizing the time stamps to counter divergences in the independent processing of the plurality of texture streams.

    摘要翻译: 公开了一种用于提高并行渲染系统中数据一致性的方法和系统。 具体地,本发明的一个实施例阐述了一种用于在并行渲染系统中管理多个独立处理的纹理流的方法,该方法包括以下步骤:维护与多个相关联的工作的一组瓦片的时间戳 的纹理流并且与屏幕空间中的指定区域相关联,并且利用时间戳来反复在多个纹理流的独立处理中的分歧。

    Temporal antialiasing in a multisampling graphics pipeline
    17.
    发明授权
    Temporal antialiasing in a multisampling graphics pipeline 有权
    多采样图形管道中的时间抗锯齿

    公开(公告)号:US09208605B1

    公开(公告)日:2015-12-08

    申请号:US12237605

    申请日:2008-09-25

    IPC分类号: G06T15/50 G09G5/00 G06T11/20

    摘要: Multisampling techniques provide temporal as well as spatial antialiasing. Coverage for a primitive is determined at multiple sample locations for a pixel. In one embodiment, coverage is determined using boundary equations representing a boundary surface of the primitive in a three-dimensional space-time. A shading value for the primitive is computed for the pixel and stored for each coverage sample location of the pixel that is covered by the primitive. The sample locations are distributed in both space and time, and multiple sample locations share a single shading computation. The multisampling techniques are extendable to other dimensions that correspond to other image attributes.

    摘要翻译: 多采样技术提供时间和空间抗锯齿。 在像素的多个采样位置确定原始图像的覆盖。 在一个实施例中,使用表示三维时空中的原语的边界表面的边界方程来确定覆盖。 为像素计算基元的阴影值,并为由原始图元覆盖的像素的每个覆盖样本位置存储。 样本位置分布在空间和时间上,多个样本位置共享一个阴影计算。 多采样技术可扩展到对应于其他图像属性的其他维度。

    Temporal antialiasing in a multisampling graphics pipeline
    18.
    发明授权
    Temporal antialiasing in a multisampling graphics pipeline 有权
    多采样图形管道中的时间抗锯齿

    公开(公告)号:US07446780B1

    公开(公告)日:2008-11-04

    申请号:US10912857

    申请日:2004-08-04

    IPC分类号: G09G5/00

    摘要: Multisampling techniques provide temporal as well as spatial antialiasing. Coverage for a primitive is be determined at multiple sample locations for a pixel. In one embodiment, coverage is determined using boundary equations representing a boundary surface of the primitive in a three-dimensional space-time. A shading value for the primitive is computed for the pixel and stored for each coverage sample location of the pixel that is covered by the primitive. The sample locations are distributed in both space and time, and multiple sample locations share a single shading computation. The multisampling techniques are extendable to other dimensions that correspond to other image attributes.

    摘要翻译: 多采样技术提供时间和空间抗锯齿。 在像素的多个样本位置处确定原语的覆盖。 在一个实施例中,使用表示三维时空中的原语的边界表面的边界方程来确定覆盖。 为像素计算基元的阴影值,并为由原始图元覆盖的像素的每个覆盖样本位置存储。 样本位置分布在空间和时间上,多个样本位置共享一个阴影计算。 多采样技术可扩展到对应于其他图像属性的其他维度。

    Virtual memory based noise textures
    19.
    发明申请
    Virtual memory based noise textures 有权
    基于虚拟内存的噪声纹理

    公开(公告)号:US20080068394A1

    公开(公告)日:2008-03-20

    申请号:US11522022

    申请日:2006-09-15

    申请人: Cass W. Everitt

    发明人: Cass W. Everitt

    IPC分类号: G09G5/00

    CPC分类号: G06T15/005 G06T1/60

    摘要: A large non-patterned noise texture occupies a relatively small physical memory space. Each of a small set of physical pages in physical memory includes noise texels forming part of a noise texture. A large “virtual” noise texture is created by mapping each one of a large number of pages in virtual address space to one of the small set of physical pages; multiple virtual pages may be mapped to the same physical page. The physical page that each virtual page maps to is randomly or pseudo-randomly selected such that the resulting noise texture appears to be non-repeating. When a noise texel is requested by reference to a virtual address during rendering, the virtual address of the virtual page is translated to the corresponding physical address, and the noise texel is retrieved.

    摘要翻译: 大的非图案化噪声纹理占据相对较小的物理存储器空间。 物理存储器中的一小组物理页面中的每一个包括形成噪声纹理的一部分的噪声纹理。 通过将虚拟地址空间中的大量页面中的每一个映射到小的物理页面之一来创建大的“虚拟”噪声纹理; 多个虚拟页面可能被映射到相同的物理页面。 每个虚拟页面映射到的物理页面是随机或伪随机选择的,使得所得到的噪声纹理似乎不重复。 当在渲染期间通过参考虚拟地址请求噪声纹素,虚拟页面的虚拟地址被转换为相应的物理地址,并且检索噪声纹理细分。

    Cull streams for fine-grained rendering predication
    20.
    发明授权
    Cull streams for fine-grained rendering predication 有权
    用于细粒度渲染预测的Cull流

    公开(公告)号:US09489767B1

    公开(公告)日:2016-11-08

    申请号:US11956306

    申请日:2007-12-13

    IPC分类号: G06T15/40 G06T15/80

    摘要: One embodiment of the present invention sets forth a technique to perform fine-grained rendering predication using an IGPU and a DGPU. A graphics driver divides a 3D object into batches of triangles. The IGPU processes each batch of triangles through a modified rendering pipeline to determine if the batch is culled. The IGPU writes bits into a bitstream corresponding to the visibility of the batches. The DGPU reads bits from the bitstream and performs full-blown rendering, including shading, but only on the batches of triangles whose bit indicates that the batch is visible. Advantageously, this approach to rendering predication provides fine-grained culling without adding unnecessary overhead, thereby optimizing both hardware resources and performance.

    摘要翻译: 本发明的一个实施例提出了使用IGPU和DGPU执行细粒度渲染预测的技术。 图形驱动程序将3D对象分成三个三角形。 IGPU通过修改的渲染管线处理每批三角形,以确定批次是否被剔除。 IGPU将比特写入与批次的可见性相对应的比特流中。 DGPU从比特流中读取比特流,并执行完整的渲染,包括着色,但仅在批次可以看到的批次的三角形中。 有利地,这种渲染预测的方法提供了细粒度的淘汰,而不会增加不必要的开销,从而优化硬件资源和性能。