摘要:
A system and method for allocating data among first and second banks of at least one SDRAM, the data including first, second and third words to be accessed during consecutive read operations. The method includes the following steps: storing the first and third words within the first bank, and storing the second word within the second bank. The texture mapping computer graphics system includes a host computer with a main memory that stores texture data including a plurality of texels, and a local memory that stores at least a portion of the texture data. The local memory includes at least one SDRAM.
摘要:
A method and apparatus for managing blocks of data in a data processing system, the data processing system including a host computer and data processing hardware, the host computer having a main memory that stores blocks of data to be processed by the data processing hardware, the data processing hardware including a local memory that locally stores a subset of the blocks of data to be processed by the data processing hardware. When a portion of one of the blocks of data is to be processed by the data processing hardware, a determination is made as to whether the block of data is in the local memory. When the block of data is in the local memory, the portion of the block of data to be processed is read from the local memory. When the block of data is not in the local memory, it is downloaded from the host computer main memory to the data processing hardware. The data processing hardware may generate an interrupt to the host computer with a request to download data.
摘要:
A method and apparatus for managing texture mapping data in a computer graphics system, the computer graphics system including a host computer, primitive rendering hardware and a primitive data path extending between the host computer and the primitive rendering hardware. The host computer passes primitives to be rendered by the system to the primitive rendering hardware over the primitive data path. The host computer has a main memory that stores texture mapping data corresponding to the primitives to be rendered. The primitive rendering hardware includes a local texture memory that locally stores the texture mapping data corresponding to at least one of the primitives to be rendered. When a primitive passed to the primitive rendering hardware is to be rendered, a determination is made as to whether its corresponding texture mapping data is in the local texture memory. When the texture mapping data corresponding to the primitive to be rendered is in the local texture memory, the primitive is rendered using its corresponding texture mapping data from the local texture memory. When the texture mapping data corresponding to the primitive to be rendered is not in the local texture memory, the texture mapping data corresponding to the primitive to be rendered is downloaded from the host computer main memory to the primitive rendering hardware, and the primitive is rendered using its corresponding texture mapping data downloaded from the main memory. The local texture memory may be implemented as a cache.
摘要:
A method and apparatus allocates and stores texture data in a texture mapping computer graphics system. The data includes at least one series of texture MIP maps. The method includes the following steps: dividing each map of the at least one series of MIP maps into at least two map portions; allocating the map portions of each map into a plurality of equally-sized blocks of data such that portions of maps smaller in size than the size of a block are allocated within a single block; storing the blocks within a main memory of the system; and downloading the blocks at least one block at a time from the main memory to a local memory of the system. The step of downloading includes the step of downloading each block into one of first or second banks of at least one SDRAM.
摘要:
A method and apparatus for managing texture mapping data in a computer graphics system, the computer graphics system including a host computer, primitive rendering hardware and a primitive data path extending between the host computer and the primitive rendering hardware. The host computer passes primitives to be rendered by the system to the primitive rendering hardware over the primitive data path. The host computer has a main memory that stores texture mapping data corresponding to the primitives to be rendered. The primitive rendering hardware includes a local texture memory that locally stores the texture mapping data corresponding to at least one of the primitives to be rendered. When a primitive passed to the primitive rendering hardware is to be rendered, a determination is made as to whether its corresponding texture mapping data is in the local texture memory. When the texture mapping data corresponding to the primitive to be rendered is in the local texture memory, the primitive is rendered using its corresponding texture mapping data from the local texture memory. When the texture mapping data corresponding to the primitive to be rendered is not in the local texture memory, the texture mapping data corresponding to the primitive to be rendered is downloaded from the host computer main memory to the primitive rendering hardware, and the primitive is rendered using its corresponding texture mapping data downloaded from the main memory. The local texture memory may be implemented as a cache.
摘要:
A texture mapping computer graphics system includes a host computer with a main memory that stores texture data including a plurality of texels. A local memory stores at least a portion of the texture data. A local memory access unit, coupled to the local memory, accesses texels from the local memory. A texel data buffer, coupled to the local memory access unit, stores a limited number of texels most recently accessed by the access unit from the local memory. A texel interpolator, coupled to the texel data buffer, reads texels from predefined locations of the texel data buffer. The access unit accesses texels from the local memory only when such texels are unavailable to be re-read from the texel data buffer. A circuit, coupled to the interpolator and the local memory access unit, determines whether a current texel is available to be re-read from the texel data buffer. The circuit includes a comparator that compares an address of the current texel with an address of a texel most recently accessed from the local memory.
摘要:
Methods and apparatus for maximizing column address coherency for serial and parallel port accesses to a dual port frame buffer. Performance of the serial port of the frame buffer is greatly improved by separating the page boundaries in the horizontal direction (i.e., scan line organized), while performance of the parallel port of the frame buffer is enhanced by organizing the page boundaries for rectangular areas of the display. Performance at both ports may be maximized at the same time by organizing the video random access memory (VRAM) into tiles and vertically barrel shifting the scan line data at a fixed interval across the video display. During operation, the serial port output looks like an entire row of data while it has actually output parts of N rows of data from two separate rows of memory chips which are changed at the fixed interval. This approach allows the parallel port to organize columns N times higher in the vertical direction. As a result, the page boundaries are N times as far apart in the vertical direction, thereby improving output performance.
摘要:
A system for pushing data, the system includes a source node that stores a coherent copy of a block of data. The system also includes a push engine configured to determine a next consumer of the block of data. The determination being made in the absence of the push engine detecting a request for the block of data from the next consumer. The push engine causes the source node to push the block of data to a memory associated with the next consumer to reduce latency of the next consumer accessing the block of data.
摘要:
A system for pushing data, the system includes a source node that stores a coherent copy of a block of data. The system also includes a push engine configured to determine a next consumer of the block of data. The determination being made in the absence oft he push engine detecting a request for the block of data from the next consumer. The push engine causes the source node to push the block of data to a memory associated with the next consumer to reduce latency of the next consumer accessing the block of data.
摘要:
A fully mirrored memory system includes at least one split memory bus, with each portion of the split memory bus having active memory and mirror memory. Each portion of the memory bus transfers a portion of the data for a memory transaction. If a memory unit is determined to be defective, one portion of the memory bus may be inactivated for hot swapping of memory, and the system can continue to operate using an active portion of the memory bus.