DRAW CALL VISIBILITY STREAM
    12.
    发明申请

    公开(公告)号:US20180189923A1

    公开(公告)日:2018-07-05

    申请号:US15397307

    申请日:2017-01-03

    CPC classification number: G06T1/20 G06T1/60 G06T15/40 G06T15/405

    Abstract: This disclosure describes a device configured to generate a primitive visibility stream that indicates whether respective primitives of a set of primitives are visible when rendered and to generate, based on the primitive visibility stream, a draw call visibility stream that indicates whether respective draw calls for rendering the set of primitives include instructions for rendering visible primitives of the set of primitives. Based on the draw call visibility stream indicating that a respective draw call does not include instructions for rendering visible primitives, the device is further configured to drop the respective draw call. Based on the draw call visibility stream indicating that the respective draw call includes instructions for rendering visible primitives, the device is further configured to execute the respective draw call.

    Shader program execution techniques for use in graphics processing

    公开(公告)号:US09665975B2

    公开(公告)日:2017-05-30

    申请号:US14466554

    申请日:2014-08-22

    CPC classification number: G06T15/83 G06T15/005

    Abstract: This disclosure describes techniques for executing shader programs in a graphics processing unit (GPU). In some examples, the techniques for executing shader programs may include executing, with a shader unit of a graphics processor, a shader program that performs vertex shader processing and that generates multiple output vertices for each input vertex that is received by the shader program. In further examples, the techniques for executing shader programs may include executing a merged vertex/geometry shader program using a non-replicated mode of execution. The non-replicated mode of execution may involve assigning each of a plurality of primitives to one merged vertex/geometry shader program instance per primitive and causing each of the instances to output a plurality of vertices. In additional examples, the techniques for executing shader programs may include techniques for selecting one of a non-replicated mode and a replicated mode for executing a merged vertex/geometry shader program.

    REMOVAL OF DEGENERATED SUB-PRIMITIVES IN TESSELLATION

    公开(公告)号:US20190279421A1

    公开(公告)日:2019-09-12

    申请号:US15913480

    申请日:2018-03-06

    Abstract: This disclosure describes a method and apparatus for performing tessellation in a graphics process. A graphics processing unit may be configured to determine tessellation factors for a first patch of the graphics data, determine, based on the tessellation factors, that a first edge of an outermost ring of the first patch will produce only degenerated sub-primitives, and skip performing tessellation for the first edge. A graphics processing unit may determine that a second edge of the outermost ring of the first patch will produce at least some normal sub-primitives, and perform tessellation for the second edge to produce output primitives.

    RENDERING GRAPHICS TO OVERLAPPING BINS
    19.
    发明申请
    RENDERING GRAPHICS TO OVERLAPPING BINS 有权
    渲染图形到重叠边框

    公开(公告)号:US20150379663A1

    公开(公告)日:2015-12-31

    申请号:US14316275

    申请日:2014-06-26

    Abstract: In an example, a method for rendering graphics data includes rendering pixels of a first bin of a plurality of bins, wherein the pixels of the first bin are associated with a first portion of an image, and rendering, to the first bin, one or more pixels that are located outside the first portion of the image and associated with a second, different bin of the plurality of bins. The method also includes rendering the one or more pixels associated with the second bin to the second bin, such that the one or more pixels are rendered to both the first bin and the second bin.

    Abstract translation: 在一个示例中,用于渲染图形数据的方法包括渲染多个箱的第一仓的像素,其中第一仓的像素与图像的第一部分相关联,并且向第一仓中呈现一个或 更多的像素位于图像的第一部分之外并且与多个箱的第二不同仓相关联。 该方法还包括将与第二仓相关联的一个或多个像素渲染到第二仓,使得一个或多个像素被渲染到第一仓和第二仓。

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