Method for performing externally assisted calls in a heterogeneous processing complex
    21.
    发明授权
    Method for performing externally assisted calls in a heterogeneous processing complex 失效
    在异构处理复合体中执行外部辅助呼叫的方法

    公开(公告)号:US07472261B2

    公开(公告)日:2008-12-30

    申请号:US11269290

    申请日:2005-11-08

    CPC classification number: G06F9/547

    Abstract: A method is provided for accessing, by an application running on a first processor, operating system services from an operating system running on a second processor by performing an assisted call. A data plane processor first constructs a parameter area based on the input and output parameters for the function that requires control processor assistance. The current values for the input parameters are copied into the parameter area. An assisted call message is generated based on a combination of a pointer to the parameter area and a specific library function opcode for the library function that is being called. The assisted call message is placed into the processor's stack immediately following a stop-and-signal instruction. The control plane processor is signaled to perform the library function corresponding to the opcode on behalf of the data plane processor by executing a stop and signal instruction.

    Abstract translation: 提供一种方法,用于通过执行辅助呼叫从运行在第一处理器上的应用程序访问来自在第二处理器上运行的操作系统的操作系统服务。 数据平面处理器首先根据需要控制处理器辅助的功能的输入和输出参数来构建参数区域。 输入参数的当前值被复制到参数区域。 基于指向参数区域的指针和正被调用的库函数的特定库函数操作码的组合,生成辅助呼叫消息。 辅助呼叫消息在紧跟停止信号指令之后立即放入处理器的堆栈中。 通过执行停止和信号指令,用信号通知控制平面处理器代表数据平面处理器执行对应于操作码的库功能。

    Performing Externally Assisted Calls in a Heterogeneous Processing Complex
    22.
    发明申请
    Performing Externally Assisted Calls in a Heterogeneous Processing Complex 有权
    在异构处理组合中执行外部辅助呼叫

    公开(公告)号:US20080229157A1

    公开(公告)日:2008-09-18

    申请号:US12128927

    申请日:2008-05-29

    CPC classification number: G06F9/547

    Abstract: A mechanism is provided for accessing, by an application running on a first processor, operating system services from an operating system running on a second processor by performing an assisted call. A data plane processor first constructs a parameter area based on the input and output parameters for the function that requires control processor assistance. The current values for the input parameters are copied into the parameter area. An assisted call message is generated based on a combination of a pointer to the parameter area and a specific library function opcode for the library function that is being called. The assisted call message is placed into the processor's stack immediately following a stop-and-signal instruction. The control plane processor is signaled to perform the library function corresponding to the opcode on behalf of the data plane processor by executing a stop and signal instruction.

    Abstract translation: 提供了一种机制,用于通过执行辅助呼叫从运行在第一处理器上的应用程序访问来自在第二处理器上运行的操作系统的操作系统服务。 数据平面处理器首先根据需要控制处理器辅助的功能的输入和输出参数来构建参数区域。 输入参数的当前值被复制到参数区域。 基于指向参数区域的指针和正被调用的库函数的特定库函数操作码的组合,生成辅助呼叫消息。 辅助呼叫消息在紧跟停止信号指令之后立即放入处理器的堆栈中。 通过执行停止和信号指令,用信号通知控制平面处理器代表数据平面处理器执行对应于操作码的库功能。

    Virtual world event notification from a persistent world game server in a logically partitioned game console
    23.
    发明申请
    Virtual world event notification from a persistent world game server in a logically partitioned game console 审中-公开
    虚拟世界事件通知从持久的世界游戏服务器在一个逻辑分区的游戏机

    公开(公告)号:US20080090659A1

    公开(公告)日:2008-04-17

    申请号:US11548904

    申请日:2006-10-12

    Abstract: A mechanism is provided for generating event notifications for offline characters from within a persistent world online game. A player agent for an offline player runs in a secondary partition in a video game console while a primary application runs in a main partition. The offline player agent includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and presents the message to the offline player through speech or through an interface within the primary application. Event notification messages may include images, voice (text-to-speech), sound, or video.

    Abstract translation: 提供了一种用于从永久性世界在线游戏内产生离线角色的事件通知的机制。 主要应用程序在主分区中运行时,用于离线播放器的播放器代理在视频游戏控制台的辅助分区中运行。 离线播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当触发离线播放器规则的游戏事件发生时,播放器代理构成事件通知消息,并通过语音或通过主应用程序中的界面将消息呈现给离线播放器。 事件通知消息可以包括图像,语音(文本到语音),声音或视频。

    Data parallel function call for determining if called routine is data parallel
    25.
    发明授权
    Data parallel function call for determining if called routine is data parallel 失效
    数据并行功能调用,用于确定被调用的程序是否是数据并行的

    公开(公告)号:US08627043B2

    公开(公告)日:2014-01-07

    申请号:US13430168

    申请日:2012-03-26

    Abstract: Mechanisms for performing data parallel function calls in code during runtime are provided. These mechanisms may operate to execute, in the processor, a portion of code having a data parallel function call to a target portion of code. The mechanisms may further operate to determine, at runtime by the processor, whether the target portion of code is a data parallel portion of code or a scalar portion of code and determine whether the calling code is data parallel code or scalar code. Moreover, the mechanisms may operate to execute the target portion of code based on the determination of whether the target portion of code is a data parallel portion of code or a scalar portion of code, and the determination of whether the calling code is data parallel code or scalar code.

    Abstract translation: 提供了在运行期间执行代码中数据并行函数调用的机制。 这些机制可以操作以在处理器中执行具有对目标代码部分的数据并行函数调用的代码的一部分。 这些机制可以进一步操作以在运行时由处理器确定目标代码部分是代码的数据并行部分还是代码的标量部分,并确定调用代码是数据并行代码还是标量代码。 此外,这些机制可以基于代码的目标部分是代码的数据并行部分还是代码的标量部分的确定来执行代码的目标部分,以及确定调用代码是否是数据并行代码 或标量代码。

    Binary Rewriting in Software Instruction Cache
    27.
    发明申请
    Binary Rewriting in Software Instruction Cache 有权
    软件指令缓存中的二进制重写

    公开(公告)号:US20120198169A1

    公开(公告)日:2012-08-02

    申请号:US13442919

    申请日:2012-04-10

    CPC classification number: G06F9/3806 G06F12/0875

    Abstract: Mechanisms are provided for dynamically rewriting branch instructions in a portion of code. The mechanisms execute a branch instruction in the portion of code. The mechanisms determine if a target instruction of the branch instruction, to which the branch instruction branches, is present in an instruction cache associated with the processor. Moreover, the mechanisms directly branch execution of the portion of code to the target instruction in the instruction cache, without intervention from an instruction cache runtime system, in response to a determination that the target instruction is present in the instruction cache. In addition, the mechanisms redirect execution of the portion of code to the instruction cache runtime system in response to a determination that the target instruction cannot be determined to be present in the instruction cache.

    Abstract translation: 提供了用于在代码的一部分中动态地重写分支指令的机制。 这些机制在代码的一部分中执行分支指令。 这些机制确定分支指令的目标指令是否存在于与处理器相关联的指令高速缓存中。 此外,响应于确定目标指令存在于指令高速缓存中,机制直接将代码部分的执行分支到指令高速缓存中的目标指令,而不需要来自指令高速缓存运行时系统的干预。 此外,响应于确定目标指令不能被确定为存在于指令高速缓存中,机制将代码部分的执行重定向到指令高速缓存运行时系统。

    Configure offline player behavior within a persistent world game
    28.
    发明授权
    Configure offline player behavior within a persistent world game 有权
    在持久的世界游戏中配置脱机播放器行为

    公开(公告)号:US08128498B2

    公开(公告)日:2012-03-06

    申请号:US11425452

    申请日:2006-06-21

    Abstract: A mechanism is provided for configuring offline player behavior within a persistent world game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent may generate game events on behalf of the offline player. The player agent may also receive messages from an offline player. The messages may include commands for adding, removing, or editing offline player rules. A message may also include a command to view a list of rules or fire a one-time execution of a rule upon receipt. Therefore, a player may contribute to the persistent virtual world even when offline by sending commands using a messaging client or Web browser.

    Abstract translation: 提供了一种用于在持久化世界游戏中配置离线玩家行为的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线玩家规则的游戏事件时,玩家代理可以代表离线玩家生成游戏事件。 播放器代理也可以从离线播放器接收消息。 消息可能包括用于添加,删除或编辑离线播放器规则的命令。 消息还可以包括查看规则列表的命令或者在接收到一次规则执行时触发。 因此,即使当通过使用消息传递客户端或Web浏览器发送命令进行脱机时,玩家也可以对持久虚拟世界作出贡献。

    Dynamically Rewriting Branch Instructions in Response to Cache Line Eviction
    29.
    发明申请
    Dynamically Rewriting Branch Instructions in Response to Cache Line Eviction 审中-公开
    动态重写缓存线驱逐响应中的分支指令

    公开(公告)号:US20110320786A1

    公开(公告)日:2011-12-29

    申请号:US12823226

    申请日:2010-06-25

    CPC classification number: G06F8/4442 G06F9/3806 G06F12/0875 G06F12/12

    Abstract: Mechanisms are provided for evicting cache lines from an instruction cache of the data processing system. The mechanisms store, for a portion of code in a current cache line, a linked list of call sites that directly or indirectly target the portion of code in the current cache line. A determination is made as to whether the current cache line is to be evicted from the instruction cache. The linked list of call sites is processed to identify one or more rewritten branch instructions having associated branch stubs, that either directly or indirectly target the portion of code in the current cache line. In addition, the one or more rewritten branch instructions are rewritten to restore the one or more rewritten branch instructions to an original state based on information in the associated branch stubs.

    Abstract translation: 提供用于从数据处理系统的指令高速缓存中驱逐高速缓存行的机制。 机制存储当前高速缓存行中代码的一部分,直接或间接地定位当前高速缓存行中代码部分的调用站点的链接列表。 确定当前高速缓存行是否将从指令高速缓存中逐出。 处理呼叫站点的链接列表以识别具有相关联的分支存根的一个或多个重写的分支指令,其直接或间接地对目标当前高速缓存行中的代码部分。 此外,重写一个或多个重写的分支指令,以基于相关联的分支存根中的信息将一个或多个重写的分支指令恢复到原始状态。

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