Abstract:
To encode a texture to be used in a graphics processing system, the texture is first downscaled to generate a lower resolution representation of the texture 41. An upscaled version 42 of the lower resolution version of the texture is then compared to the original texture to determine a set of difference values indicating for each texel the difference between the value of the texel in the upscaled version of the texture and in the original texture 43. An encoded texture data block is then generated for each 8×8 block of texels in the original texture 44. Each encoded texture data block contains a base color value taken from the lower resolution representation of the texture and a set of index values indicating the difference data from the determined set of difference data to be used when decoding the block of texture data to generate the data values to be used for the texture data elements that the block of texture data represents.
Abstract:
When rendering a scene that includes a complex object made up of many individual primitives, rather than processing each primitive making up the object in turn, a bounding volume which surrounds the complex object is generated and the scene is then processed using the bounding volume in place of the actual primitives making up the complex object. If it is determined that the bounding volume representation of the object will be completely occluded in the scene (e.g. by a foreground object), then the individual primitives making up the complex object are not processed. This can save significantly on processing time and resources for the scene.
Abstract:
A graphics processor includes a vertex shader 20 that processes input attribute values from a vertex buffer 26 to generate output vertex shaded attribute values 28 to be used by a rasterizer/fragment shader 22 of the graphics processor when processing an image for display. Vertex shader output attributes for which the vertex shader input attributes that the vertex shader output attribute depends on are defined solely on a per-vertex basis or solely on a per-instance basis are identified. Then, for such vertex shader output attributes, the vertex shader 20 stores, for use by the rasterizer/fragment shader 22 of the graphics processor when processing an image for display, only one copy of the vertex shader output attribute for a given vertex or instance, respectively, irrespective of the number of instances or vertices, respectively, that the output attribute value applies to.
Abstract:
A tile-based graphics processing pipeline 1 comprising a rasteriser 3, a renderer 6, a tile buffer 10, a write out stage 13 and a programmable processing stage 14. The tile buffer 10 stores multiple render targets for a deferred shading operation and the programmable processing stage 14 is operable to, under the control of graphics program instructions, read data from two or more of a set of multiple render targets for a deferred shading operation stored in the tile buffer 10, perform a deferred shading processing operation using the read data, and to write the result of the processing operation to an output render target in the tile buffer 10, or to external memory.
Abstract:
A tile-based graphics processing pipeline comprising a rasteriser 3, a renderer 6, a tile buffer 10 configured to store rendered fragment data locally to the graphics processing pipeline prior to that data being written out to an external memory, a write out stage 13 configured to write data stored in the tile buffer to an external memory, and a programmable processing stage 14. The programmable processing stage 14 is operable under the control of graphics program instructions to read fragment data stored in the tile buffer 10 on a random access basis, perform a processing operation using the read fragment data, and write the result of the processing operation into the tile buffer 10 or to an external memory.
Abstract:
In a graphics processor, the rasteriser operates to identify pairs of fragments for a primitive being rendered for which not all the sampling positions in the fragments are covered by the primitive.When the fragments reach the fragment shader, corresponding execution threads are spawned for execution by the fragment shader to process the fragments.A first part of the fragment shader program that uses the helper threads of the thread groups is then executed.There is then a merge instruction in the fragment shader program which operates to cause the active threads of the thread groups to be merged into a single, combined thread group.Following this thread group merger, the remaining program steps of the fragment shader program are executed for the merged thread group.
Abstract:
Each block of texture data elements is encoded as a block of texture data that includes: data indicating how to generate a set of data values to be used to generate data values for a set of the texture data elements that the block represents; data indicating a set of integer values to be used to generate the set of data values to be used to generate data values for a set of the texture data elements that the block represents; data indicating a set of index values indicating how to use the generated set of data values to generate data values for texture data elements of the set of texture data elements that the generated set of data values is to be used for; and data indicating the indexing scheme that has been used for the block.
Abstract:
When sampling a cube map when rendering in a graphics processing system, the vector representation of the desired cube map sample provided by the application is converted into a 2D position on one of the faces of the cube map for use by the texturing unit of the graphics processing pipeline.The determined 2D texture coordinates (S, T) are represented using standard 32-bit IEEE 754 floating point numbers, and the 3-bit face index for the cube map is included in one of the numbers representing the texture coordinates by packing it into the sign bit and the top two bits of the exponent to provide a modified texture coordinate value.The modified 32-bit texture coordinate representation is then provided together with the 32-bit floating point number corresponding to the other texture coordinate as the cube map descriptor to the texturing unit of the graphics processing pipeline.
Abstract:
A tile-based graphics processor includes tile processing circuitry that has both a tile buffer and a per-pixel general purpose data store. The per-pixel general purpose data store is read accessible and write accessible by the tile processing circuitry to store intermediate values. These intermediate values are generated by the tile processing circuitry and then consumed by the tile processing circuitry to generate the output values for the tile being processed.
Abstract:
The early depth test stages 4, 13 of a graphics processing pipeline 1 are configured to broadcast information 9, 10, 11, 14 about fragments, etc., that pass those early depth tests to other stages 3, 4, 6, 12 in the pipeline. The other stages in the pipeline then use the early depth test pass information to determine if the processing of any fragments that they are currently processing can be stopped.