Optional color space conversion
    41.
    发明授权
    Optional color space conversion 有权
    可选颜色空间转换

    公开(公告)号:US07593021B1

    公开(公告)日:2009-09-22

    申请号:US10939624

    申请日:2004-09-13

    IPC分类号: G09G5/02

    摘要: An apparatus and method for converting color data from one color space to another color space. A driver determines that a set of shader program instructions perform a color conversion function and the set of shader program instructions are replaced with either a single shader program instruction or a flag is set within an existing shader program instruction to specify that output color data is represented in a nonlinear color format. The output color data is converted to the nonlinear color format prior to being stored in a frame buffer. Nonlinear color data read from the frame buffer is converted to a linear color format prior to shading, blending, or raster operations.

    摘要翻译: 一种用于将颜色数据从一个颜色空间转换为另一个颜色空间的装置和方法。 驱动程序确定一组着色器程序指令执行颜色转换功能,并且一组着色器程序指令将被替换为单个着色器程序指令,或者在现有着色器程序指令中设置一个标志,以指定输出颜色数据被表示 以非线性颜色格式。 在存储在帧缓冲器中之前,将输出颜色数据转换为非线性颜色格式。 在阴影,混合或光栅操作之前,从帧缓冲区读取的非线性颜色数据被转换为线性颜色格式。

    Dynamic texture fetch cancellation
    42.
    发明授权
    Dynamic texture fetch cancellation 有权
    动态纹理提取取消

    公开(公告)号:US07528843B1

    公开(公告)日:2009-05-05

    申请号:US11203550

    申请日:2005-08-12

    摘要: Systems and methods for dynamically canceling texture fetches may improve texture mapping performance. A shader program compiler inserts condition code writes and condition code comparison operations for shader program instructions that contribute to a texture read instruction and do not need to be executed if certain conditions are met. During execution of the shader program, the inserted condition codes are used to compute a dynamic writemask that indicates if the texture data resulting from the texture read is unnecessary. The dynamic writemask is used to cancel unnecessary texture fetches during execution of the shader program.

    摘要翻译: 用于动态取消纹理提取的系统和方法可以提高纹理映射性能。 着色器程序编译器为有助于纹理读取指令的着色器程序指令插入条件代码写入和条件代码比较操作,并且在满足某些条件时不需要执行。 在执行着色器程序期间,插入的条件代码用于计算动态写入掩码,指示纹理读取产生的纹理数据是否不必要。 动态写入掩码用于在着色器程序执行期间取消不必要的纹理提取。

    Fragment scattering
    45.
    发明授权
    Fragment scattering 有权
    片段散射

    公开(公告)号:US07385604B1

    公开(公告)日:2008-06-10

    申请号:US10982000

    申请日:2004-11-04

    申请人: Rui M. Bastos

    发明人: Rui M. Bastos

    IPC分类号: G06T15/50 G06T15/60 G06G5/00

    CPC分类号: G06T15/80 G06T15/60

    摘要: A fragment program may configure a fragment processor to compute several output positions and associated data for a fragment, effectively scattering the fragment. Each output position may be independent of a position computed for the fragment during rasterization of a primitive. Each output position may be computed based on a point light source position to compute a shadow map corresponding to the point light source. A raster operation unit writes processed fragment data to each output position. Furthermore, the fragment program may configure the fragment processor to compute per-output position parameters for the fragment such as stencil and alpha values.

    摘要翻译: 片段程序可以配置片段处理器来计算片段的多个输出位置和相关联的数据,从而有效地散布片段。 每个输出位置可以独立于在原始光栅化期间为片段计算的位置。 可以基于点光源位置来计算每个输出位置,以计算对应于点光源的阴影图。 光栅操作单元将处理的片段数据写入每个输出位置。 此外,片段程序可以配置片段处理器来计算片段的每输出位置参数,例如模板和α值。

    System and method for using and collecting information from a plurality of depth layers
    46.
    发明授权
    System and method for using and collecting information from a plurality of depth layers 有权
    用于使用和收集来自多个深层的信息的系统和方法

    公开(公告)号:US06744433B1

    公开(公告)日:2004-06-01

    申请号:US09945444

    申请日:2001-08-31

    IPC分类号: G06T1540

    CPC分类号: G06T15/40

    摘要: A system and method are provided for using information from at least one depth layer and for collecting information about at least one additional depth layer utilizing a graphics pipeline. Initially, constraining depth layers are provided which, in turn, define a plurality of depth constraints. Next, a plurality of tests is performed involving the constraining depth layers for collecting information about at least one additional depth layer. The information relating to the at least one depth layer may then be used to improve processing in the graphics pipeline. By the foregoing multiple tests, information relating to a plurality of depth layers may be collected during each of a plurality of rendering passes. Initially, information relating to the constraining depth layers and associated depth constraints is provided in the aforementioned manner. Thereafter, information relating to at least one additional depth layer is collected during additional rendering passes using multiple tests on each rendering pass. Once collected, such information relating to the constraining depth layers and the information relating to the at least one additional depth layer may be used to further improve processing in the graphics pipeline.

    摘要翻译: 提供了一种用于使用来自至少一个深度层的信息并且利用图形管线收集关于至少一个附加深度层的信息的系统和方法。 最初,提供约束深度层,其又限定多个深度约束。 接下来,执行涉及用于收集关于至少一个附加深度层的信息的约束深度层的多个测试。 然后可以使用与至少一个深度层有关的信息来改善图形流水线中的处理。 通过上述多个测试,可以在多个渲染遍历中的每一个期间收集与多个深度层有关的信息。 最初,以上述方式提供与约束深度层和相关联的深度约束有关的信息。 此后,在另外的渲染过程中,通过对每个渲染过程进行多次测试来收集与至少一个附加深度层相关的信息。 一旦收集,可以使用与限制深度层有关的这种信息和与至少一个附加深度层相关的信息来进一步改进图形流水线中的处理。

    Translation of register-combiner state into shader microcode
    47.
    发明授权
    Translation of register-combiner state into shader microcode 有权
    寄存器组合器状态转换为着色器微码

    公开(公告)号:US08223150B2

    公开(公告)日:2012-07-17

    申请号:US13193524

    申请日:2011-07-28

    摘要: An apparatus and method for translating fixed function state into a shader program. Fixed function state is received and stored and when a new shader program is detected the fixed function state is translated into shader program instructions. Registers specified by the program instructions are allocated for processing in the shader program. The registers may be remapped for more efficient use of the register storage space.

    摘要翻译: 一种用于将固定功能状态转换为着色器程序的装置和方法。 固定功能状态被接收和存储,当检测到新的着色器程序时,固定功能状态被转换为着色器程序指令。 由程序指令指定的寄存器被分配给着色器程序中的处理。 可以重新映射寄存器以更有效地使用寄存器存储空间。

    TRANSLATION OF REGISTER-COMBINER STATE INTO SHADER MICROCODE
    48.
    发明申请
    TRANSLATION OF REGISTER-COMBINER STATE INTO SHADER MICROCODE 有权
    寄存器组合器状态转换为阴影微码

    公开(公告)号:US20110279473A1

    公开(公告)日:2011-11-17

    申请号:US13193524

    申请日:2011-07-28

    IPC分类号: G09G5/02

    摘要: An apparatus and method for translating fixed function state into a shader program. Fixed function state is received and stored and when a new shader program is detected the fixed function state is translated into shader program instructions. Registers specified by the program instructions are allocated for processing in the shader program. The registers may be remapped for more efficient use of the register storage space.

    摘要翻译: 一种用于将固定功能状态转换为着色器程序的装置和方法。 固定功能状态被接收和存储,当检测到新的着色器程序时,固定功能状态被转换成着色器程序指令。 由程序指令指定的寄存器被分配给着色器程序中的处理。 可以重新映射寄存器以更有效地使用寄存器存储空间。

    Translation of register-combiner state into shader microcode
    49.
    发明授权
    Translation of register-combiner state into shader microcode 有权
    寄存器组合器状态转换为着色器微码

    公开(公告)号:US08004523B1

    公开(公告)日:2011-08-23

    申请号:US11966905

    申请日:2007-12-28

    摘要: An apparatus and method for translating fixed function state into a shader program. Fixed function state is received and stored and when a new shader program is detected the fixed function state is translated into shader program instructions. Registers specified by the program instructions are allocated for processing in the shader program. The registers may be remapped for more efficient use of the register storage space.

    摘要翻译: 一种用于将固定功能状态转换为着色器程序的装置和方法。 固定功能状态被接收和存储,当检测到新的着色器程序时,固定功能状态被转换成着色器程序指令。 由程序指令指定的寄存器被分配给着色器程序中的处理。 可以重新映射寄存器以更有效地使用寄存器存储空间。

    Partial texture loads
    50.
    发明授权
    Partial texture loads 有权
    局部纹理负载

    公开(公告)号:US07916151B1

    公开(公告)日:2011-03-29

    申请号:US12603903

    申请日:2009-10-22

    IPC分类号: G06T1/00 G06T11/40 G09G5/00

    摘要: Circuits, methods, and apparatus that provide for partial texture load instructions. Instead of one instruction that may take several shader passes to complete, several instructions are issued, where each instruction is an instruction to retrieve a part or portion of a texture. While each instruction is performed, the other shader circuits can perform other instructions, thus increasing the utilization of the shader circuits when large textures are read from memory. Since several shader passes may be required to read a texture, if a particular instruction needs the texture, one exemplary embodiment reorders instructions such that other instructions are performed before the particular instruction that needs the texture.

    摘要翻译: 提供部分纹理加载指令的电路,方法和设备。 代替一个可能需要几个着色器遍的指令,就会发出几条指令,其中每条指令都是一条用于检索纹理的一部分或部分的指令。 当执行每条指令时,其他着色器电路可以执行其他指令,从而在从存储器读取大纹理时增加着色器电路的利用率。 由于读取纹理可能需要几个着色器遍,如果特定指令需要纹理,则一个示例性实施例重新排列指令,使得在需要纹理的特定指令之前执行其他指令。