摘要:
A system and method for rasterizing and rendering graphics data is disclosed. Vertices may be grouped to form primitives such as triangles, which are rasterized using two-dimensional arrays of samples bins. Individual samples may be selected from the bins according to different criteria such as memory bank allocation to improve utilization of the system's rendering pipeline. Since the arrays may have more bins than the number of evaluation units in the rendering pipeline, the samples from the bins may be stored to FIFO memories to allow invalid or empty samples (those outside the primitive being rendered) to be removed. The samples may then be filtered to form pixels that are displayable to form an image on a display device.
摘要:
A method and apparatus for performing signature analysis of video data being output by a RAMDAC so that starting and stopping the sampling of data is made precise so that the data sampled is a known set. The invention uses a timing generator and signature analysis hardware integrated with a RAMDAC to start and stop the sampling and signature calculation of video data on frame boundaries. A signature capture request bit is used to request that the next frame be sampled and a signature calculated. The hardware waits until the beginning of the next frame starts, and then samples data until the frame ends. The calculated signature is made available in a signature analysis result register for reading. The resulting signature is held in the signature analysis result register until cleared or another signature capture request is made.
摘要:
A method and for multiplexing pixel data from a frame buffer to a RAMDAC to reduce the number of pins required. For many graphics operations optimal performance is achieved by storing an entire 32-bit pixel in a single RAM chip. When displaying video data from a frame buffer, pixels must be read out serially from the frame buffer at real-time speeds. A frame buffer memory with 16 pins for serial video output is used. An entire 32-bit pixel is stored in a single RAM chip. For a 32-bit pixel containing four byte (8-bit) quantities designated X, B, G and R, on the first clock cycle, the X and B bytes are made available on the 16 pins of the frame buffer. On the next clock cycle, the G and R bytes are made available. Thus, over two cycles the entire 32-bit pixel is output from the frame buffer to a RAMDAC which samples the X and B bytes on 16 input pins. The RAMDAC stores these X and B bytes in an internal register. On the next clock cycle it samples the G and R bytes. The DAC then reassembles the X, B, G and R bytes into a single 32-bit pixel for conversion into video. In this manner, 32-bit pixels are communicated across a 16-bit pixel data bus.
摘要:
A graphics system invokes a dicing process if one or more edges of a triangle T have length greater than a maximum length (LMAX), invokes a central subdivision process if a coverage estimate for the triangle T is greater than a maximum coverage and all edges of triangle T have length less than or equal to LMAX, invokes rendering of a sequence of one or more single-layer triangles based on triangle T if the coverage estimate for triangle T is less than or equal to the maximum coverage and all edges have length less than or equal to LMAX. Said invocation of rendering of the sequence of single-layer triangles results in the application of a plurality of texture layers to samples corresponding to triangle T. The samples are stored in the TAB between the application of successive layers of said plurality of texture layers.
摘要翻译:如果三角形T的一个或多个边缘的长度大于最大长度(L MAX MAX),则图形系统调用切割过程,如果三角形T的覆盖率估计值较大则调用中心细分过程 比最大覆盖范围和三角形T的所有边缘的长度小于或等于L MAX MAX,如果三角形的覆盖率估计,则调用基于三角形T的一个或多个单层三角形的序列的渲染 T小于或等于最大覆盖范围,并且所有边缘的长度小于或等于L MAX MAX。 所述对单层三角形序列的再现的调用导致将多个纹理层应用于对应于三角形T的样本。样本在所述多个纹理层的连续层的应用之间存储在TAB中。
摘要:
A graphics system configured to apply multiple layers of texture information to primitives. The graphics system receives parameters defining a primitive and performs a size test on the primitive. If the size test cannot guarantee that a fragment size of the primitive is less than or equal to a fragment capacity of a texture accumulation buffer, the primitive is divided into subprimitives, and the graphics system applies the multiple layers of texture to fragments which intersect the primitive. The graphics system switches from a current layer to the layer next when it has applied textures corresponding to the current layer to all the fragments intersecting the primitive. The graphics system stores color values associated with the primitive fragments in the texture accumulation buffer between the application of successive texture layers.
摘要:
A system and method for preserving the order of data items through a divergence-and-reconvergence of two or more paths in a hardware device. A host processor may write a first token to a first path in the hardware device. A convergence unit in the hardware device may receive and store the first token in a synchronization register. The host processor may poll the synchronization register to determine when the first token arrives in the synchronization register. In response to determining that the first token has arrived in the synchronization register, the host processor may safely write a sequence of one or more data items to a second path in the hardware device.
摘要:
A graphics system includes a frame buffer, a write address generator, and a pixel buffer. A burst of pixels received from the frame buffer may not be in display order. In one embodiment, a write address generator calculates a write address for each pixel in the burst of pixels output from the frame buffer. The write address corresponds to a relative display order within the burst for each respective pixel. Each pixel in the burst is stored to its write address in the pixel buffer. This way, the pixels in the burst are stored in display order within the pixel buffer.
摘要:
A rendering unit positions a supertile so that it intersects a primitive. The rendering unit repeatedly walks over bins of the supertile, applying a layer of texture to the bins of the supertile in each iteration of said repeated walking. The rendering unit advances to the next texture layer after having applied the current texture layer to each candidate bin of the supertile. The results of each texture layer application to the bins may be stored in a texture accumulation buffer. The size of the supertile corresponds to the size of the texture accumulation buffer. After applying a last layer of texture to the bins of the supertile, the supertile may be advanced to a new position. The rendering unit traverses the primitive with the supertile so that the union of areas visited by the supertile covers the primitive.
摘要:
A interface, which connects memory and an integrated circuit, having a write path and read path that allow synchronous data propagation is provided. Further, a method for synchronizing data propagation through a read path and a write path of an interface is provided. The interface uses clock signals and paths based on a clock signal to synchronize the flow of data through various paths within the interface.
摘要:
A graphics system configured to apply multiple layers of texture information to batches of primitives. The graphics system collects primitives into a batch that share a common set of texture layers to be applied. The batch is limited so that the total estimate size of the batch is less than or equal to a storage capacity of a texture accumulation buffer. The graphics system stores samples (or fragments) corresponding to the batch primitives in the texture accumulation buffer between the application of successive texture layers.