摘要:
One embodiment of the present invention sets forth a technique for managing the allocation and release of resources during multi-threaded program execution. Programmable reference counters are initialized to values that limit the amount of resources for allocation to tasks that share the same reference counter. Resource parameters are specified for each task to define the amount of resources allocated for consumption by each array of execution threads that is launched to execute the task. The resource parameters also specify the behavior of the array for acquiring and releasing resources. Finally, during execution of each thread in the array, an exit instruction may be configured to override the release of the resources that were allocated to the array. The resources may then be retained for use by a child task that is generated during execution of a thread.
摘要:
One embodiment of the present invention sets forth a technique for storing only the enabled components for each enabled vector and writing only enabled components to one or more specified render targets. A shader program header (SPH) file provides per-component mask bits for each render target. Each enabled mask bit indicates that the pixel shader generates the corresponding component as an output to the raster operations unit. In the hardware, the per-component mask bits are combined with the applications programming interface (API)-level per-component write masks to determine the components that are updated by the shader program. The combined mask is used as the write enable bits for components in one or more render targets. One advantage of the combined mask is that the components that are not updated are not forwarded from the pixel shader to the ROP, thereby saving bandwidth between those processing units.
摘要:
Systems and methods for texture processing are presented. In one embodiment a texture method includes creating a sparse texture residency translation map; performing a probe process utilizing the sparse texture residency translation map information to return a finest LOD that contains the texels for a texture lookup operation; and performing the texture lookup operation utilizing the finest LOD. In one exemplary implementation, the finest LOD is utilized as a minimum LOD clamp during the texture lookup operation. A finest LOD number indicates a minimum resident LOD and a sparse texture residency translation map includes one finest LOD number per tile of a sparse texture. The sparse texture residency translation can indicate a minimum resident LOD.
摘要:
One embodiment of the present invention sets forth a technique for configuring a graphics processing pipeline (GPP) to process data according to one or more shader programs. The method includes receiving a plurality of pointers, where each pointer references a different shader program header (SPH) included in a plurality of SPHs, and each SPH is associated with a different shader program that executes within the GPP. For each SPH included in the plurality of SPHs, one or more GPP configuration parameters included in the SPH are identified, and the GPP is adjusted based on the one or more GPP configuration parameters.
摘要:
A method and system for overriding state information programmed into a processor using an application programming interface (API) avoids introducing error conditions in the processor. An override monitor unit within the processor stores the programmed state for any setting that is overridden so that the programmed state can be restored when the error condition no longer exists. The override monitor unit overrides the programmed state by forcing the setting to a legal value that does not cause an error condition. The processor is able to continue operating without notifying a device driver that an error condition has occurred since the error condition is avoided.
摘要:
One embodiment of the present invention sets forth a technique for reducing the overhead for transmitting explicit begin and explicit end commands that are needed in primitive draw command sequences. A draw method includes a header to specify an implicit begin command, an implicit end command, and instancing information for a primitive draw command sequence. The header is followed by a packet including one or more data words (dwords) that each specify a primitive topology, starting offset into a vertex or index buffer, and vertex or index count. Only a single clock cycle is consumed to transmit and process the header. The performance of graphics application programs that have many small batches of geometry (as is typical of many workstation applications) may be improved since the overhead of transmitting and processing the explicit begin and explicit end draw commands is reduced.
摘要:
One embodiment of the present invention sets forth a technique for reducing the amount of memory required to store vertex data processed within a processing pipeline that includes a plurality of shading engines. The method includes determining a first active shading engine and a second active shading engine included within the processing pipeline, wherein the second active shading engine receives vertex data output by the first active shading engine. An output map is received and indicates one or more attributes that are included in the vertex data and output by the first active shading engine. An input map is received and indicates one or more attributes that are included in the vertex data and received by the second active shading engine from the first active shading engine. Then, a buffer map is generated based on the input map, the output map, and a pre-defined set of rules that includes rule data associated with both the first shading engine and the second shading engine, wherein the buffer map indicates one or more attributes that are included in the vertex data and stored in a memory that is accessible by both the first active shading engine and the second active shading engine.
摘要:
One embodiment of the present invention sets forth a technique for storing only the enabled components for each enabled vector and writing only enabled components to one or more specified render targets. A shader program header (SPH) file provides per-component mask bits for each render target. Each enabled mask bit indicates that the pixel shader generates the corresponding component as an output to the raster operations unit. In the hardware, the per-component mask bits are combined with the applications programming interface (API)-level per-component write masks to determine the components that are updated by the shader program. The combined mask is used as the write enable bits for components in one or more render targets. One advantage of the combined mask is that the components that are not updated are not forwarded from the pixel shader to the ROP, thereby saving bandwidth between those processing units.
摘要:
Structure, apparatus, and method for performing conservative hidden surface removal in a graphics processor. Culling is divided into two steps, a magnitude comparison content addressable memory cull operation (MCCAM Cull), and a subpixel cull operation. The MCCAM Cull discards primitives that are hidden completely by previously processed geometry. The Subpixel Cull takes the remaining primitives (which are partly or entirely visible), and determines the visible fragments. In one embodiment the method of performing hidden surface removal includes: selecting a current primitive comprising a plurality of stamps; comparing stamps to stamps from previously evaluated primitives; selecting a first stamp as a currently potentially visible stamp (CPVS) based on a relationship of depth states of samples in the first stamp with depth states of samples of previously evaluated stamps; comparing the CPVS to a second stamp; discarding the second stamp when no part of the second stamp would affect a final graphics display image based on the stamps that have been evaluated; discarding the CPVS and making the second stamp the CPVS, when the second stamp hides the CPVS; dispatching the CPVS and making the second stamp the CPVS when both the second stamp and the CPVS are at least partially visible in the final graphics display image; and dispatching the second stamp and the CPVS when the visibility of the second stamp and the CPVS depends on parameters evaluated later in the computer graphics pipeline.
摘要:
Apparatus and method for a Parallel Query Z-coordinate Buffer are described. The apparatus and method perform a keep/discard decision on screen coordinate geometry before the geometry is converted or rendered into individual display screen pixels by implementing a parallel searching technique within a novel z-coordinate buffer based on a novel magnitude comparison content addressable memory (MCCAM) structure. The MCCAM provides means structure and method for performing simultaneous arithmetic magnitude comparisons on numerical quantities. These arithmetic magnitude comparisons include arithmetic less-than, greater-than, less-than-or-equal to, and greater-than-or-equal-to operations between coordinate values of a selected graphical object and the coordinate values of other objects in the image scene which may or may not occult the selected graphical object. Embodiments of the method and apparatus utilizing variations The structure and method support variations and combinations of bounding box occulting tests, vertex bounding box occulting tests, span occulting tests, and raster-write occulting tests, as well as combinations of these tests are described .