摘要:
Embodiments describe herein provide a method of for managing task scheduling on a accelerated processing device. The method includes executing a first task within the accelerated processing device (APD), monitoring for an interruption of the execution of the first task, and switching to a second task when an interruption is detected.
摘要:
A method resumes an accelerated processing device (APD) wavefront in which a subset of elements have faulted. A restore command for a job including a wavefront is received. A list of context states for the wavefront is read from a memory associated with a APD. An empty shell wavefront is created for restoring the list of context states. A portion of not acknowledged data is masked over a portion of acknowledged data within the restored wavefronts.
摘要:
Provided is a method for processing a command in a computing system including an accelerated processing device (APD) having a command processor. The method includes executing an interrupt routine to save one or more contexts related to a first set of instructions on a shader core in response to an instruction to preempt processing of the first set of instructions.
摘要:
A method tolerates virtual to physical address translation failures. A translation request is sent from a graphics processing device to a translation mechanism. The translation request is associated with a first wavefront. A fault notification is received within an accelerated processing device (APD) from the translation mechanism that a request cannot be acknowledged. The first wavefront is, stored within a shader core of the APD if the fault notification is received. The first wavefront is replaced with a second wavefront if the fault notification is received, the second wavefront being ready to be executed.
摘要:
Embodiments describe herein provide a method of for managing task scheduling on a accelerated processing device. The method includes executing a first task within the accelerated processing device (APD), monitoring for an interruption of the execution of the first task, and switching to a second task when an interruption is detected.
摘要:
Embodiments of the present invention provide a method of synchronous operation of a first processing device and a second processing device. The method includes executing a process on the first processing device, responsive to a determination that execution of the process on the first device has reached a serial-parallel boundary, passing an execution thread of the process from the first processing device to the second processing device, and executing the process on the second processing device.
摘要:
Embodiments described herein provide a method including receiving a command to schedule a first process and selecting a command queue associated with the first process. The method also includes scheduling the first process to run on an accelerated processing device and preempting a second process running on the accelerated processing device to allow the first process to run on the accelerated processing device.
摘要:
A shader pipe texture filter utilizes a level one cache system as a primary method of storage but with the ability to have the level one cache system read and write to a level two cache system when necessary. The level one cache system communicates with the level two cache system via a wide channel memory bus. In addition, the level one cache system can be configured to support dual shader pipe texture filters while maintaining access to the level two cache system. A method utilizing a level one cache system as a primary method of storage with the ability to have the level one cache system read and write a level two cache system when necessary is also presented. In addition, level one cache systems can allocate a defined area of memory to be sharable amongst other resources.
摘要:
Each row of a row based shader engine comprises a shader pipe array, a texture filter, and a level one texture cache system. The shader pipe array accepts texture requests for a specified pixel from a resource and performs associated rendering calculations, outputting texel data. The texture mapping unit receives texel data from a level one cache system and through formatting and bilinear filtering interpolations, generates a formatted bilinear result based on a specific pixel's corresponding four texels. Utilizing multiple rows of a row based shader engine within the shader engine allows for the parallel processing of multiple simultaneous resource requests. A method for texture filtering utilizing a row based shader engine is also presented.
摘要:
A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics processor includes an embedded frame buffer for storing frame data prior to sending the frame data to an external location, such as main memory. A copy pipeline is provided which converts the data from one format to another format prior to writing the data to the external location. The conversion may be from one RGB color format to another RGB color format, from one YUV format to another YUV format, from an RGB color format to a YUV color format, or from a YUV color format to an RGB color format. The formatted data is either transferred to a display buffer, for use by the video interface, or to a texture buffer, for use as a texture by the graphics pipeline in a subsequent rendering process.