Shader complex with distributed level one cache system and centralized level two cache
    8.
    发明授权
    Shader complex with distributed level one cache system and centralized level two cache 有权
    分布式一级缓存系统和集中式二级缓存的着色器复合体

    公开(公告)号:US08195882B2

    公开(公告)日:2012-06-05

    申请号:US12476159

    申请日:2009-06-01

    IPC分类号: G06F12/00

    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.

    摘要翻译: 着色器管道纹理过滤器使用一级缓存系统作为存储的主要方法,但是在必要时能够使一级缓存系统读取和写入二级缓存系统。 一级缓存系统通过宽通道存储器总线与二级缓存系统进行通信。 此外,一级缓存系统可以配置为支持双重着色器管道纹理过滤器,同时保持对二级缓存系统的访问。 还提出了一种利用一级缓存系统作为主要的存储方法,具有使得一级缓存系统在必要时读取和写入二级缓存系统的能力。 此外,一级缓存系统可以分配其他资源之间可共享的定义的内存区域。

    Unified Shader Engine Filtering System
    9.
    发明申请
    Unified Shader Engine Filtering System 审中-公开
    统一着色引擎过滤系统

    公开(公告)号:US20090315909A1

    公开(公告)日:2009-12-24

    申请号:US12476152

    申请日:2009-06-01

    IPC分类号: G06T1/20 G09G5/10

    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.

    摘要翻译: 基于行的着色器引擎的每一行包括着色器管道阵列,纹理过滤器和第一级纹理缓存系统。 着色器管道数组从资源接收指定像素的纹理请求,并执行关联的渲染计算,输出纹理数据。 纹理映射单元从一级缓存系统接收纹理数据,并通过格式化和双线性滤波插值,基于特定像素的相应四个纹素生成格式化双线性结果。 使用着色器引擎内的多行基于行的着色引擎可以并行处理多个同时的资源请求。 还提出了使用基于行的着色引擎的纹理过滤的方法。