Method and system for patching instructions in a shader for a 3-D graphics pipeline
    1.
    发明授权
    Method and system for patching instructions in a shader for a 3-D graphics pipeline 有权
    用于在3-D图形管线的着色器中修补指令的方法和系统

    公开(公告)号:US07852341B1

    公开(公告)日:2010-12-14

    申请号:US10959568

    申请日:2004-10-05

    IPC分类号: G06T1/20 G06F12/02

    CPC分类号: G06T15/005

    摘要: A method and system for patching instructions in a 3-D graphics pipeline. Specifically, in one embodiment, instructions to be executed within a scheduling process for a shader pipeline of the 3-D graphics pipeline are patchable. A scheduler includes a decode table, an expansion table, and a resource table that are each patchable. The decode table translates high level instructions to an appropriate microcode sequence. The patchable expansion table expands a high level instruction to a program of microcode if the high level instruction is complex. The resource table assigns the units for executing the microcode. Addresses within each of the tables can be patched to modify existing instructions and create new instructions. That is, contents in each address in the tables that are tagged can be replaced with a patch value of a corresponding register.

    摘要翻译: 一种用于在三维图形管道中修补指令的方法和系统。 具体来说,在一个实施例中,要在三维图形流水线的着色器流水线的调度过程中执行的指令是可拼接的。 调度器包括每个可拼接的解码表,扩展表和资源表。 解码表将高电平指令转换为适当的微码序列。 如果高级指令复杂,则可补丁扩展表将高级指令扩展到微代码程序。 资源表分配用于执行微代码的单元。 每个表中的地址可以进行修补,以修改现有指令并创建新的指令。 也就是说,标记的表中每个地址中的内容可以用对应寄存器的修补程序值替换。

    SCALABLE SHADER ARCHITECTURE
    2.
    发明申请
    SCALABLE SHADER ARCHITECTURE 有权
    可分级阴影架构

    公开(公告)号:US20080094405A1

    公开(公告)日:2008-04-24

    申请号:US11957358

    申请日:2007-12-14

    IPC分类号: G06F15/80

    CPC分类号: G06T15/005

    摘要: A scalable shader architecture is disclosed. In accord with that architecture, a shader includes multiple shader pipelines, each of which can perform processing operations on rasterized pixel data. Shader pipelines can be functionally removed as required, thus preventing a defective shader pipeline from causing a chip rejection. The shader includes a shader distributor that processes rasterized pixel data and then selectively distributes the processed rasterized pixel data to the various shader pipelines, beneficially in a manner that balances workloads. A shader collector formats the outputs of the various shader pipelines into proper order to form shaded pixel data. A shader instruction processor (scheduler) programs the individual shader pipelines to perform their intended tasks. Each shader pipeline has a shader gatekeeper that interacts with the shader distributor and with the shader instruction processor such that pixel data that passes through the shader pipelines is controlled and processed as required.

    摘要翻译: 公开了可扩展着色器架构。 根据该架构,着色器包括多个着色器管线,每个着色器管线可以对光栅化像素数据执行处理操作。 着色器管线可以根据需要进行功能删除,从而防止着色器流水线造成芯片排斥。 着色器包括着色器分配器,用于处理光栅化的像素数据,然后有选择地将经处理的光栅化像素数据分配到各种着色器管线,有利于平衡工作负载。 着色器收集器将各种着色器管线的输出格式化为正确的顺序,以形成阴影像素数据。 着色器指令处理器(调度器)对各个着色器管线进行编程,以执行其预期任务。 每个着色器管道具有与着色器分配器和着色器指令处理器交互的着色器网守,使得通过着色器管线的像素数据被根据需要被控制和处理。

    Scalable shader architecture
    3.
    发明申请
    Scalable shader architecture 有权
    可扩展着色器架构

    公开(公告)号:US20050225554A1

    公开(公告)日:2005-10-13

    申请号:US10938042

    申请日:2004-09-10

    IPC分类号: G06T15/00 G06F15/80 G06T1/20

    CPC分类号: G06T15/005

    摘要: A scalable shader architecture is disclosed. In accord with that architecture, a shader includes multiple shader pipelines, each of which can perform processing operations on rasterized pixel data. Shader pipelines can be functionally removed as required, thus preventing a defective shader pipeline from causing a chip rejection. The shader includes a shader distributor that processes rasterized pixel data and then selectively distributes the processed rasterized pixel data to the various shader pipelines, beneficially in a manner that balances workloads. A shader collector formats the outputs of the various shader pipelines into proper order to form shaded pixel data. A shader instruction processor (scheduler) programs the individual shader pipelines to perform their intended tasks. Each shader pipeline has a shader gatekeeper that interacts with the shader distributor and with the shader instruction processor such that pixel data that passes through the shader pipelines is controlled and processed as required.

    摘要翻译: 公开了可扩展着色器架构。 根据该架构,着色器包括多个着色器管线,每个着色器管线可以对光栅化像素数据执行处理操作。 着色器管线可以根据需要进行功能删除,从而防止着色器流水线造成芯片排斥。 着色器包括一个着色器分配器,用于处理光栅化的像素数据,然后有选择地将经处理的光栅化像素数据分配到各种着色器管道,有利于平衡工作负载。 着色器收集器将各种着色器管线的输出格式化为正确的顺序,以形成阴影像素数据。 着色器指令处理器(调度器)对各个着色器管线进行编程,以执行其预期任务。 每个着色器管道具有与着色器分配器和着色器指令处理器交互的着色器网守,使得通过着色器管线的像素数据被根据需要被控制和处理。

    PIXEL CENTER POSITION DISPLACEMENT
    4.
    发明申请
    PIXEL CENTER POSITION DISPLACEMENT 有权
    像素中心位置位移

    公开(公告)号:US20070008336A1

    公开(公告)日:2007-01-11

    申请号:US11532069

    申请日:2006-09-14

    IPC分类号: G09G5/00

    CPC分类号: G06T3/40

    摘要: A pixel center position that is not covered by a primitive covering a portion of the pixel is displaced to lie within a fragment formed by the intersection of the primitive and the pixel. X,y coordinates of a pixel center are adjusted to displace the pixel center position to lie within the fragment, affecting actual texture map coordinates or barycentric weights. Alternatively, a centroid sub-pixel sample position is determined based on coverage data for the pixel and a multisample mode. The centroid sub-pixel sample position is used to compute pixel or sub-pixel parameters for the fragment.

    摘要翻译: 未被覆盖像素的一部分的原图覆盖的像素中心位置被移位以位于由图元和像素的交点形成的片段内。 调整像素中心的X,Y坐标以使像素中心位置位于片段内,影响实际纹理图坐标或重心权重。 或者,基于像素的覆盖数据和多采样模式来确定质心子像素采样位置。 质心子像素采样位置用于计算片段的像素或子像素参数。

    Pixel center position displacement

    公开(公告)号:US20060077209A1

    公开(公告)日:2006-04-13

    申请号:US10960857

    申请日:2004-10-07

    IPC分类号: G09G5/00

    CPC分类号: G06T3/40

    摘要: A pixel center position that is not covered by a primitive covering a portion of the pixel is displaced to lie within a fragment formed by the intersection of the primitive and the pixel. X,y coordinates of a pixel center are adjusted to displace the pixel center position to lie within the fragment, affecting actual texture map coordinates or barycentric weights. Alternatively, a centroid sub-pixel sample position is determined based on coverage data for the pixel and a multisample mode. The centroid sub-pixel sample position is used to compute pixel or sub-pixel parameters for the fragment.

    Increased scalability in the fragment shading pipeline
    6.
    发明申请
    Increased scalability in the fragment shading pipeline 有权
    增加片段着色管道中的可扩展性

    公开(公告)号:US20060055695A1

    公开(公告)日:2006-03-16

    申请号:US10940070

    申请日:2004-09-13

    IPC分类号: G06T15/50

    摘要: A fragment processor includes a fragment shader distributor, a fragment shader collector, and a plurality of fragment shader pipelines. Each fragment shader pipeline executes a fragment shader program on a segment of fragments. The plurality of fragment shader pipelines operate in parallel, executing the same or different fragment shader programs. The fragment shader distributor receives a stream of fragments from a rasterization unit and dispatches a portion of the stream of fragments to a selected fragment shader pipeline until the capacity of the selected fragment shader pipeline is reached. The fragment shader distributor then selects another fragment shader pipeline. The capacity of each of the fragment shader pipelines is limited by several different resources. As the fragment shader distributor dispatches fragments, it tracks the remaining available resources of the selected fragment shader pipeline. A fragment shader collector retrieves processed fragments from the plurality of fragment shader pipelines.

    摘要翻译: 片段处理器包括片段着色器分配器,片段着色器收集器和多个片段着色器管线。 每个片段着色器流水线在片段片段上执行片段着色器程序。 多个片段着色器管线并行操作,执行相同或不同的片段着色程序。 片段着色器分配器从光栅化单元接收片段流,并将片段流的一部分分派到所选择的片段着色器管线,直到达到所选片段着色器管线的容量。 片段着色器分配器然后选择另一个片段着色器管道。 每个片段着色器管道的容量受到几个不同的资源的限制。 当片段着色器分配器调度片段时,它会跟踪所选片段着色器管道的剩余可用资源。 片段着色器收集器从多个片段着色器管道中检索已处理的片段。

    Generating image data
    7.
    发明授权
    Generating image data 有权
    生成图像数据

    公开(公告)号:US06487322B1

    公开(公告)日:2002-11-26

    申请号:US09261146

    申请日:1999-03-03

    IPC分类号: H04N140

    CPC分类号: G06T15/50

    摘要: A surface generated from a radiosity simulation is shaded. The surface is divided into a plurality of elements and a brightness value is calculated for each of the elements. An initial surface shading is defined in which the resolution of shading is determined in response to the highest element density of the surface. Element brightness values are processed to generate brightness values for the initial surface shading and values of the initial surface shading are filtered to generate brightness values for an enhanced surface shading. Brightness values of a plurality of elements may be combined to generate a single texel brightness value in the initial surface shading. The filtering step may include steps of increasing the resolution of the initial surface shading and filtering the increased resolution shading. A galcion filtering process may be performed.

    摘要翻译: 从辐射模拟产生的表面是阴影的。 表面被分成多个元素,并且为每个元素计算亮度值。 定义初始表面阴影,其中根据表面的最高元素密度确定阴影的分辨率。 处理元素亮度值以产生初始表面阴影的亮度值,并且过滤初始表面阴影的值以生成增强的表面阴影的亮度值。 可以组合多个元素的亮度值以在初始表面阴影中产生单个纹素亮度值。 滤波步骤可以包括增加初始表面阴影的分辨率并过滤增加的分辨率阴影的步骤。 可以执行电泳过滤处理。