PIXEL MERGE UNIT EFFICIENCY BY IDENTIFYING SILHOUETTE PIXELS
    3.
    发明申请
    PIXEL MERGE UNIT EFFICIENCY BY IDENTIFYING SILHOUETTE PIXELS 审中-公开
    通过识别SILHOUETTE像素的像素合并单元效率

    公开(公告)号:US20160364845A1

    公开(公告)日:2016-12-15

    申请号:US14737128

    申请日:2015-06-11

    摘要: In one embodiment, efficiency of a pixel merge unit of a graphics pipeline is increased by identifying a silhouette edge of an input primitive and bypassing the pixel merge unit for fragments associated with the silhouette edge. Identifying partially covered fragments along the silhouette edge and preventing those fragments from entering the pixel merge unit allows existing fragments within the pixel merge unit to reside within the pixel merge unit for a longer period before getting evicted. The additional residency grants fragments additional time to wait for neighboring fragments to arrive, which, in turn, increases the merge rate for fragments that are eligible to be merged.

    摘要翻译: 在一个实施例中,通过识别输入图元的轮廓边缘并绕过与轮廓边缘相关联的碎片的像素合并单元来增加图形流水线的像素合并单元的效率。 沿着轮廓边缘识别部分覆盖的片段并且防止这些片段进入像素合并单元允许像素合并单元内的现有片段在被驱逐之前更长时间驻留在像素合并单元内。 额外的居​​留许可片段增加了等待相邻片段到达的时间,这又增加了有资格合并的片段的合并率。

    Image Processing Techniques
    6.
    发明申请
    Image Processing Techniques 审中-公开
    图像处理技术

    公开(公告)号:US20160055614A1

    公开(公告)日:2016-02-25

    申请号:US14931285

    申请日:2015-11-03

    IPC分类号: G06T1/20 G06T11/40

    摘要: Techniques are described that can delay or even prevent use of memory to store triangles associated with tiles as well as processing resources associated with vertex shading and binning triangles. The techniques can also provide better load balancing among a set of cores, and hence provide better performance. A bounding volume is generated to represent a geometry group. Culling takes place to determine whether a geometry group is to have triangles rendered. Vertex shading and association of triangles with tiles can be performed across multiple cores in parallel. Processing resources are allocated for rasterizing tiles whose triangles have been vertex shaded and binned over tiles whose triangles have yet to be vertex shaded and binned. Rasterization of triangles of different tiles can be performed by multiple cores in parallel.

    摘要翻译: 描述了可以延迟或甚至阻止使用存储器来存储与瓦片相关联的三角形以及处理与顶点着色和合并三角形相关联的资源的技术。 这些技术还可以在一组核心之间提供更好的负载平衡,从而提供更好的性能。 生成一个边界体来表示一个几何组。 进行剔除以确定几何组是否具有呈现的三角形。 顶点阴影和三角形与瓦片的关联可以并行执行多个核心。 分配处理资源用于光栅化其三角形已经被顶点着色的图块,并且在三角形尚未被顶点着色和分块的图块上进行分块。 不同瓦片三角形的光栅化可以由多个并行的核心执行。

    Clustering and Encoding for Color Compression
    8.
    发明申请
    Clustering and Encoding for Color Compression 审中-公开
    颜色压缩的聚类和编码

    公开(公告)号:US20150326862A1

    公开(公告)日:2015-11-12

    申请号:US14270435

    申请日:2014-05-06

    IPC分类号: H04N19/136 H04N19/137

    摘要: First, the colors are partitioned within a tile into distinct groups, such that the variation of color within each group is lowered. Second, each group can be encoded in an efficient manner. The algorithm described herein may give a higher compression ratio than previous algorithms, and therefore may further reduce memory bandwidth at a very low increase in computational cost in some embodiments. The algorithm may be added to a system with existing buffer compression algorithms, handling additional tiles that the existing algorithm fails to compress, thereby increasing the overall compression rate.

    摘要翻译: 首先,将颜色在瓦片内划分成不同的组,使得每组中的颜色变化降低。 第二,每组可以有效地编码。 这里描述的算法可以给出比先前的算法更高的压缩比,并且因此在一些实施例中可以以非常低的计算成本增加进一步减少存储器带宽。 可以将该算法添加到具有现有缓冲器压缩算法的系统中,处理现有算法无法压缩的附加瓦片,从而增加总体压缩率。