Managing multiple GPU-based rendering contexts
    1.
    发明授权
    Managing multiple GPU-based rendering contexts 有权
    管理多个基于GPU的渲染上下文

    公开(公告)号:US08884974B2

    公开(公告)日:2014-11-11

    申请号:US13209305

    申请日:2011-08-12

    IPC分类号: G06T1/00 G09G5/00

    CPC分类号: G06T1/00 G06T1/20

    摘要: Content is rendered for display using a plurality of rendering contexts. Rendering is performed, at least in part, using a graphics processing unit (GPU). The plurality of rendering contexts can comprise a lower priority rendering context and a higher priority rendering context. One or more components can be associated with each of the lower priority rendering context and the higher priority rendering context. Different restrictions can be imposed on each rendering context. Restrictions can include a restriction on block size, prioritization of requests for each context, and a restriction on the number of requests in a GPU queue at a time.

    摘要翻译: 使用多个呈现上下文呈现内容进行显示。 至少部分地使用图形处理单元(GPU)执行渲染。 多个渲染上下文可以包括较低优先级的渲染上下文和较高优先级的渲染上下文。 一个或多个组件可以与较低优先级渲染上下文和较高优先级渲染上下文中的每一个相关联。 可以对每个渲染上下文施加不同的限制。 限制可以包括对块大小的限制,对每个上下文的请求的优先级,以及每次GPU队列中的请求数量的限制。

    MANAGING MULTIPLE GPU-BASED RENDERING CONTEXTS
    2.
    发明申请
    MANAGING MULTIPLE GPU-BASED RENDERING CONTEXTS 有权
    管理多个基于GPU的渲染特征

    公开(公告)号:US20130038614A1

    公开(公告)日:2013-02-14

    申请号:US13209305

    申请日:2011-08-12

    IPC分类号: G06T1/00

    CPC分类号: G06T1/00 G06T1/20

    摘要: Content is rendered for display using a plurality of rendering contexts. Rendering is performed, at least in part, using a graphics processing unit (GPU). The plurality of rendering contexts can comprise a lower priority rendering context and a higher priority rendering context. One or more components can be associated with each of the lower priority rendering context and the higher priority rendering context. Different restrictions can be imposed on each rendering context. Restrictions can include a restriction on block size, prioritization of requests for each context, and a restriction on the number of requests in a GPU queue at a time.

    摘要翻译: 使用多个呈现上下文呈现内容进行显示。 至少部分地使用图形处理单元(GPU)执行渲染。 多个渲染上下文可以包括较低优先级的渲染上下文和较高优先级的渲染上下文。 一个或多个组件可以与较低优先级渲染上下文和较高优先级渲染上下文中的每一个相关联。 可以对每个渲染上下文施加不同的限制。 限制可以包括对块大小的限制,对每个上下文的请求的优先级,以及每次GPU队列中的请求数量的限制。

    COMPOSITING APPLICATION CONTENT AND SYSTEM CONTENT FOR DISPLAY
    3.
    发明申请
    COMPOSITING APPLICATION CONTENT AND SYSTEM CONTENT FOR DISPLAY 审中-公开
    组合应用内容和显示系统内容

    公开(公告)号:US20110314412A1

    公开(公告)日:2011-12-22

    申请号:US12818082

    申请日:2010-06-17

    IPC分类号: G06F3/048

    CPC分类号: G06F9/451

    摘要: Application content and system content are composited to create composited frames for display by drawing foreground application content into an application buffer, building a reconstruction buffer, drawing system user interface content on top of the foreground application content in the application buffer, and displaying a composited frame by sending the application buffer directly to display hardware for display. The reconstruction buffer contains portions of the foreground application content copied from the application buffer. When system user interface content is being updated, the reconstruction buffer is used to recreate the original foreground application content. Updated system user interface content and original foreground application content are then used to create additional composited frames for display.

    摘要翻译: 应用内容和系统内容被合成以通过将前景应用内容绘制到应用缓冲器中,构建重建缓冲器,在应用缓冲器中的前台应用内容之上绘制系统用户界面内容,并且显示合成框架 通过将应用程序缓冲区直接发送到显示硬件进行显示。 重建缓冲器包含从应用缓冲器复制的前景应用内容的部分。 当更新系统用户界面内容时,重构缓冲区用于重新创建原始前台应用程序内容。 更新的系统用户界面内容和原始前景应用程序内容随后用于创建其他合成框架进行显示。

    Automatic Run-Time Identification of Textures
    7.
    发明申请
    Automatic Run-Time Identification of Textures 有权
    纹理的自动运行时识别

    公开(公告)号:US20110084965A1

    公开(公告)日:2011-04-14

    申请号:US12576689

    申请日:2009-10-09

    IPC分类号: G09G5/00 G06T15/50 G06F15/167

    摘要: In one embodiment, a texture identification method and system are disclosed that uniquely identifies textures as they are used by the application and associates collected, inferred, or user-specified data with objects not owned by the library. In various embodiments, textures may be identified in various scenarios such as when textures are loaded, deleted, relocated, reloaded, and the like. In a further embodiment, APIs are provided that the application can call to provide useful information to the system that can improve the quality of the data in some situations

    摘要翻译: 在一个实施例中,公开了纹理识别方法和系统,其在应用使用时唯一地标识纹理,并将收集的,推断的或用户指定的数据与库不拥有的对象相关联。 在各种实施例中,纹理可以在各种情况下被识别,例如当纹理被加载,删除,重定位,重新加载等时。 在另一实施例中,提供了API,该应用可以调用以向系统提供有用的信息,这些信息可以在某些情况下提高数据的质量

    Automatic run-time identification of textures
    8.
    发明授权
    Automatic run-time identification of textures 有权
    纹理的自动运行时识别

    公开(公告)号:US09582919B2

    公开(公告)日:2017-02-28

    申请号:US12576689

    申请日:2009-10-09

    IPC分类号: G06T15/00 G06T15/04

    摘要: In one embodiment, a texture identification method and system are disclosed that uniquely identifies textures as they are used by the application and associates collected, inferred, or user-specified data with objects not owned by the library. In various embodiments, textures may be identified in various scenarios such as when textures are loaded, deleted, relocated, reloaded, and the like. In a further embodiment, APIs are provided that the application can call to provide useful information to the system that can improve the quality of the data in some situations.

    摘要翻译: 在一个实施例中,公开了纹理识别方法和系统,其在应用使用时唯一地标识纹理,并将收集的,推断的或用户指定的数据与库不拥有的对象相关联。 在各种实施例中,纹理可以在各种情况下被识别,例如当纹理被加载,删除,重定位,重新加载等时。 在另一实施例中,提供了应用程序可以调用以在系统中提供有用信息的API,这些信息可以在某些情况下提高数据的质量。