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公开(公告)号:US08884974B2
公开(公告)日:2014-11-11
申请号:US13209305
申请日:2011-08-12
申请人: Andrew Dadi , Robert C. Aldinger , Ketan K. Dalal , Jason Matthew Gould , Jeffrey Kay , J. Andrew Goossen , David Ruzyski
发明人: Andrew Dadi , Robert C. Aldinger , Ketan K. Dalal , Jason Matthew Gould , Jeffrey Kay , J. Andrew Goossen , David Ruzyski
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。
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公开(公告)号:US20130038614A1
公开(公告)日:2013-02-14
申请号:US13209305
申请日:2011-08-12
申请人: Andrew Dadi , Robert C. Aldinger , Ketan K. Dalal , Jason Matthew Gould , Jeffrey Kay , J. Andrew Goossen , David Ruzyski
发明人: Andrew Dadi , Robert C. Aldinger , Ketan K. Dalal , Jason Matthew Gould , Jeffrey Kay , J. Andrew Goossen , David Ruzyski
IPC分类号: G06T1/00
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。
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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。
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4.
公开(公告)号:US08872823B2
公开(公告)日:2014-10-28
申请号:US12576548
申请日:2009-10-09
申请人: Jason Matthew Gould , Michael Edward Pietraszak , Zsolt Mathe , J. Andrew Goossen , Casey Leon Meekhof
发明人: Jason Matthew Gould , Michael Edward Pietraszak , Zsolt Mathe , J. Andrew Goossen , Casey Leon Meekhof
IPC分类号: G06T15/50 , G09G5/00 , G06F15/167 , G06T15/04 , G06T15/00
CPC分类号: G06T15/005 , G06T15/04 , G06T15/50
摘要: A method and system are disclosed for automatic instrumentation that modifies a video game's shaders at run-time to collect detailed statistics about texture fetches such as MIP usage. The tracking may be transparent to the game application and therefore not require modifications to the application. In an embodiment, the method may be implemented in a software development kit used to record and provide texture usage data and optionally generate a report.
摘要翻译: 公开了用于在运行时修改视频游戏的着色器的自动仪器的方法和系统,以收集关于诸如MIP使用的纹理提取的详细统计。 跟踪可能对游戏应用程序是透明的,因此不需要修改应用程序。 在一个实施例中,该方法可以在用于记录和提供纹理使用数据并可选地生成报告的软件开发工具中实现。
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5.
公开(公告)号:US20110084964A1
公开(公告)日:2011-04-14
申请号:US12576548
申请日:2009-10-09
申请人: Jason Matthew Gould , Michael Edward Pietraszak , Zsolt Mathe , J. Andrew Goossen , Casey Leon Meekhof
发明人: Jason Matthew Gould , Michael Edward Pietraszak , Zsolt Mathe , J. Andrew Goossen , Casey Leon Meekhof
IPC分类号: G06T15/50
CPC分类号: G06T15/005 , G06T15/04 , G06T15/50
摘要: A method and system are disclosed for automatic instrumentation that modifies a video game's shaders at run-time to collect detailed statistics about texture fetches such as MIP usage. The tracking may be transparent to the game application and therefore not require modifications to the application. In an embodiment, the method may be implemented in a software development kit used to record and provide texture usage data and optionally generate a report.
摘要翻译: 公开了用于在运行时修改视频游戏的着色器的自动仪器的方法和系统,以收集关于诸如MIP使用的纹理提取的详细统计。 跟踪可能对游戏应用程序是透明的,因此不需要修改应用程序。 在一个实施例中,该方法可以在用于记录和提供纹理使用数据并可选地生成报告的软件开发工具中实现。
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公开(公告)号:US08219975B2
公开(公告)日:2012-07-10
申请号:US11925226
申请日:2007-10-26
申请人: Andrew Goossen , Parham Mohadjer , Matthew Kimball , John Howard Palevich , Juan Carlos Arevalo Baeza , Jason Matthew Gould , Matthew Lee , Michael Burrows , Karen Elaine Stevens , David Aronson
发明人: Andrew Goossen , Parham Mohadjer , Matthew Kimball , John Howard Palevich , Juan Carlos Arevalo Baeza , Jason Matthew Gould , Matthew Lee , Michael Burrows , Karen Elaine Stevens , David Aronson
IPC分类号: G06F9/44
CPC分类号: A63F13/77 , A63F13/00 , A63F13/53 , A63F2300/203 , A63F2300/66 , G06F11/3476
摘要: A method for analyzing the performance of a video game uses a diagnostic tool that is associated with application code of the video game. The diagnostic tool is activated when the video game is in operation, and real-time performance data is captured and displayed. A warning is generated when a performance metric violates a pre-set condition. The warning may be displayed on a display screen that is used to provide information for rectifying the violation.
摘要翻译: 用于分析视频游戏的性能的方法使用与视频游戏的应用代码相关联的诊断工具。 当视频游戏运行时,诊断工具被激活,捕获和显示实时性能数据。 当性能指标违反预设条件时,会产生警告。 警告可能会显示在用于提供纠正违规信息的显示屏幕上。
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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
CPC分类号: G06T15/005 , G06T15/04 , G06T2210/08
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
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公开(公告)号:US09582919B2
公开(公告)日:2017-02-28
申请号:US12576689
申请日:2009-10-09
CPC分类号: G06T15/005 , G06T15/04 , G06T2210/08
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。
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公开(公告)号:US20090113251A1
公开(公告)日:2009-04-30
申请号:US11925226
申请日:2007-10-26
申请人: Andrew Goossen , Parham Mohadjer , Matthew Kimball , John Howard Palevich , Juan Carlos Arevalo Baeza , Jason Matthew Gould , Matthew Lee , Michael Burrows , Karen Elaine Stevens , David Aronson
发明人: Andrew Goossen , Parham Mohadjer , Matthew Kimball , John Howard Palevich , Juan Carlos Arevalo Baeza , Jason Matthew Gould , Matthew Lee , Michael Burrows , Karen Elaine Stevens , David Aronson
CPC分类号: A63F13/77 , A63F13/00 , A63F13/53 , A63F2300/203 , A63F2300/66 , G06F11/3476
摘要: A method for analyzing the performance of a video game uses a diagnostic tool that is associated with application code of the video game. The diagnostic tool is activated when the video game is in operation, and real-time performance data is captured and displayed. A warning is generated when a performance metric violates a pre-set condition. The warning may be displayed on a display screen that is used to provide information for rectifying the violation.
摘要翻译: 用于分析视频游戏的性能的方法使用与视频游戏的应用代码相关联的诊断工具。 当视频游戏运行时,诊断工具被激活,捕获和显示实时性能数据。 当性能指标违反预设条件时,会产生警告。 警告可能会显示在用于提供纠正违规信息的显示屏幕上。
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