Floating point texture filtering using unsigned linear interpolators and block normalizations
    1.
    发明授权
    Floating point texture filtering using unsigned linear interpolators and block normalizations 有权
    使用无符号线性内插器和块标准化的浮点纹理滤波

    公开(公告)号:US08502832B2

    公开(公告)日:2013-08-06

    申请号:US12130364

    申请日:2008-05-30

    IPC分类号: G09G5/00 G09G5/02 G09G5/10

    摘要: Apparatus and systems utilizing fixed point filtering to perform floating point texture filtering. A texture pipe unit consisting of a texture addressing unit, texture cache unit, and texture filter unit accepts texture requests for a specified pixel from a resource and returns formatted bilinear filtered results based on the specific pixel's corresponding four texels. The texture filtering unit consists of a pre-formatter module, interpolator module, accumulator module and a format module. The pre-formatter module accepts texel data in a floating point or fixed point format. However, if the data is in a floating point format the pre-formatter module converts the floating point data into a normalized fixed point data format whereby the interpolator module may perform its bilinear interpolator functions using standardized fixed point systems and apparatus without necessitating the use of floating point arithmetic units. A method utilizing fixed point filtering to perform floating point texture filtering is also presented.

    摘要翻译: 利用固定点滤波进行浮点纹理滤波的装置和系统。 由纹理寻址单元,纹理缓存单元和纹理滤波器单元组成的纹理管单元从资源接收针对指定像素的纹理请求,并且基于特定像素的相应的四个纹素返回格式化的双线性滤波结果。 纹理过滤单元由预格式化模块,插值器模块,累加器模块和格式模块组成。 预格式化器模块以浮点或固定点格式接收纹理数据。 然而,如果数据是浮点格式,则预格式化器模块将浮点数据转换成归一化的固定点数据格式,由此内插器模块可以使用标准化的固定点系统和装置来执行其双线性内插函数,而不需要使用 浮点运算单元。 还提出了利用固定点滤波进行浮点纹理滤波的方法。

    Shader Complex with Distributed Level One Cache System and Centralized Level Two Cache
    2.
    发明申请
    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二级缓存的着色器复合体

    公开(公告)号:US20100146211A1

    公开(公告)日:2010-06-10

    申请号:US12476159

    申请日:2009-06-01

    IPC分类号: G06F12/08 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。

    Method and apparatus for cache index hashing
    3.
    发明授权
    Method and apparatus for cache index hashing 有权
    缓存索引散列的方法和装置

    公开(公告)号:US06549210B1

    公开(公告)日:2003-04-15

    申请号:US09244449

    申请日:1999-02-03

    IPC分类号: G09G537

    摘要: The invention provides a method of generating cache indexes that reduces the likelihood that adjacent addresses will map to the same cache regions. The hashing process is optimized to be sensitive to small changes in the input data so that similar sets of input data will preferably not result in the same or even similar output data. Memory accesses of the sort performed when rendering graphical images may involve numerous accesses to relatively similar memory locations Therefore, hashing of the index values that determine where the information from the memory locations will be stored while that information is in cache decreases the likelihood of similar memory locations being stored at the same cache location. Consequently, cache efficiency and performance is improved.

    摘要翻译: 本发明提供了一种产生缓存索引的方法,该方法降低了相邻地址映射到相同高速缓存区域的可能性。 优化散列过程以对输入数据中的小变化敏感,使得类似的输入数据组优选不会产生相同或甚至相似的输出数据。 在渲染图形图像时执行的排序的存储器访问可能涉及对相对相似的存储器位置的多次访问。因此,确定在存储器位置的信息的哪个位置将被存储的索引值的散列,同时该信息在高速缓存中降低类似存储器的可能性 位置存储在相同的缓存位置。 因此,提高了缓存效率和性能。

    Method and apparatus for decoupled retrieval of cache miss data
    4.
    发明授权
    Method and apparatus for decoupled retrieval of cache miss data 有权
    用于缓存未命中数据解耦检索的方法和装置

    公开(公告)号:US06490652B1

    公开(公告)日:2002-12-03

    申请号:US09244692

    申请日:1999-02-03

    IPC分类号: G06F1200

    摘要: The invention provides a method of operating a cache memory so that operation is optimized. Instead of fetching data immediately upon a cache miss, the present invention continues with subsequent cache accesses. Decoupled from cache access, cache misses are fetched to cache. During operation, for each request in a sequence of data requests, it is determined if the requested data can be found in cache memory. If the data is not found in the cache, the next request in the sequence is processed without first retrieving the data pending from the earlier request. A miss list is generated for each of the requests in the sequence of requests whose data is not found in the cache. The data that is associated with the requests in the miss list is obtained from DRAM and used to satisfy the requests. Some cache lines may have one or more pending hits to data associated with the cache line. Those requests are kept in a pending hits list and processed in order as required. There may also be pending misses kept in a pending misses list where the list contains one or more pending misses to data associated with the cache line. A flag or indicator is set for a cache line when there are misses associated with the cache line.

    摘要翻译: 本发明提供了一种操作高速缓冲存储器的方法,使得操作被优化。 代替在高速缓存未命中立即获取数据,本发明继续随后的高速缓存访​​问。 从缓存访问中解耦,缓存未命中被提取到缓存。 在操作期间,对于数据请求序列中的每个请求,确定是否可以在高速缓冲存储器中找到所请求的数据。 如果在高速缓存中没有找到数据,则处理该序列中的下一个请求,而不首先从较早的请求中检索待处理的数据。 为缓存中未找到数据的请求序列中的每个请求生成一个未命中列表。 与未命中列表中的请求相关联的数据从DRAM获得并用于满足请求。 某些高速缓存行可能具有与高速缓存行相关联的数据的一个或多个待处理命中。 这些请求保存在待处理的匹配列表中,并根据需要按顺序进行处理。 在挂起的未命中列表中还可能存在未决的未命中,其中列表包含与高速缓存行相关联的数据的一个或多个未决命中。 当与高速缓存行相关联的未命中时,为高速缓存行设置标志或指示符。

    Floating Point Texture Filtering Using Unsigned Linear Interpolators and Block Normalizations
    5.
    发明申请
    Floating Point Texture Filtering Using Unsigned Linear Interpolators and Block Normalizations 有权
    使用无符号线性内插器和块规范化的浮点纹理过滤

    公开(公告)号:US20090295819A1

    公开(公告)日:2009-12-03

    申请号:US12130364

    申请日:2008-05-30

    IPC分类号: G09G5/00

    摘要: Apparatus and systems utilizing fixed point filtering to perform floating point texture filtering. A texture pipe unit consisting of a texture addressing unit, texture cache unit, and texture filter unit accepts texture requests for a specified pixel from a resource and returns formatted bilinear filtered results based on the specific pixel's corresponding four texels. The texture filtering unit consists of a pre-formatter module, interpolator module, accumulator module and a format module. The pre-formatter module accepts texel data in a floating point or fixed point format. However, if the data is in a floating point format the pre-formatter module converts the floating point data into a normalized fixed point data format whereby the interpolator module may perform its bilinear interpolator functions using standardized fixed point systems and apparatus without necessitating the use of floating point arithmetic units. A method utilizing fixed point filtering to perform floating point texture filtering is also presented.

    摘要翻译: 利用固定点滤波进行浮点纹理滤波的装置和系统。 由纹理寻址单元,纹理缓存单元和纹理滤波器单元组成的纹理管单元从资源接收针对指定像素的纹理请求,并且基于特定像素的相应的四个纹素返回格式化的双线性滤波结果。 纹理过滤单元由预格式化模块,插值器模块,累加器模块和格式模块组成。 预格式化器模块以浮点或固定点格式接收纹理数据。 然而,如果数据是浮点格式,则预格式化器模块将浮点数据转换成归一化的固定点数据格式,由此内插器模块可以使用标准化的固定点系统和装置来执行其双线性内插函数,而不需要使用 浮点运算单元。 还提出了利用固定点滤波进行浮点纹理滤波的方法。

    Variable bit field color encoding

    公开(公告)号:US07129956B2

    公开(公告)日:2006-10-31

    申请号:US10394222

    申请日:2003-03-24

    IPC分类号: G09G5/02 G09G5/00

    CPC分类号: G06T15/005 G06T11/001

    摘要: A compact image element encoding format selectively allocates a bit field within the format to alternately encode either multi-bit alpha resolution or increased color resolution. This encoding technique may be advantageously used to allocate encoding bits to model semi-transparency while using those same bits for other purposes (e.g., higher color resolution) in instances where semi-transparency is not required (e.g., for opaque image elements). In one advantageous embodiment, the same encoding format can provide either RGB5 or RGB4A3, on an image-element-by-image-element basis. Applications include but are not limited to texture mapping in a 3D computer graphics system such as a home video game system or a personal computer.

    Variable bit field encoding
    8.
    发明授权
    Variable bit field encoding 有权
    可变位字段编码

    公开(公告)号:US07119813B1

    公开(公告)日:2006-10-10

    申请号:US09585329

    申请日:2000-06-02

    IPC分类号: G09G5/00

    CPC分类号: G06T15/005 G06T11/001

    摘要: A compact image element encoding format selectively allocates a bit field within the format to alternately encode either multi-bit alpha resolution or increased color resolution. This encoding technique may be advantageously used to allocate encoding bits to model semi-transparency while using those same bits for other purposes (e.g., higher color resolution) in instances where semi-transparency is not required (e.g., for opaque image elements). In one advantageous embodiment, the same encoding format can provide either RGB5 or RGB4A3, on an image-element-by-image-element basis. Applications include but are not limited to texture mapping in a 3D computer graphics system such as a home video game system or a personal computer.

    摘要翻译: 紧凑的图像元素编码格式选择性地分配格式内的比特字段以交替地编码多比特α分辨率或增加的颜色分辨率。 在不需要半透明度的情况下(例如,对于不透明图像元素)的情况下,可以有利地使用该编码技术来分配编码比特来建模半透明度,同时在其中使用相同的比特用于其它目的(例如更高的颜色分辨率)。 在一个有利的实施例中,相同的编码格式可以在逐像素元素的基础上提供RGB5或RGB4A3。 应用包括但不限于3D计算机图形系统(例如家庭视频游戏系统或个人计算机)中的纹理映射。

    Z-texturing
    9.
    发明授权
    Z-texturing 有权
    Z纹理

    公开(公告)号:US06664958B1

    公开(公告)日:2003-12-16

    申请号:US09722378

    申请日:2000-11-28

    IPC分类号: G06T1540

    CPC分类号: G06T15/04 G06T15/40

    摘要: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The same texture mapping hardware used for color texturing provides resampled z texturing for sprites with depth or other applications. A z blender performs a z blending operation in screen space to blend surface z values with z texel values to provide per-pixel mapping of resampled z textures onto sampled 3D surface locations. Z texels can represent absolute depths or depth displacements relative to primitive surface depth. The z texel values may add to or replace primitive surface z values, and a constant bias may be added if desired. The resulting depth values are used for occlusion testing. Z textures can be generated by copying out portions of an embedded z buffer and providing the copied depth values to the texture mapping hardware. Multiple z texel formats are supported.

    摘要翻译: 包括定制图形和音频处理器的图形系统产生令人兴奋的2D和3D图形和环绕声。 该系统包括包括3D图形流水线和音频数字信号处理器的图形和音频处理器。 用于颜色纹理的相同纹理映射硬件为深度或其他应用的精灵提供了重新采样的z纹理。 z混合器在屏幕空间中执行z混合操作,以将表面z值与z纹素值混合,以将采样的z纹理的每像素映射提供到采样的3D表面位置。 Z纹理可以表示相对于原始表面深度的绝对深度或深度位移。 z纹理值可以添加或替换原始表面z值,并且如果需要,可以添加恒定偏差。 所得到的深度值用于遮挡测试。 可以通过复制嵌入的z缓冲区的部分并将复制的深度值提供给纹理映射硬件来生成Z纹理。 支持多种z纹理格式。