Combined floating-point logic core and frame buffer
    1.
    发明授权
    Combined floating-point logic core and frame buffer 有权
    组合浮点逻辑核心和帧缓冲区

    公开(公告)号:US06532018B1

    公开(公告)日:2003-03-11

    申请号:US09294546

    申请日:1999-04-19

    IPC分类号: G06F1314

    CPC分类号: G06T15/005

    摘要: A method and apparatus for graphical processing. A logic core to perform pixel fragment manipulation and processing is instantiated on a single substrate with one or more memory units. The memory units are dynamically segmentable into frame buffer and texture memory. Because the logic core is on the same substrate as the memory units, the bandwidth between the core and the memory is greatly increased.

    摘要翻译: 一种用于图形处理的方法和装置。 执行像素片段处理和处理的逻辑核心在具有一个或多个存储器单元的单个衬底上被实例化。 存储器单元可动态地分段为帧缓冲器和纹理存储器。 由于逻辑核心与存储器单元在同一基板上,因此核心和存储器之间的带宽大大增加。

    Combined floating-point logic core and frame buffer
    2.
    发明授权
    Combined floating-point logic core and frame buffer 有权
    组合浮点逻辑核心和帧缓冲区

    公开(公告)号:US06760033B2

    公开(公告)日:2004-07-06

    申请号:US10264524

    申请日:2002-10-04

    IPC分类号: G06F1314

    CPC分类号: G06T15/005

    摘要: A method and apparatus for graphical processing. A logic core to perform pixel fragment manipulation and processing is instantiated on a single substrate with one or more memory units. The memory units are dynamically segmentable into frame buffer and texture memory. Because the logic core is on the same substrate as the memory units, the bandwidth between the core and the memory is greatly increased.

    摘要翻译: 一种用于图形处理的方法和装置。 执行像素片段处理和处理的逻辑核心在具有一个或多个存储器单元的单个衬底上被实例化。 存储器单元可动态地分段为帧缓冲器和纹理存储器。 由于逻辑核心与存储器单元在同一基板上,因此核心和存储器之间的带宽大大增加。

    GPU texture tile detail control
    3.
    发明授权
    GPU texture tile detail control 有权
    GPU纹理瓷砖细节控制

    公开(公告)号:US08587602B2

    公开(公告)日:2013-11-19

    申请号:US12857280

    申请日:2010-08-16

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04 G06T2210/36

    摘要: Systems and associated methods for processing textures in a graphical processing unit (GPU) are disclosed. Textures may be managed on a per region (e.g., tile) basis, which allows efficient use of texture memory. Moreover, very large textures may be used. Techniques provide for both texture streaming, as well as sparse textures. A GPU texture unit may be used to intelligently clamp LOD based on a shader specified value. The texture unit may provide feedback to the shader to allow the shader to react conditionally based on whether clamping was used, etc. Per region (e.g., per-tile) independent mipmap stacks may be used to allow very large textures.

    摘要翻译: 公开了用于在图形处理单元(GPU)中处理纹理的系统和相关方法。 可以在每个区域(例如,瓦片)的基础上管理纹理,这允许纹理存储器的有效使用。 此外,可以使用非常大的纹理。 技术提供纹理流式传输以及稀疏纹理。 可以使用GPU纹理单元基于着色器指定值来智能地夹紧LOD。 纹理单元可以向着色器提供反馈以允许着色器基于是否使用夹紧等来有条件地进行反应。每个区域(例如,每个图块)独立的mipmap堆栈可以用于允许非常大的纹理。

    GPU TEXTURE TILE DETAIL CONTROL
    4.
    发明申请
    GPU TEXTURE TILE DETAIL CONTROL 有权
    GPU纹理细节控制

    公开(公告)号:US20120038657A1

    公开(公告)日:2012-02-16

    申请号:US12857280

    申请日:2010-08-16

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04 G06T2210/36

    摘要: Systems and associated methods for processing textures in a graphical processing unit (GPU) are disclosed. Textures may be managed on a per region (e.g., tile) basis, which allows efficient use of texture memory. Moreover, very large textures may be used. Techniques provide for both texture streaming, as well as sparse textures. A GPU texture unit may be used to intelligently clamp LOD based on a shader specified value. The texture unit may provide feedback to the shader to allow the shader to react conditionally based on whether clamping was used, etc. Per region (e.g., per-tile) independent mipmap stacks may be used to allow very large textures.

    摘要翻译: 公开了用于在图形处理单元(GPU)中处理纹理的系统和相关方法。 可以在每个区域(例如,瓦片)的基础上管理纹理,这允许纹理存储器的有效使用。 此外,可以使用非常大的纹理。 技术提供纹理流式传输以及稀疏纹理。 可以使用GPU纹理单元基于着色器指定值来智能地夹紧LOD。 纹理单元可以向着色器提供反馈以允许着色器基于是否使用夹紧等来有条件地进行反应。每个区域(例如,每个图块)独立的mipmap堆栈可以用于允许非常大的纹理。

    Autonomous Context Scheduler For Graphics Processing Units
    6.
    发明申请
    Autonomous Context Scheduler For Graphics Processing Units 审中-公开
    图形处理单元的自动上下文调度程序

    公开(公告)号:US20090160867A1

    公开(公告)日:2009-06-25

    申请号:US11960305

    申请日:2007-12-19

    申请人: Mark S. Grossman

    发明人: Mark S. Grossman

    IPC分类号: G06T1/00

    CPC分类号: G06T1/20 G06T15/005

    摘要: Embodiments directed to an autonomous graphics processing unit (GPU) scheduler for a graphics processing system are described. Embodiments include an execution structure for a host CPU and GPU in a computing system that allows the GPU to execute command threads in multiple contexts in a dynamic rather than fixed order based on decisions made by the GPU. This eliminates a significant amount of CPU processing overhead required to schedule GPU command execution order, and allows the GPU to execute commands in an order that is optimized for particular operating conditions. The context list includes parameters that specify task priority and resource requirements for each context. The GPU includes a scheduler component that determines the availability of system resources and directs execution of commands to the appropriate system resources, and in accordance with the priority defined by the context list.

    摘要翻译: 描述了针对图形处理系统的自主图形处理单元(GPU)调度器的实施例。 实施例包括用于计算系统中的主机CPU和GPU的执行结构,其允许GPU基于由GPU做出的决定以动态而不是固定的顺序在多个上下文中执行命令线程。 这消除了调度GPU命令执行顺序所需的大量CPU处理开销,并允许GPU以针对特定操作条件进行优化的顺序执行命令。 上下文列表包括为每个上下文指定任务优先级和资源需求的参数。 GPU包括调度器组件,其确定系统资源的可用性并且将命令的执行指向适当的系统资源,并且根据由上下文列表定义的优先级。

    Efficient Video Decoding Migration For Multiple Graphics Processor Systems
    7.
    发明申请
    Efficient Video Decoding Migration For Multiple Graphics Processor Systems 有权
    多图形处理器系统的高效视频解码迁移

    公开(公告)号:US20090160865A1

    公开(公告)日:2009-06-25

    申请号:US11960660

    申请日:2007-12-19

    申请人: Mark S. Grossman

    发明人: Mark S. Grossman

    IPC分类号: G06F15/16

    摘要: Embodiments of the invention as described herein provide a solution to the problems of conventional methods as stated above. In the following description, various examples are given for illustration, but none are intended to be limiting. Embodiments include a frame processor module in a graphics processing system that examines the intra-coded and inter-coded frames in an encoded video stream and initiates migration of decoding and rendering functions to a second graphics processor from a first graphics processor based on the location of intra-coded frames in a video stream and the composition of intermediate inter-coded frames.

    摘要翻译: 如上所述的本发明的实施例提供了如上所述的常规方法的问题的解决方案。 在下面的描述中,给出了各种示例用于说明,但是没有一个旨在限制。 实施例包括图形处理系统中的帧处理器模块,其检测编码视频流中的帧内编码和帧间编码帧,并且基于第一图形处理器的位置启动从第一图形处理器向第二图形处理器的解码和呈现功能的迁移 视频流中的帧内编码帧和中间帧间编码帧的组合。

    Z-subdivision for improved texture mapping
    8.
    发明授权
    Z-subdivision for improved texture mapping 失效
    Z-subdivision用于改进纹理映射

    公开(公告)号:US5307450A

    公开(公告)日:1994-04-26

    申请号:US128063

    申请日:1993-09-28

    申请人: Mark S. Grossman

    发明人: Mark S. Grossman

    IPC分类号: G06T15/04 G06F15/72

    CPC分类号: G06T15/04

    摘要: A graphical display system and a method for Z-subdivision of polygons into quadrilaterals and triangles whose vertices are arranged between two adjacent Z planes. This slicing allows both atmospheric and texture parameters to be interpolated linearly with minimal error within each quadrilateral or triangle slice. Object data from a host computer is processed by four pipelined graphics subsystems before being displayed on a display screen. Each object is decomposed into a set of primitives. Each primitive may intersect one or more Z planes thereby producing a set of component portions of the primitive. Once a primitive is sliced into component portions, a texture is mapped onto each component portion by interpolating texture parameters to points on or within the component portion. Finally, the textured component portions are rendered on a display device thereby creating a seamless complete object.

    摘要翻译: 一种图形显示系统和一种将多边形Z细分为四边形和三角形的方法,其顶点布置在两个相邻的Z平面之间。 该切片允许大气和纹理参数以每个四边形或三角形切片内的最小误差线性内插。 来自主机的对象数据由四个流水线图形子系统处理,然后显示在显示屏上。 每个对象被分解成一组原语。 每个原语可以相交一个或多个Z平面,从而产生一组原始的分量部分。 一旦将基元切成分量部分,通过将纹理参数内插到组件部分上或组件部分内的点,将纹理映射到每个组件部分上。 最后,将纹理化部件部分呈现在显示装置上,从而形成无缝完整的对象。