Graphics system with copy out conversions between embedded frame buffer and main memory
    1.
    发明授权
    Graphics system with copy out conversions between embedded frame buffer and main memory 有权
    嵌入式帧缓冲区和主内存之间具有复制转换的图形系统

    公开(公告)号:US07184059B1

    公开(公告)日:2007-02-27

    申请号:US09722663

    申请日:2000-11-28

    IPC分类号: G09G5/02 G09G5/397 G06T1/20

    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 graphics processor includes an embedded frame buffer for storing frame data prior to sending the frame data to an external location, such as main memory. A copy pipeline is provided which converts the data from one format to another format prior to writing the data to the external location. The conversion may be from one RGB color format to another RGB color format, from one YUV format to another YUV format, from an RGB color format to a YUV color format, or from a YUV color format to an RGB color format. The formatted data is either transferred to a display buffer, for use by the video interface, or to a texture buffer, for use as a texture by the graphics pipeline in a subsequent rendering process.

    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。 图形处理器包括用于在将帧数据发送到诸如主存储器的外部位置之前存储帧数据的嵌入式帧缓冲器。 提供了一个复制流水线,在将数据写入外部位置之前,将数据从一种格式转换为另一种格式。 该转换可以是从一种RGB颜色格式到另一种RGB颜色格式,从一种YUV格式到另一种YUV格式,从RGB颜色格式到YUV颜色格式,或者从YUV颜色格式到RGB颜色格式。 格式化的数据被传送到显示缓冲器,供视频接口或纹理缓冲区使用,用于随后渲染过程中图形管线的纹理。

    Graphics system with copy out conversions between embedded frame buffer and main memory for producing a streaming video image as a texture on a displayed object image
    2.
    发明授权
    Graphics system with copy out conversions between embedded frame buffer and main memory for producing a streaming video image as a texture on a displayed object image 有权
    在嵌入式帧缓冲器和主存储器之间具有拷贝转换的图形系统,用于在显示的对象图像上生成流视频图像作为纹理

    公开(公告)号:US07317459B2

    公开(公告)日:2008-01-08

    申请号:US11604374

    申请日:2006-11-27

    IPC分类号: G09G5/02 G09G5/397 G06T1/20

    摘要: A graphics processor includes an embedded frame buffer for storing frame data prior to sending the frame data to an external location, such as main memory. A copy pipeline is provided which converts the data from one format to another format prior to writing the data to the external location. The conversion may be from one RGB color format to another RGB color format, from one YUV format to another YUV format, from an RGB color format to a YUV color format, or from a YUV color format to an RGB color format. MPEG image data initially stored in main memory in a YUV format as a texture is transferred to the embedded frame buffer prior to initiating a copy-out process via the copy pipeline from the embedded frame buffer to an external frame buffer in main memory. During the copy-out process, pixels are converted from YUV format to an RGB format. A new texture image containing MPEG image data is placed in the embedded frame buffer prior to each successive copy out process operation so as to produce a streaming video image as a surface texture on at least a portion of a displayed object image.

    摘要翻译: 图形处理器包括用于在将帧数据发送到诸如主存储器的外部位置之前存储帧数据的嵌入式帧缓冲器。 提供了一个复制流水线,在将数据写入外部位置之前,将数据从一种格式转换为另一种格式。 该转换可以是从一种RGB颜色格式到另一种RGB颜色格式,从一种YUV格式到另一种YUV格式,从RGB颜色格式到YUV颜色格式,或者从YUV颜色格式到RGB颜色格式。 最初以YUV格式存储在主存储器中的作为纹理的MPEG图像数据在通过复制流水线从嵌入式帧缓冲器发送到主存储器中的外部帧缓冲器之前被发送到嵌入式帧缓冲器。 在复制过程中,像素从YUV格式转换为RGB格式。 在每个连续的拷贝输出处理操作之前,将包含MPEG图像数据的新纹理图像放置在嵌入式帧缓冲器中,以便在所显示的对象图像的至少一部分上产生作为表面纹理的流式视频图像。

    Graphics pipeline token synchronization
    3.
    发明授权
    Graphics pipeline token synchronization 有权
    图形流水线令牌同步

    公开(公告)号:US06867781B1

    公开(公告)日:2005-03-15

    申请号:US09722419

    申请日:2000-11-28

    IPC分类号: G06T1/20

    CPC分类号: G06T1/20

    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 graphics pipeline processes graphics commands at different rates depending upon the type of operation being performed. This makes it difficult to synchronize pipeline operations with external operations (e.g., a graphics processor with a main processor). To solve this problem, a synchronization token including a programmable data message is inserted into a graphics command stream sent to a graphics pipeline. At a predetermined point near the bottom of the pipeline, the token is captured and a signal is generated indicated the token has arrived. The graphics command producer can look at the captured token to determine which of multiple possible tokens has been captured, and can use the information to synchronize a task with the graphics pipeline. Applications include maintaining memory coherence in memory shared between the 3D graphics pipeline and a graphics command producer.

    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。 图形管线根据正在执行的操作类型以不同的速率处理图形命令。 这使得难以将流水线操作与外部操作(例如,具有主处理器的图形处理器)同步。 为了解决这个问题,将包括可编程数据消息的同步令牌插入发送到图形流水线的图形命令流中。 在管道底部附近的预定点,捕获令牌,并产生指示令牌到达的信号。 图形命令制作者可以查看捕获的令牌以确定已经捕获了多个可能的令牌,并且可以使用该信息将任务与图形管线同步。 应用程序包括维护3D图形流水线与图形命令生成器之间共享的内存中的内存一致性。

    Vertex cache for 3D computer graphics
    4.
    发明授权
    Vertex cache for 3D computer graphics 有权
    3D计算机图形的顶点缓存

    公开(公告)号:US06717577B1

    公开(公告)日:2004-04-06

    申请号:US09465754

    申请日:1999-12-17

    IPC分类号: G06T1500

    摘要: In a 3D interactive computer graphics system such as a video game display system, polygon vertex data is fed to a 3D graphics processor/display engine via a vertex cache used to cache and organize indexed primitive vertex data streams. The vertex cache may be a small, low-latency cache memory local to the display engine hardware. Polygons can be represented as indexed arrays, e.g., indexed linear lists of data components representing some feature of a vertex (for example, positions, colors, surface normals, or texture coordinates). The vertex cache can fetch the relevant blocks of indexed vertex attribute data on an as-needed basis to make it available to the display processor—providing spatial locality for display processing without requiring the vertex data to be prestored in display order. Efficiency can be increased by customizing and optimizing the vertex cache and associated tags for the purpose of delivering vertices to the graphics engine—allowing more efficient prefetching and assembling of vertices than might be possible using a general-purpose cache and tag structure.

    摘要翻译: 在诸如视频游戏显示系统的3D交互式计算机图形系统中,通过用于高速缓存和组织索引的原始顶点数据流的顶点高速缓存将多边形顶点数据馈送到3D图形处理器/显示引擎。 顶点缓存可以是显示引擎硬件本地的小的,低延迟的高速缓存。 多边形可以表示为索引数组,例如表示某个顶点特征的数据组件的索引线性列表(例如,位置,颜色,表面法线或纹理坐标)。 顶点高速缓存可以根据需要提取索引顶点属性数据的相关块,使其可用于显示处理器 - 提供用于显示处理的空间位置,而不需要以显示顺序预先存储顶点数据。 可以通过定制和优化顶点缓存和相关标签来提高效率,以便将顶点传递给图形引擎,从而允许比使用通用缓存和标签结构可能更有效的预取和组合顶点。

    Z-texturing
    6.
    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。

    Method and apparatus for buffering graphics data in a graphics system
    7.
    发明授权
    Method and apparatus for buffering graphics data in a graphics system 有权
    用于在图形系统中缓冲图形数据的方法和装置

    公开(公告)号:US07701461B2

    公开(公告)日:2010-04-20

    申请号:US11709750

    申请日:2007-02-23

    IPC分类号: G09G5/36 G06T1/60

    CPC分类号: G06T1/60 G06F3/14

    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. Techniques for efficiently buffering graphics data between a producer and a consumer within a low-cost graphics systems such as a 3D home video game overcome the problem that a small-sized FIFO buffer in the graphics hardware may not adequately load balance a producer and consumer—causing the producer to stall when the consumer renders bit primitives. One aspect of the invention solves this invention by allocating part of main memory to provide a variable number of variable sized graphics commands buffers. Applications can specify the number of buffers and the size of each. All writes to the graphics FIFO can be routed a buffer in main memory. The producer and consumer independently maintain their own read and write pointers, decoupling the producer from the consumer. The consumer does not write to the buffer, but uses its write pointer to keep track of data valid positions within the buffer. The producer can write a read command to a buffer that directs the consumer to read a string of graphics commands (e.g., display list) stored elsewhere in the memory, and to subsequently return to reading the rest of the buffer. Display lists can be created by simply writing a command that redirects the output of the producer to a display list buffer.

    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。 在诸如3D家庭视频游戏之类的低成本图形系统中有效地缓冲生产者和消费者之间的图形数据的技术克服了图形硬件中的小尺寸FIFO缓冲器可能无法充分平衡生产者和消费者 - 导致生产者在消费者呈现位元素时停止。 本发明的一个方面通过分配主存储器的一部分来提供可变数量的可变大小的图形命令缓冲器来解决本发明。 应用程序可以指定缓冲区的数量和每个缓冲区的大小。 对图形FIFO的所有写入都可以在主存储器中路由一个缓冲区。 生产者和消费者独立维护自己的读写指针,使生产者与消费者脱钩。 消费者不会写入缓冲区,而是使用其写指针来跟踪缓冲区内的数据有效位置。 制作者可以向缓冲区写入读取命令,该缓冲器指示消费者读取存储在其他地方的图形命令(例如,显示列表)的串,并随后返回读取缓冲器的其余部分。 显示列表可以通过简单地编写将生产者的输出重定向到显示列表缓冲区的命令来创建。

    Method and apparatus for buffering graphics data in a graphics system
    8.
    发明申请
    Method and apparatus for buffering graphics data in a graphics system 有权
    用于在图形系统中缓冲图形数据的方法和装置

    公开(公告)号:US20070165043A1

    公开(公告)日:2007-07-19

    申请号:US11709750

    申请日:2007-02-23

    IPC分类号: G09G5/36

    CPC分类号: G06T1/60 G06F3/14

    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. Techniques for efficiently buffering graphics data between a producer and a consumer within a low-cost graphics systems such as a 3D home video game overcome the problem that a small-sized FIFO buffer in the graphics hardware may not adequately load balance a producer and consumer—causing the producer to stall when the consumer renders bit primitives. One aspect of the invention solves this invention by allocating part of main memory to provide a variable number of variable sized graphics commands buffers. Applications can specify the number of buffers and the size of each. All writes to the graphics FIFO can be routed a buffer in main memory. The producer and consumer independently maintain their own read and write pointers, decoupling the producer from the consumer. The consumer does not write to the buffer, but uses its write pointer to keep track of data valid positions within the buffer. The producer can write a read command to a buffer that directs the consumer to read a string of graphics commands (e.g., display list) stored elsewhere in the memory, and to subsequently return to reading the rest of the buffer. Display lists can be created by simply writing a command that redirects the output of the producer to a display list buffer.

    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。 在诸如3D家庭视频游戏之类的低成本图形系统中有效地缓冲生产者和消费者之间的图形数据的技术克服了图形硬件中的小尺寸FIFO缓冲器可能无法充分平衡生产者和消费者 - 导致生产者在消费者呈现位元素时停止。 本发明的一个方面通过分配主存储器的一部分来提供可变数量的可变大小的图形命令缓冲器来解决本发明。 应用程序可以指定缓冲区的数量和每个缓冲区的大小。 对图形FIFO的所有写入都可以在主存储器中路由一个缓冲区。 生产者和消费者独立维护自己的读写指针,使生产者与消费者脱钩。 消费者不会写入缓冲区,而是使用其写指针来跟踪缓冲区内的数据有效位置。 制作者可以向缓冲区写入读取命令,该缓冲器指示消费者读取存储在其他地方的图形命令(例如,显示列表)的串,并随后返回读取缓冲器的其余部分。 显示列表可以通过简单地编写将生产者的输出重定向到显示列表缓冲区的命令来创建。

    Method and apparatus for buffering graphics data in a graphics system

    公开(公告)号:US07196710B1

    公开(公告)日:2007-03-27

    申请号:US09726215

    申请日:2000-11-28

    IPC分类号: G09G5/36 G06T1/60 G06T1/00

    CPC分类号: G06T1/60 G06F3/14

    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. Techniques for efficiently buffering graphics data between a producer and a consumer within a low-cost graphics systems such as a 3D home video game overcome the problem that a small-sized FIFO buffer in the graphics hardware may not adequately load balance a producer and consumer—causing the producer to stall when the consumer renders bit primitives. One aspect of the invention solves this invention by allocating part of main memory to provide a variable number of variable sized graphics commands buffers. Applications can specify the number of buffers and the size of each. All writes to the graphics FIFO can be routed a buffer in main memory. The producer and consumer independently maintain their own read and write pointers, decoupling the producer from the consumer. The consumer does not write to the buffer, but uses its write pointer to keep track of data valid positions within the buffer. The producer can write a read command to a buffer that directs the consumer to read a string of graphics commands (e.g., display list) stored elsewhere in the memory, and to subsequently return to reading the rest of the buffer. Display lists can be created by simply writing a command that redirects the output of the producer to a display list buffer.

    Graphics system interface
    10.
    发明授权

    公开(公告)号:US07522170B2

    公开(公告)日:2009-04-21

    申请号:US11390237

    申请日:2006-03-28

    IPC分类号: G06T15/10

    CPC分类号: G06T15/005 G06T17/00

    摘要: An interface for a graphics system includes simple yet powerful constructs that are easy for an application programmer to use and learn. Features include a unique vertex representation allowing the graphics pipeline to retain vertex state information and to mix indexed and direct vertex values and attributes; a projection matrix value set command; a display list call object command; and an embedded frame buffer clear/set command.