Efficient 2-D and 3-D graphics processing
    1.
    发明授权
    Efficient 2-D and 3-D graphics processing 有权
    高效的2-D和3-D图形处理

    公开(公告)号:US08203564B2

    公开(公告)日:2012-06-19

    申请号:US11675662

    申请日:2007-02-16

    IPC分类号: G06T1/20 G06T1/00 G06T15/40

    摘要: Techniques for supporting both 2-D and 3-D graphics are described. A graphics processing unit (GPU) may perform 3-D graphics processing in accordance with a 3-D graphics pipeline to render 3-D images and may also perform 2-D graphics processing in accordance with a 2-D graphics pipeline to render 2-D images. Each stage of the 2-D graphics pipeline may be mapped to at least one stage of the 3-D graphics pipeline. For example, a clipping, masking and scissoring stage in 2-D graphics may be mapped to a depth test stage in 3-D graphics. Coverage values for pixels within paths in 2-D graphics may be determined using rasterization and depth test stages in 3-D graphics. A paint generation stage and an image interpolation stage in 2-D graphics may be mapped to a fragment shader stage in 3-D graphics. A blending stage in 2-D graphics may be mapped to a blending stage in 3-D graphics.

    摘要翻译: 描述了支持2-D和3-D图形的技术。 图形处理单元(GPU)可以根据3-D图形流水线执行3D图形处理以渲染3-D图像,并且还可以根据2-D图形流水线执行2-D图形处理以呈现2 -D图像。 2-D图形管线的每个阶段可以映射到3-D图形流水线的至少一个阶段。 例如,2-D图形中的裁剪,掩蔽和裁剪阶段可以映射到3D图形中的深度测试阶段。 2-D图形中路径内像素的覆盖值可以使用3-D图形中的光栅化和深度测试阶段来确定。 2-D图形中的油漆生成阶段和图像插值阶段可以映射到3-D图形中的片段着色器阶段。 2-D图形中的混合阶段可以映射到3-D图形的混合阶段。

    Graphics system employing pixel mask
    2.
    发明授权
    Graphics system employing pixel mask 有权
    采用像素掩码的图形系统

    公开(公告)号:US07652677B2

    公开(公告)日:2010-01-26

    申请号:US11499200

    申请日:2006-08-03

    IPC分类号: G09G5/00

    CPC分类号: G06T11/40

    摘要: The system includes a bounds primitive rasterizer that rasterizes a bounds primitive into a selection of primitive pixels. The selection of primitive pixels bounds a shape to be rendered to a screen. The system also includes a pixel mask generator that generates a pixel mask for the shape. The pixel mask includes mask pixels that each corresponds to one of the primitive pixels. A mask pixel is a covered pixel when the shape covers at least a threshold portion of the mask pixel and is an uncovered pixel when the shape does not cover the mask pixel. The system also includes a pixel screener configured to retain primitive pixels that correspond to covered mask pixels and to discard primitive pixels that correspond to uncovered mask pixels.

    摘要翻译: 该系统包括边界原始光栅化器,其将边界原语光栅化为原始像素的选择。 原始像素的选择限制要呈现到屏幕的形状。 该系统还包括产生形状的像素掩模的像素掩码生成器。 像素掩模包括每个对应于原始像素之一的掩模像素。 当形状覆盖掩模像素的至少阈值部分时,掩模像素是被覆盖的像素,并且当形状不覆盖掩模像素时,掩模像素是未覆盖的像素。 该系统还包括被配置为保留对应于被覆盖的掩模像素的原始像素并且丢弃对应于未覆盖的掩码像素的原始像素的像素筛选器。

    EFFICIENT 2-D AND 3-D GRAPHICS PROCESSING
    3.
    发明申请
    EFFICIENT 2-D AND 3-D GRAPHICS PROCESSING 有权
    有效的二维和三维图形处理

    公开(公告)号:US20080198168A1

    公开(公告)日:2008-08-21

    申请号:US11675662

    申请日:2007-02-16

    IPC分类号: G06T1/20

    摘要: Techniques for supporting both 2-D and 3-D graphics are described. A graphics processing unit (GPU) may perform 3-D graphics processing in accordance with a 3-D graphics pipeline to render 3-D images and may also perform 2-D graphics processing in accordance with a 2-D graphics pipeline to render 2-D images. Each stage of the 2-D graphics pipeline may be mapped to at least one stage of the 3-D graphics pipeline. For example, a clipping, masking and scissoring stage in 2-D graphics may be mapped to a depth test stage in 3-D graphics. Coverage values for pixels within paths in 2-D graphics may be determined using rasterization and depth test stages in 3-D graphics. A paint generation stage and an image interpolation stage in 2-D graphics may be mapped to a fragment shader stage in 3-D graphics. A blending stage in 2-D graphics may be mapped to a blending stage in 3-D graphics.

    摘要翻译: 描述了支持2-D和3-D图形的技术。 图形处理单元(GPU)可以根据3-D图形流水线执行3D图形处理以渲染3-D图像,并且还可以根据2-D图形流水线执行2-D图形处理以呈现2 -D图像。 2-D图形管线的每个阶段可以映射到3-D图形流水线的至少一个阶段。 例如,2-D图形中的裁剪,掩蔽和裁剪阶段可以映射到3D图形中的深度测试阶段。 2-D图形中路径内像素的覆盖值可以使用3-D图形中的光栅化和深度测试阶段来确定。 2-D图形中的油漆生成阶段和图像插值阶段可以映射到3-D图形中的片段着色器阶段。 2-D图形中的混合阶段可以映射到3-D图形的混合阶段。

    EFFICIENT SCISSORING FOR GRAPHICS APPLICATION
    4.
    发明申请
    EFFICIENT SCISSORING FOR GRAPHICS APPLICATION 有权
    高效地分析图形应用

    公开(公告)号:US20080118148A1

    公开(公告)日:2008-05-22

    申请号:US11562379

    申请日:2006-11-21

    IPC分类号: G06K9/00

    CPC分类号: G06T15/30 G06T2200/28

    摘要: Scissoring for any number of scissoring regions is performed in a sequential order by drawing one scissoring region at a time on a drawing surface and updating scissor values for pixels within each scissoring region. A scissor value for a pixel may indicate the number of scissoring regions covering the pixel and may be incremented for each scissoring region covering the pixel. A scissor value for a pixel may also be a bitmap, and a bit for a scissoring region may be set to one if the pixel is within the scissoring region. Pixels within a region of interest are passed and rendered, and pixels outside of the region are discarded. This region may be defined by a reference value, which may be set to (a) one for the union of all scissoring regions, for a scissoring UNION operation, or (b) larger than one for the intersection of multiple (e.g., all) scissoring regions, for a scissoring AND operation.

    摘要翻译: 通过在绘图面上一次绘制一个剪切区域并且更新每个剪切区域内的像素的剪刀值,以顺序的顺序执行任意数量的剪切区域的剪切。 像素的剪刀值可以指示覆盖像素的剪切区域的数量,并且可以针对覆盖像素的每个剪切区域增加剪裁值。 像素的剪刀值也可以是位图,并且如果像素在剪切区域内,则可以将剪切区域的位设置为1。 传递和渲染感兴趣区域内的像素,并且丢弃该区域外的像素。 该区域可以由参考值定义,其可以被设置为(a)用于所有剪切区域的联合,用于剪切UNION操作,或者(b)对于多个(例如,全部)的交点大于一个, 剪切区域,用于剪切和操作。

    Graphics system employing pixel mask
    5.
    发明申请
    Graphics system employing pixel mask 有权
    采用像素掩码的图形系统

    公开(公告)号:US20080030522A1

    公开(公告)日:2008-02-07

    申请号:US11499200

    申请日:2006-08-03

    IPC分类号: G09G5/00

    CPC分类号: G06T11/40

    摘要: The system includes a bounds primitive rasterizer that rasterizes a bounds primitive into a selection of primitive pixels. The selection of primitive pixels bounds a shape to be rendered to a screen. The system also includes a pixel mask generator that generates a pixel mask for the shape. The pixel mask includes mask pixels that each corresponds to one of the primitive pixels. A mask pixel is a covered pixel when the shape covers at least a threshold portion of the mask pixel and is an uncovered pixel when the shape does not cover the mask pixel. The system also includes a pixel screener configured to retain primitive pixels that correspond to covered mask pixels and to discard primitive pixels that correspond to uncovered mask pixels.

    摘要翻译: 该系统包括边界原始光栅化器,其将边界原语光栅化为原始像素的选择。 原始像素的选择限制要呈现到屏幕的形状。 该系统还包括产生形状的像素掩模的像素掩码生成器。 像素掩模包括每个对应于原始像素之一的掩模像素。 当形状覆盖掩模像素的至少阈值部分时,掩模像素是被覆盖的像素,并且当形状不覆盖掩模像素时,掩模像素是未覆盖的像素。 该系统还包括被配置为保留对应于被覆盖的掩模像素的原始像素并且丢弃对应于未覆盖的掩码像素的原始像素的像素筛选器。

    Efficient scissoring for graphics application
    6.
    发明授权
    Efficient scissoring for graphics application 有权
    图形应用程序的高效剪裁

    公开(公告)号:US08269792B2

    公开(公告)日:2012-09-18

    申请号:US11562379

    申请日:2006-11-21

    IPC分类号: G06T11/00

    CPC分类号: G06T15/30 G06T2200/28

    摘要: Scissoring for any number of scissoring regions is performed in a sequential order by drawing one scissoring region at a time on a drawing surface and updating scissor values for pixels within each scissoring region. A scissor value for a pixel may indicate the number of scissoring regions covering the pixel and may be incremented for each scissoring region covering the pixel. A scissor value for a pixel may also be a bitmap, and a bit for a scissoring region may be set to one if the pixel is within the scissoring region. Pixels within a region of interest are passed and rendered, and pixels outside of the region are discarded. This region may be defined by a reference value, which may be set to (a) one for the union of all scissoring regions, for a scissoring UNION operation, or (b) larger than one for the intersection of multiple (e.g., all) scissoring regions, for a scissoring AND operation.

    摘要翻译: 通过在绘图面上一次绘制一个剪切区域并且更新每个剪切区域内的像素的剪刀值,以顺序的顺序执行任意数量的剪切区域的剪切。 像素的剪刀值可以指示覆盖像素的剪切区域的数量,并且可以针对覆盖像素的每个剪切区域增加剪裁值。 像素的剪刀值也可以是位图,并且如果像素在剪切区域内,则可以将剪切区域的位设置为1。 传递和渲染感兴趣区域内的像素,并且丢弃该区域外的像素。 该区域可以由参考值定义,其可以被设置为(a)用于所有剪切区域的联合,用于剪切UNION操作,或者(b)对于多个(例如,全部)的交点大于一个, 剪切区域,用于剪切和操作。

    Out-of-order command execution with sliding windows to maintain completion statuses

    公开(公告)号:US10241799B2

    公开(公告)日:2019-03-26

    申请号:US12837600

    申请日:2010-07-16

    IPC分类号: G06F9/30 G06F9/38 G06T1/20

    摘要: Techniques are described for reordering commands to improve the speed at which at least one command stream may execute. Prior to distributing commands in the at least one command stream to multiple pipelines, a multimedia processor analyzes any inter-pipeline dependencies and determines the current execution state of the pipelines. The processor may, based on this information, reorder the at least one command stream by prioritizing commands that lack any current dependencies and therefore may be executed immediately by the appropriate pipeline. Such out of order execution of commands in the at least one command stream may increase the throughput of the multimedia processor by increasing the rate at which the command stream is executed.

    Multi-threaded processor with deferred thread output control
    8.
    发明授权
    Multi-threaded processor with deferred thread output control 有权
    具有延迟线程输出控制的多线程处理器

    公开(公告)号:US08869147B2

    公开(公告)日:2014-10-21

    申请号:US11445100

    申请日:2006-05-31

    摘要: A multi-threaded processor is provided that internally reorders output threads thereby avoiding the need for an external output reorder buffer. The multi-threaded processor writes its thread results back to an internal memory buffer to guarantee that thread results are outputted in the same order in which the threads are received. A thread scheduler within the multi-threaded processor manages thread ordering control to avoid the need for an external reorder buffer. A compiler for the multi-threaded processor converts instructions that would normally send processed results directly to an external reorder buffer so that the processed thread results are instead sent to the internal memory buffer of the multi-threaded processor.

    摘要翻译: 提供一种多线程处理器,其内部重新排序输出线程,从而避免需要外部输出重排序缓冲器。 多线程处理器将其线程结果写回内部存储器缓冲区,以保证以与接收线程相同的顺序输出线程结果。 多线程处理器内的线程调度器管理线程排序控制,以避免需要外部重排序缓冲区。 用于多线程处理器的编译器将通常将处理结果直接发送到外部重排序缓冲器的指令转换成经处理的线程结果而不是发送到多线程处理器的内部存储器缓冲区。

    Unified virtual addressed register file
    9.
    发明授权
    Unified virtual addressed register file 有权
    统一的虚拟寻址寄存器文件

    公开(公告)号:US08766996B2

    公开(公告)日:2014-07-01

    申请号:US11472701

    申请日:2006-06-21

    IPC分类号: G09G5/36

    摘要: A multi-threaded processor is provided, such as a shader processor, having an internal unified memory space that is shared by a plurality of threads and is dynamically assigned to threads as needed. A mapping table that maps virtual registers to available internal addresses in the unified memory space so that thread registers can be stored in contiguous or non-contiguous memory addresses. Dynamic sizing of the virtual registers allows flexible allocation of the unified memory space depending on the type and size of data in a thread register. Yet another feature provides an efficient method for storing graphics data in the unified memory space to improve fetch and store operations from the memory space. In particular, pixel data for four pixels in a thread are stored across four memory devices having independent input/output ports that permit the four pixels to be read in a single clock cycle for processing.

    摘要翻译: 提供了多线程处理器,例如着色器处理器,具有由多个线程共享的内部统一存储器空间,并且根据需要动态分配给线程。 映射表将虚拟寄存器映射到统一存储空间中的可用内部地址,以便线程寄存器可以存储在连续或不连续的存储器地址中。 虚拟寄存器的动态大小允许根据线程寄存器中数据的类型和大小灵活分配统一存储空间。 另一个特征提供了用于将统计存储器空间中的图形数据存储以改善从存储器空间获取和存储操作的有效方法。 特别地,线程中的四个像素的像素数据被存储在具有独立输入/输出端口的四个存储器件中,这些存储器件允许以单个时钟周期读取四个像素进行处理。

    Multi-stage tessellation for graphics rendering
    10.
    发明授权
    Multi-stage tessellation for graphics rendering 有权
    图形渲染的多阶段镶嵌

    公开(公告)号:US08643644B2

    公开(公告)日:2014-02-04

    申请号:US12052628

    申请日:2008-03-20

    IPC分类号: G06T15/30 G06T17/20

    CPC分类号: G06T11/203

    摘要: This disclosure describes a multi-stage tessellation technique for tessellating a curve during graphics rendering. In particular, a first tessellation stage tessellates the curve into a first set of line segments that each represents a portion of the curve. A second tessellation stage further tessellates the portion of the curve represented by each of the line segments of the first set into additional line segments that more finely represent the shape of the curve. In this manner, each portion of the curve that was represented by only one line segment after the first tessellation stage is represented by more than one line segment after the second tessellation stage. In some instances, more than two tessellation stages may be performed to tessellate the curve.

    摘要翻译: 本公开描述了用于在图形渲染期间细分曲线的多阶段镶嵌技术。 特别地,第一细分阶段将曲线细分为第一组线段,每组线段表示曲线的一部分。 第二细分阶段进一步将由第一组的每个线段表示的曲线的部分细分为更精细地表示曲线形状的附加线段。 以这种方式,在第一细分阶段之后仅由一个线段表示的曲线的每个部分在第二细分阶段之后被多于一个线段表示。 在一些情况下,可以执行多于两个的细分阶段来细分曲线。