Systems and methods to provide applications to microprocessor systems using a hardware element on a distribution meduim
    1.
    发明授权
    Systems and methods to provide applications to microprocessor systems using a hardware element on a distribution meduim 有权
    使用分发媒体上的硬件元素向微处理器系统提供应用的系统和方法

    公开(公告)号:US08332583B2

    公开(公告)日:2012-12-11

    申请号:US11722512

    申请日:2005-12-21

    IPC分类号: G06F12/14

    CPC分类号: G06F21/123

    摘要: A distribution medium (20) for providing an application to a host system (4) includes an interface element (21) for interfacing with the host (4), a memory or storage module (22) that stores application code representing the application and a hardware element (23). The hardware element (23) directly accesses application content stored in the memory (22), processes that application content to transform it to another form, and then provides the transformed content to the host system (4).

    摘要翻译: 用于向主机系统(4)提供应用的分发介质(20)包括用于与主机(4)进行接口的接口元件(21),存储或存储模块(22),存储器或存储模块(22)存储代表该应用的应用代码和 硬件元件(23)。 硬件元件(23)直接访问存储在存储器(22)中的应用程序内容,处理应用程序内容将其转换为另一种形式,然后将转换后的内容提供给主机系统(4)。

    Processing of computer graphics
    2.
    发明授权

    公开(公告)号:US07920139B2

    公开(公告)日:2011-04-05

    申请号:US11791753

    申请日:2005-11-29

    IPC分类号: G06T15/00

    CPC分类号: G06T15/503 G06T11/001

    摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering. The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image. The data from the tile buffers 52 is input to a downsampling unit 53, and thence output to a frame buffer 54 of a display device 55 for display.

    Processing of 3-dimensional graphics
    3.
    发明授权
    Processing of 3-dimensional graphics 有权
    三维图形处理

    公开(公告)号:US08345051B2

    公开(公告)日:2013-01-01

    申请号:US11667656

    申请日:2005-11-15

    IPC分类号: G06F15/00 G06T1/00

    CPC分类号: G06T15/005

    摘要: A graphic rendering pipeline has a number of different rendering units and receives fragments for rendering. A renderer stated word cache is used to store rendering state data to be used to configure the rendering units when they render a fragment. Each rendering unit includes a functional block which carries out a rendering operation on a received fragment and a renderer state word interface that can be used to look up the required rendering state data from the renderer state word cache. Each fragment is provided to the rendering pipeline with fragment data that indicates, inter alia, a fragment index, a renderer state word index, and other fragment data that is necessary to render the fragment. When a rendering unit of the rendering pipeline receives a fragment to be rendered, it firstly uses the renderer state word index associated with the fragment to look-up, using its renderer state word interface, the relevant rendering state data from the renderer state word cache. It then uses that rendering state data to configure its functional block, and then renders the fragment.

    摘要翻译: 图形渲染流水线具有多个不同的渲染单元,并接收用于渲染的碎片。 渲染器说,字缓存用于存储渲染状态数据,用于在呈现片段时配置渲染单元。 每个渲染单元包括对接收到的片段执行渲染操作的功能块和可用于从渲染器状态字高速缓存查找所需渲染状态数据的渲染器状态字界面。 每个片段被提供给具有片段数据的片段数据,片段数据特别指出片段索引,渲染器状态字索引和渲染片段所必需的其他片段数据。 当渲染流水线的渲染单元接收到要渲染的片段时,首先使用与片段相关联的渲染器状态字索引来使用其渲染器状态字界面来查找来自渲染器状态字高速缓存的相关渲染状态数据 。 然后使用该渲染状态数据来配置其功能块,然后渲染该片段。

    MICROPROCESSOR SYSTEMS
    4.
    发明申请
    MICROPROCESSOR SYSTEMS 有权
    微处理器系统

    公开(公告)号:US20100146202A1

    公开(公告)日:2010-06-10

    申请号:US11722512

    申请日:2005-12-21

    IPC分类号: G06F12/00

    CPC分类号: G06F21/123

    摘要: A distribution medium (20) for providing an application to a host system (4) includes an interface element (21) for interfacing with the host (4), a memory or storage module (22) that stores application code representing the application and a hardware element (23). The hardware element (23) directly accesses application content stored in the memory (22), processes that application content to transform it to another form, and then provides the transformed content to the host system (4).

    摘要翻译: 用于向主机系统(4)提供应用的分发介质(20)包括用于与主机(4)进行接口的接口元件(21),存储或存储模块(22),存储器或存储模块(22)存储代表该应用的应用代码和 硬件元件(23)。 硬件元件(23)直接访问存储在存储器(22)中的应用程序内容,处理应用程序内容将其转换为另一种形式,然后将转换后的内容提供给主机系统(4)。

    Method of and apparatus for encoding and decoding data
    5.
    发明授权
    Method of and apparatus for encoding and decoding data 有权
    用于对数据进行编码和解码的方法和装置

    公开(公告)号:US08289343B2

    公开(公告)日:2012-10-16

    申请号:US13314985

    申请日:2011-12-08

    CPC分类号: G06T9/00

    摘要: An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of color values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colors of the individual texture elements using that generated set of colors. As well as the individual texture data blocks, a header data block encoding a base set of colors is generated. This base color set defines a set of colors that is used to generate the colors to be used when reproducing each individual encoded texture data block.

    摘要翻译: 一组纹理数据元素(纹理素材)被细分为多个8×4纹理元素块,每个纹理元素块中的8×4个纹理元素块对两个4×4纹理元素子块3,4进行编码。每个编码的纹理数据块 包括指示用于生成要用于编码数据块表示的纹理元素的一组颜色值的方法的数据,以及指示用于使用该生成的集合来生成各个纹理元素的颜色的方法的数据 的颜色。 除了各个纹理数据块之外,还生成编码基本颜色集合的标题数据块。 该基色组定义了一组颜色,用于在再现每个单独编码的纹理数据块时产生要使用的颜色。

    Processing of computer graphics
    6.
    发明授权
    Processing of computer graphics 有权
    计算机图形处理

    公开(公告)号:US08199146B2

    公开(公告)日:2012-06-12

    申请号:US12929956

    申请日:2011-02-28

    IPC分类号: G06T15/00

    CPC分类号: G06T15/503 G06T11/001

    摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering.The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image.The data from the tile buffers 52 is input to a downsampling unit 53, and hence output to a frame buffer 54 of a display device 55 for display.

    摘要翻译: 图形处理平台包括光栅器50,其接收表示待显示以供处理的图像的图元。 光栅化器50确定图像的哪组采样点包括由给定原语所覆盖的采样点,然后生成用于为每组采样点进行渲染的片段,该采样点被发现包括由原语覆盖并通过的采样点 那些片段到渲染器51渲染。 渲染器51对其接收到的片段执行渲染操作,并将渲染的片段数据存储在片缓冲器52中。所渲染的片段数据被存储在片缓冲器52中的适当采样位置中的多个副本中,以便提供 对于图像拍摄的每个单独样本位置的单独的片段数据集。 来自瓦片缓冲器52的数据被输入到下采样单元53,因此输出到显示设备55的帧缓冲器54以进行显示。

    METHOD OF AND APPARATUS FOR ENCODING AND DECODING DATA
    7.
    发明申请
    METHOD OF AND APPARATUS FOR ENCODING AND DECODING DATA 有权
    用于编码和解码数据的方法和装置

    公开(公告)号:US20120081384A1

    公开(公告)日:2012-04-05

    申请号:US13314985

    申请日:2011-12-08

    IPC分类号: G09G5/00

    CPC分类号: G06T9/00

    摘要: An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of colour values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colours of the individual texture elements using that generated set of colours. As well as the individual texture data blocks, a header data block encoding a base set of colours is generated. This base colour set defines a set of colours that is used to generate the colours to be used when reproducing each individual encoded texture data block.

    摘要翻译: 一组纹理数据元素(纹理素材)被细分为多个8×4纹理元素块,每个纹理元素块中的8×4个纹理元素块对两个4×4纹理元素子块3,4进行编码。每个编码的纹理数据块 包括指示用于生成要用于编码数据块表示的纹理元素的一组颜色值的方法的数据,以及指示用于使用该生成的集合来生成各个纹理元素的颜色的方法的数据 的颜色。 除了各个纹理数据块之外,还生成编码基本颜色集合的标题数据块。 该基色组定义了一组颜色,用于在再现每个单独编码的纹理数据块时产生要使用的颜色。

    Processing of computer graphics
    8.
    发明申请
    Processing of computer graphics 有权
    计算机图形处理

    公开(公告)号:US20110148913A1

    公开(公告)日:2011-06-23

    申请号:US12929956

    申请日:2011-02-28

    IPC分类号: G09G5/00

    CPC分类号: G06T15/503 G06T11/001

    摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering.The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image.The data from the tile buffers 52 is input to a downsampling unit 53, and thence output to a frame buffer 54 of a display device 55 for display.

    摘要翻译: 图形处理平台包括光栅器50,其接收表示待显示以供处理的图像的图元。 光栅化器50确定图像的哪组采样点包括由给定原语所覆盖的采样点,然后生成用于为每组采样点进行渲染的片段,该采样点被发现包括由原语覆盖并通过的采样点 那些片段到渲染器51渲染。 渲染器51对其接收到的片段执行渲染操作,并将渲染的片段数据存储在片缓冲器52中。所渲染的片段数据被存储在片缓冲器52中的适当采样位置中的多个副本中,以便提供 对于图像拍摄的每个单独样本位置的单独的一组片段数据。 来自瓦片缓冲器52的数据被输入到下采样单元53,然后输出到显示设备55的帧缓冲器54以进行显示。

    Method of and apparatus for encoding data
    9.
    发明授权
    Method of and apparatus for encoding data 有权
    数据编码的方法和装置

    公开(公告)号:US08102402B2

    公开(公告)日:2012-01-24

    申请号:US11885442

    申请日:2006-03-03

    CPC分类号: G06T9/00

    摘要: An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of color values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colors of the individual texture elements using that generated set of colors. As well as the individual texture data blocks, a header data block encoding a base set of colors is generated. This base color set defines a set of colors that is used to generate the colors to be used when reproducing each individual encoded texture data block.

    摘要翻译: 一组纹理数据元素(纹理素材)被细分为多个8×4纹理元素块,每个纹理元素块中的8×4个纹理元素块对两个4×4纹理元素子块3,4进行编码。每个编码的纹理数据块 包括指示用于生成要用于编码数据块表示的纹理元素的一组颜色值的方法的数据,以及指示用于使用该生成的集合来生成各个纹理元素的颜色的方法的数据 的颜色。 除了各个纹理数据块之外,还生成编码基本颜色集合的标题数据块。 该基色组定义了一组颜色,用于在再现每个单独编码的纹理数据块时产生要使用的颜色。

    Method of and apparatus for processing graphics
    10.
    发明申请
    Method of and apparatus for processing graphics 有权
    处理图形的方法和装置

    公开(公告)号:US20080150950A1

    公开(公告)日:2008-06-26

    申请号:US11987265

    申请日:2007-11-28

    IPC分类号: G06F15/00 G06T15/00 G06T1/00

    摘要: A graphics processor 20 includes a graphics object list building unit 28 that determines the location of each draw call in a scene to be rendered and generates a list of draw calls for each sub-region (tile) that the scene to be rendered is divided into. The draw call lists are stored in a memory 23. A graphics object selection unit 29 of a renderer 22 of the graphics processor 20 then determines which draw call is to be rendered next by considering the draw call list 26 stored in the memory 23 for the sub-region (tile) of the scene that is currently being rendered.

    摘要翻译: 图形处理器20包括图形对象列表构建单元28,其确定要渲染的场景中的每个绘制调用的位置,并且生成要渲染的场景被划分为每个子区域(瓦片)的绘制调用列表 。 绘制呼叫列表被存储在存储器23中。然后,图形处理器20的渲染器22的图形对象选择单元29通过考虑存储在存储器23中的绘制呼叫列表26来确定下一个绘制呼叫, 当前正在渲染的场景的子区域(tile)。