State shadowing to support a multi-threaded driver environment
    2.
    发明授权
    State shadowing to support a multi-threaded driver environment 有权
    状态阴影支持多线程驱动环境

    公开(公告)号:US09401004B2

    公开(公告)日:2016-07-26

    申请号:US12902937

    申请日:2010-10-12

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

    摘要: One embodiment of the present invention sets forth a technique for tracking and filtering state change methods provided to a graphics pipeline. State shadow circuitry at the start of the graphics pipeline may be configured in different modes. A track mode is used to capture the current state by storing state change methods that are transmitted to the graphics pipeline. A passthrough mode is used to provide different state data to the graphics pipeline without updating the current state stored in the state shadow circuitry. A replay mode is used to restore the current state to the graphics pipeline using the state shadow circuitry. Additionally, the state shadow circuitry may also be configured to filter the state change methods that are transmitted to graphics pipeline by removing redundant state change methods.

    摘要翻译: 本发明的一个实施例提出了一种用于跟踪和过滤提供给图形管线的状态改变方法的技术。 图形管线开始时的状态阴影电路可以以不同的模式进行配置。 轨道模式用于通过存储发送到图形管线的状态改变方法来捕获当前状态。 直通模式用于向图形管线提供不同的状态数据,而不更新存储在状态阴影电路中的当前状态。 重播模式用于使用状态阴影电路将当前状态恢复到图形管线。 此外,状态阴影电路还可以被配置为通过去除冗余状态改变方法来过滤发送到图形管线的状态改变方法。

    Method macro expander
    3.
    发明授权
    Method macro expander 有权
    方法宏扩展器

    公开(公告)号:US08669991B2

    公开(公告)日:2014-03-11

    申请号:US12904024

    申请日:2010-10-13

    IPC分类号: G06T1/00 G06T1/20

    摘要: One embodiment of the present invention sets forth a method macro expander (MME) coupled to a driver and the processing pipeline of a graphics processing unit. In operation, the MME receives, from the driver, a first packet of work indicating a macro stored in an instruction memory that is to be executed. The MME then executes the commands of the macro in the instruction memory to generate a second packet of work, and the second packet of work is then transmitted to the processing pipeline for further execution.

    摘要翻译: 本发明的一个实施例阐述了耦合到驱动器和图形处理单元的处理流水线的方法宏扩展器(MME)。 在操作中,MME从驱动器接收指示存储在要执行的指令存储器中的宏的第一工作包。 然后,MME执行指令存储器中的宏指令以产生第二工作分组,然后将第二工作分组发送到处理流水线以进一步执行。

    STATE SHADOWING TO SUPPORT A MULTI-THREADED DRIVER ENVIRONMENT
    4.
    发明申请
    STATE SHADOWING TO SUPPORT A MULTI-THREADED DRIVER ENVIRONMENT 有权
    支持多路驱动器环境的状态

    公开(公告)号:US20110084977A1

    公开(公告)日:2011-04-14

    申请号:US12902937

    申请日:2010-10-12

    IPC分类号: G06T1/00

    摘要: One embodiment of the present invention sets forth a technique for tracking and filtering state change methods provided to a graphics pipeline. State shadow circuitry at the start of the graphics pipeline may be configured in different modes. A track mode is used to capture the current state by storing state change methods that are transmitted to the graphics pipeline. A passthrough mode is used to provide different state data to the graphics pipeline without updating the current state stored in the state shadow circuitry. A replay mode is used to restore the current state to the graphics pipeline using the state shadow circuitry. Additionally, the state shadow circuitry may also be configured to filter the state change methods that are transmitted to graphics pipeline by removing redundant state change methods.

    摘要翻译: 本发明的一个实施例提出了一种用于跟踪和过滤提供给图形管线的状态改变方法的技术。 图形管线开始时的状态阴影电路可以以不同的模式进行配置。 轨道模式用于通过存储发送到图形管线的状态改变方法来捕获当前状态。 直通模式用于向图形管线提供不同的状态数据,而不更新存储在状态阴影电路中的当前状态。 重播模式用于使用状态阴影电路将当前状态恢复到图形管线。 此外,状态阴影电路还可以被配置为通过去除冗余状态改变方法来过滤传输到图形管线的状态改变方法。

    GPU work creation and stateless graphics in OPENGL
    5.
    发明授权
    GPU work creation and stateless graphics in OPENGL 有权
    GPU工作创建和无状态图形在OPENGL

    公开(公告)号:US09275491B2

    公开(公告)日:2016-03-01

    申请号:US13078878

    申请日:2011-04-01

    摘要: One embodiment of the present invention sets forth a method for generating work to be processed by a graphics pipeline residing within a graphics processor. The method includes the steps of receiving an indication that a first graphics workload is to be submitted to a command queue associated with the graphics processor, allocating a first portion of shader accessible memory for one or more units of state information that are necessary for processing the first graphics workload, populating the first portion of shader accessible memory with the one or more units of state information, and transmitting to the command queue of the graphics processor the one or more units of state information stored within the first portion of shader accessible memory, wherein the first graphics workload is processed within the graphics pipeline based on the one or more units of state information.

    摘要翻译: 本发明的一个实施例提出了一种用于产生要由位于图形处理器内的图形管线处理的工作的方法。 该方法包括以下步骤:接收将要向第一图形工作负载提交到与图形处理器相关联的命令队列的指示,为处理所述图形处理所需的一个或多个状态信息单​​元分配着色器可访问存储器的第一部分 第一图形工作负载,用一个或多个状态信息单​​元填充着色器可访问存储器的第一部分,以及向存储在着色器可访问存储器的第一部分内的一个或多个状态信息单​​元传送到图形处理器的命令队列, 其中基于所述一个或多个状态信息单​​元在所述图形流水线内处理所述第一图形工作负载。

    GPU Work Creation and Stateless Graphics in OPENGL
    6.
    发明申请
    GPU Work Creation and Stateless Graphics in OPENGL 有权
    GPU工作创建和无状态图形在OPENGL

    公开(公告)号:US20110242119A1

    公开(公告)日:2011-10-06

    申请号:US13078878

    申请日:2011-04-01

    IPC分类号: G06T15/00

    摘要: One embodiment of the present invention sets forth a method for generating work to be processed by a graphics pipeline residing within a graphics processor. The method includes the steps of receiving an indication that a first graphics workload is to be submitted to a command queue associated with the graphics processor, allocating a first portion of shader accessible memory for one or more units of state information that are necessary for processing the first graphics workload, populating the first portion of shader accessible memory with the one or more units of state information, and transmitting to the command queue of the graphics processor the one or more units of state information stored within the first portion of shader accessible memory, wherein the first graphics workload is processed within the graphics pipeline based on the one or more units of state information.

    摘要翻译: 本发明的一个实施例提出了一种用于产生要由位于图形处理器内的图形管线处理的工作的方法。 该方法包括以下步骤:接收将要向第一图形工作负载提交到与图形处理器相关联的命令队列的指示,为处理所述图形处理所需的一个或多个状态信息单​​元分配着色器可访问存储器的第一部分 第一图形工作负载,用一个或多个状态信息单​​元填充着色器可访问存储器的第一部分,以及向存储在着色器可访问存储器的第一部分内的一个或多个状态信息单​​元传送到图形处理器的命令队列, 其中基于所述一个或多个状态信息单​​元在所述图形流水线内处理所述第一图形工作负载。

    Unified assembly instruction set for graphics processing

    公开(公告)号:US08134566B1

    公开(公告)日:2012-03-13

    申请号:US11548241

    申请日:2006-10-10

    IPC分类号: G06T1/00

    CPC分类号: G06T15/04 G06T2200/28

    摘要: Systems and methods for providing a unified instruction set allow shader programs of different types to use a common instruction set. The unified instruction set provides easy access for new graphics hardware features and faster compile times for shader programs. Programmers may use the unified instruction set to write fragment, vertex, or geometry programs. Functions that use the unified instruction set can be included in shader, vertex, or geometry programs without modification. Existing shader programs may be compiled to produce shader microcode based on the unified instruction set. The shader microcode may then be executed by processing units designed to support the unified instruction set.

    Parameter buffer objects for shader parameters in a graphics library
    8.
    发明授权
    Parameter buffer objects for shader parameters in a graphics library 有权
    图形库中着色器参数的参数缓冲区对象

    公开(公告)号:US07839410B1

    公开(公告)日:2010-11-23

    申请号:US11609831

    申请日:2006-12-12

    IPC分类号: G06T15/00

    CPC分类号: G06T15/04 G06T2200/28

    摘要: One embodiment of the invention is a method for accessing and updating data in a buffer object during the execution of a shader program. The method includes loading a plurality of data portions in the buffer object, initiating a first execution of a shader program that accesses a first portion of data in the buffer object, receiving a request to update the first portion of data in the buffer object; updating a version of the first portion of data in the buffer object to reflect the update, initiating a second execution of a shader program that accesses the updated version of the first portion of data in the buffer object, wherein the second execution of the shader program occurs without waiting for the execution of the first shader program to complete.

    摘要翻译: 本发明的一个实施例是在着色程序执行期间访问和更新缓冲对象中的数据的方法。 该方法包括将多个数据部分加载到缓冲器对象中,启动访问缓冲对象中的第一部分数据的着色器程序的第一次执行,接收更新缓冲对象中数据的第一部分的请求; 更新缓冲对象中数据的第一部分的版本以反映更新,启动访问缓冲对象中第一部分数据的更新版本的着色器程序的第二次执行,其中着色器程序的第二次执行 在不等待执行第一个着色器程序完成的情况下发生。

    System, method and computer program product for programmable fragment processing
    9.
    发明授权
    System, method and computer program product for programmable fragment processing 有权
    用于可编程片段处理的系统,方法和计算机程序产品

    公开(公告)号:US07286133B2

    公开(公告)日:2007-10-23

    申请号:US11126719

    申请日:2005-05-10

    IPC分类号: G06T1/20

    CPC分类号: G06T1/20

    摘要: A system, method and computer program product are provided for programmable processing of fragment data in a computer hardware graphics pipeline. Initially, fragment data is received in a hardware graphics pipeline. It is then determined whether the hardware graphics pipeline is operating in a programmable mode. If it is determined that the hardware graphics pipeline is operating in the programmable mode, programmable operations are performed on the fragment data in order to generate output. The programmable operations are performed in a manner/sequence specified in a graphics application program interface. If it is determined that the hardware graphics pipeline is not operating in the programmable mode, standard graphics application program interface (API) operations are performed on the fragment data in order to generate output.

    摘要翻译: 提供了一种系统,方法和计算机程序产品,用于在计算机硬件图形管线中对片段数据进行可编程处理。 最初,在硬件图形流水线中接收片段数据。 然后确定硬件图形管线是否以可编程模式操作。 如果确定硬件图形流水线在可编程模式下操作,则对片段数据执行可编程操作以产生输出。 可编程操作以图形应用程序接口中指定的方式/顺序执行。 如果确定硬件图形流水线未在可编程模式下操作,则对片段数据执行标准图形应用程序接口(API)操作以产生输出。

    Unified assembly instruction set for graphics processing
    10.
    发明授权
    Unified assembly instruction set for graphics processing 有权
    用于图形处理的统一汇编指令集

    公开(公告)号:US08154554B1

    公开(公告)日:2012-04-10

    申请号:US11548247

    申请日:2006-10-10

    IPC分类号: G06T1/00

    CPC分类号: G06T15/04 G06T2200/28

    摘要: Systems and methods for providing a unified instruction set allow shader programs of different types to use a common instruction set. The unified instruction set provides easy access for new graphics hardware features and faster compile times for shader programs. Programmers may use the unified instruction set to write fragment, vertex, or geometry programs. Functions that use the unified instruction set can be included in shader, vertex, or geometry programs without modification. Existing shader programs may be compiled to produce shader microcode based on the unified instruction set. The shader microcode may then be executed by processing units designed to support the unified instruction set.

    摘要翻译: 用于提供统一指令集的系统和方法允许不同类型的着色器程序使用通用指令集。 统一的指令集可以轻松访问新的图形硬件功能,并为着色器程序提供更快的编译时间。 程序员可以使用统一的指令集来写入片段,顶点或几何程序。 使用统一指令集的函数可以包含在着色器,顶点或几何程序中,而无需修改。 可以编译现有的着色器程序,以便根据统一的指令集来生成着色器微码。 然后,着色器微代码可以由设计为支持统一指令集的处理单元执行。