摘要:
One embodiment of the present invention sets forth a technique for parallel distribution of primitives to multiple rasterizers. Multiple, independent geometry units perform geometry processing concurrently on different graphics primitives. A primitive distribution scheme delivers primitives from the multiple geometry units concurrently to multiple rasterizers at rates of multiple primitives per clock. The multiple, independent rasterizer units perform rasterization concurrently on one or more graphics primitives, enabling the rendering of multiple primitives per system clock.
摘要:
One embodiment of the present invention sets forth a technique for parallel distribution of primitives to multiple rasterizers. Multiple, independent geometry units perform geometry processing concurrently on different graphics primitives. A primitive distribution scheme delivers primitives from the multiple geometry units concurrently to multiple rasterizers at rates of multiple primitives per clock. The multiple, independent rasterizer units perform rasterization concurrently on one or more graphics primitives, enabling the rendering of multiple primitives per system clock.
摘要:
One embodiment of the present invention sets forth a technique for redistributing geometric primitives generated by tessellation and geometry shaders for processing by multiple graphics pipelines. Geometric primitives that are generated in a first processing cycle are collected and redistributed more evenly and in smaller tasks to the multiple graphics pipelines for vertex processing in a second processing cycle. The smaller tasks do not exceed the resource limits of a graphics pipeline and the per-vertex processing workloads of the graphics pipelines in the second cycle are balanced and make full use of resources. Therefore, the performance of the tessellation and geometry shaders is improved.
摘要:
A data structure that includes pointers to vertex attributes and primitive descriptions is generated and then processed within a general processing cluster. The general processing cluster includes a vertex attribute fetch unit that fetches from memory vertex attributes corresponding to the vertices defined by the primitive descriptions.
摘要:
One embodiment of the present invention sets forth a technique for redistributing geometric primitives generated by tessellation and geometry shaders for processing by multiple graphics pipelines. Geometric primitives that are generated in a first processing cycle are collected and redistributed more evenly and in smaller tasks to the multiple graphics pipelines for vertex processing in a second processing cycle. The smaller tasks do not exceed the resource limits of a graphics pipeline and the per-vertex processing workloads of the graphics pipelines in the second cycle are balanced and make full use of resources. Therefore, the performance of the tessellation and geometry shaders is improved.
摘要:
One embodiment of the present invention sets forth a technique for redistributing geometric primitives generated by tessellation and geometry shaders for per-vertex by multiple graphics pipelines. Geometric primitives that are generated in a first processing stage are collected and redistributed more evenly and in smaller batches to the multiple graphics pipelines for vertex processing in a second processing stage. The smaller batches do not exceed the resource limits of a graphics pipeline and the per-vertex processing workloads of the graphics pipelines in the second stage are balanced. Therefore, the performance of the tessellation and geometry shaders is improved.
摘要:
One embodiment of the present invention sets forth a technique for rendering graphics primitives in parallel while maintaining the API primitive ordering. Multiple, independent geometry units perform geometry processing concurrently on different graphics primitives. A primitive distribution scheme delivers primitives concurrently to multiple rasterizers at rates of multiple primitives per clock while maintaining the primitive ordering for each pixel. The multiple, independent rasterizer units perform rasterization concurrently on one or more graphics primitives, enabling the rendering of multiple primitives per system clock.
摘要:
One embodiment of the present invention sets forth a technique for rendering graphics primitives in parallel while maintaining the API primitive ordering. Multiple, independent geometry units perform geometry processing concurrently on different graphics primitives. A primitive distribution scheme delivers primitives concurrently to multiple rasterizers at rates of multiple primitives per clock while maintaining the primitive ordering for each pixel. The multiple, independent rasterizer units perform rasterization concurrently on one or more graphics primitives, enabling the rendering of multiple primitives per system clock.
摘要:
One embodiment of the present invention sets forth a technique for using a shared memory to store hardware-managed virtual buffers. A circular buffer is allocated within a general-purpose multi-use cache for storage of primitive attribute data rather than having a dedicated buffer for the storage of the primitive attribute data. The general-purpose multi-use cache is also configured to store other graphics data sinces the space requirement for primitive attribute data storage is highly variable, depending on the number of attributes and the size of primitives. Entries in the circular buffer are allocated as needed and released and invalidated after the primitive attribute data has been consumed. An address to the circular buffer entry is transmitted along with primitive descriptors from object-space processing to the distributed processing in screen-space.
摘要:
A scalable shader architecture is disclosed. In accord with that architecture, a shader includes multiple shader pipelines, each of which can perform processing operations on rasterized pixel data. Shader pipelines can be functionally removed as required, thus preventing a defective shader pipeline from causing a chip rejection. The shader includes a shader distributor that processes rasterized pixel data and then selectively distributes the processed rasterized pixel data to the various shader pipelines, beneficially in a manner that balances workloads. A shader collector formats the outputs of the various shader pipelines into proper order to form shaded pixel data. A shader instruction processor (scheduler) programs the individual shader pipelines to perform their intended tasks. Each shader pipeline has a shader gatekeeper that interacts with the shader distributor and with the shader instruction processor such that pixel data that passes through the shader pipelines is controlled and processed as required.