Global stores and atomic operations
    1.
    发明授权
    Global stores and atomic operations 有权
    全球商店和原子营运

    公开(公告)号:US09245371B2

    公开(公告)日:2016-01-26

    申请号:US12849766

    申请日:2010-08-03

    摘要: One embodiment of the present invention sets forth a method for storing processed data within buffer objects stored in buffer object memory from within shader engines executing on a GPU. The method comprises the steps of receiving a stream of one or more shading program commands via a graphics driver, executing, within a shader engine, at least one of the one or more shading program commands to generate processed data, determining from the stream of one or more shading program commands an address associated with a first data object stored within the buffer memory, and storing, from within the shader engine, the processed data in the first data object stored within the buffer memory.

    摘要翻译: 本发明的一个实施例提出了一种用于在从GPU执行的着色器引擎内存储在缓冲器对象存储器中的缓冲器对象内存储经处理的数据的方法。 该方法包括以下步骤:经由图形驱动器接收一个或多个阴影程序命令的流,在着色器引擎内执行一个或多个着色程序命令中的至少一个,以生成经处理的数据,从一个 或更多的阴影程序命令与存储在缓冲存储器中的第一数据对象相关联的地址,以及从着色器引擎内存储处理的数据在存储在缓冲存储器内的第一数据对象中。

    Indexed access to texture buffer objects using a graphics library
    2.
    发明授权
    Indexed access to texture buffer objects using a graphics library 有权
    使用图形库索引对纹理缓冲区对象的访问

    公开(公告)号:US08189009B1

    公开(公告)日:2012-05-29

    申请号:US11609859

    申请日:2006-12-12

    IPC分类号: G09G5/00 G06T15/50 G06T15/60

    CPC分类号: G06T15/04 G06T2200/28

    摘要: A method for generating a texture buffer object configured for storing and manipulating texture data for graphics processing operations includes the steps of creating a buffer object configured to store the texture data, binding the buffer object to a texture buffer object, binding the texture buffer object to one of a plurality of texture targets included within a texture image unit, and binding a shader program to a processing unit within a graphics rendering pipeline. One advantage of the disclosed method is that, once a texture buffer object is bound as the target of a texture image unit, shader programs may read and/or write to the buffer object referenced by the texture buffer object, without having to rebind that texture buffer object.

    摘要翻译: 一种用于生成用于存储和操作用于图形处理操作的纹理数据的纹理缓冲对象的方法包括以下步骤:创建被配置为存储纹理数据的缓冲对象,将缓冲对象绑定到纹理缓冲对象,将纹理缓冲对象绑定到 包括在纹理图像单元内的多个纹理目标中的一个,并将着色器程序绑定到图形渲染流水线内的处理单元。 所公开方法的一个优点是,一旦纹理缓冲器对象被绑定为纹理图像单元的目标,着色器程序可以读取和/或写入由纹理缓冲器对象引用的缓冲器对象,而不必重新绑定该纹理 缓冲对象。

    Image Loads, Stores and Atomic Operations
    3.
    发明申请
    Image Loads, Stores and Atomic Operations 审中-公开
    图像负载,商店和原子操作

    公开(公告)号:US20110063318A1

    公开(公告)日:2011-03-17

    申请号:US12855602

    申请日:2010-08-12

    IPC分类号: G06T11/40

    摘要: One embodiment of the present invention sets forth a method for accessing texture objects stored within a texture memory. The method comprises the steps of receiving a texture bind request from an application program, wherein the texture bind request includes an object identifier that identifies a first texture object stored in the texture memory and an image identifier that identifies a first image unit, binding the first texture object to the first image unit based on the texture bind request, receiving, within a shader engine, a first shading program command from the application program for performing a first memory access operation on the first texture object, wherein the memory access operation is a store operation or atomic operation to an arbitrary location in the image, and performing, within the shader engine, the first memory access operation on the first texture object via the first image unit.

    摘要翻译: 本发明的一个实施例提出了一种访问存储在纹理存储器内的纹理对象的方法。 该方法包括以下步骤:从应用程序接收纹理绑定请求,其中纹理绑定请求包括识别存储在纹理存储器中的第一纹理对象的对象标识符和标识第一图像单元的图像标识符, 纹理对象基于纹理绑定请求到第一图像单元,在着色器引擎内接收来自应用程序的第一着色程序命令,用于对第一纹理对象执行第一存储器访问操作,其中存储器访问操作是 将操作或原子操作存储到图像中的任意位置,以及在着色引擎内,经由第一图像单元在第一纹理对象上执行第一存储器访问操作。

    Image loads, stores and atomic operations

    公开(公告)号:US10134169B2

    公开(公告)日:2018-11-20

    申请号:US12855602

    申请日:2010-08-12

    摘要: One embodiment of the present invention sets forth a method for accessing texture objects stored within a texture memory. The method comprises the steps of receiving a texture bind request from an application program, wherein the texture bind request includes an object identifier that identifies a first texture object stored in the texture memory and an image identifier that identifies a first image unit, binding the first texture object to the first image unit based on the texture bind request, receiving, within a shader engine, a first shading program command from the application program for performing a first memory access operation on the first texture object, wherein the memory access operation is a store operation or atomic operation to an arbitrary location in the image, and performing, within the shader engine, the first memory access operation on the first texture object via the first image unit.

    Bindless texture and image API
    5.
    发明授权
    Bindless texture and image API 有权
    无限纹理和图像API

    公开(公告)号:US09349154B2

    公开(公告)日:2016-05-24

    申请号:US13077787

    申请日:2011-03-31

    IPC分类号: G06T1/20

    CPC分类号: G06T1/20

    摘要: One embodiment of the present invention sets for a method for accessing data objects stored in a memory that is accessible by a graphics processing unit (GPU). The method comprises the steps of creating a data object in the memory based on a command received from an application program, wherein the data object is organized non-linearly in the memory, transmitting a first handle associated with the data object to the application program such that data associated with different draw commands can be accessed by the GPU, wherein the first handle includes an address related to the location of the data object in the memory, receiving a first draw command as well as the first handle from the application program, and transmitting the first draw command and the first handle to the GPU for processing.

    摘要翻译: 本发明的一个实施例设置用于访问存储在由图形处理单元(GPU)可访问的存储器中的数据对象的方法。 该方法包括以下步骤:基于从应用程序接收的命令在存储器中创建数据对象,其中数据对象在存储器中非线性地组织,将与数据对象相关联的第一句柄传送到应用程序, 与GPU不同的绘图命令相关联的数据可以被GPU访问,其中第一句柄包括与存储器中数据对象的位置相关的地址,从应用程序接收第一绘制命令以及第一句柄,以及 将第一绘制命令和第一句柄传送到GPU进行处理。

    GPU work creation and stateless graphics in OPENGL
    6.
    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
    7.
    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。

    Global Stores and Atomic Operations
    8.
    发明申请
    Global Stores and Atomic Operations 有权
    全球商店和原子营运

    公开(公告)号:US20110063296A1

    公开(公告)日:2011-03-17

    申请号:US12849766

    申请日:2010-08-03

    IPC分类号: G06T15/50

    摘要: One embodiment of the present invention sets forth a method for storing processed data within buffer objects stored in buffer object memory from within shader engines executing on a GPU. The method comprises the steps of receiving a stream of one or more shading program commands via a graphics driver, executing, within a shader engine, at least one of the one or more shading program commands to generate processed data, determining from the stream of one or more shading program commands an address associated with a first data object stored within the buffer memory, and storing, from within the shader engine, the processed data in the first data object stored within the buffer memory.

    摘要翻译: 本发明的一个实施例提出了一种用于在从GPU执行的着色器引擎内存储在缓冲器对象存储器中的缓冲器对象内存储经处理的数据的方法。 该方法包括以下步骤:经由图形驱动器接收一个或多个着色程序命令的流,在着色器引擎内执行一个或多个着色程序命令中的至少一个,以生成经处理的数据,从一个 或更多的阴影程序命令与存储在缓冲存储器中的第一数据对象相关联的地址,以及从着色器引擎内存储处理的数据在存储在缓冲存储器内的第一数据对象中。

    Memory coherency in graphics command streams and shaders
    9.
    发明授权
    Memory coherency in graphics command streams and shaders 有权
    图形命令流和着色器中的内存一致性

    公开(公告)号:US09324175B2

    公开(公告)日:2016-04-26

    申请号:US12849701

    申请日:2010-08-03

    摘要: One embodiment of the present invention sets forth a technique for performing a computer-implemented method that controls memory access operations. A stream of graphics commands includes at least one memory barrier command. Each memory barrier command in the stream of graphics command delays memory access operations scheduled for any command specified after the memory barrier command until all memory access operations scheduled for commands specified prior to the memory barrier command have completely executed.

    摘要翻译: 本发明的一个实施例提出了一种用于执行控制存储器访问操作的计算机实现的方法的技术。 图形命令流包括至少一个存储器屏障命令。 图形命令流中的每个存储器屏障命令延迟了在存储器屏障命令之后指定的任何命令调度的存储器访问操作,直到针对在存储器屏障命令之前指定的命令调度的所有存储器访问操作已经完全执行。

    MEMORY COHERENCY IN GRAPHICS COMMAND STREAMS AND SHADERS
    10.
    发明申请
    MEMORY COHERENCY IN GRAPHICS COMMAND STREAMS AND SHADERS 有权
    图形命令流程和阴影中的记忆语义

    公开(公告)号:US20110063313A1

    公开(公告)日:2011-03-17

    申请号:US12849701

    申请日:2010-08-03

    IPC分类号: G09G5/39

    摘要: One embodiment of the present invention sets forth a technique for performing a computer-implemented method that controls memory access operations. A stream of graphics commands includes at least one memory barrier command. Each memory barrier command in the stream of graphics command delays memory access operations scheduled for any command specified after the memory barrier command until all memory access operations scheduled for commands specified prior to the memory barrier command have completely executed.

    摘要翻译: 本发明的一个实施例提出了一种用于执行控制存储器访问操作的计算机实现的方法的技术。 图形命令流包括至少一个存储器屏障命令。 图形命令流中的每个存储器屏障命令延迟了在存储器屏障命令之后指定的任何命令调度的存储器访问操作,直到针对在存储器屏障命令之前指定的命令调度的所有存储器访问操作已经完全执行。