摘要:
A method for operating a computer graphics system to build custom nodes containing commands and data information that is stored in a data structure in the graphics subsystem. A host processor calls routines which build the custome nodes. A structure walker traverses the data structure and extracts the information from the data structure to pass it to the graphics subsystem for display. The use of custom nodes increases the flexibility of advanced graphics data structures bny allowing the creation of other data structures during execution of a first data structure.
摘要:
A host system executes one or more application programs which results in graphic data structures. These graphic data structures are then continuously and asynchronously traversed. Traversal requests by competing application programs are scheduled and performed so that each application views the graphics processing as its own. The traversal and ordering of traversal requests provide efficient use of resources for multiple application programs.
摘要:
A method and apparatus for operating a computer graphics system to perform a conditional test on a node in a graphics data structure during the traversal of the graphics data structure by a structure walker. The graphics system is operated to manipulate data contained in a memory to define a value for an operand that is to be tested. The system accesses the operand from the memory. A structure walker performs a test on the value of the operand during traversal of the graphics data structure. Depending upon the result of the test, the structure walker traverses one of several paths in the graphics data structure to create a graphics display.
摘要:
A stand-alone graphics workstation including a digital computer host and a graphics processing subsystem is disclosed. Address data relating to the graphics subsystem components is mapped into the host system virtual memory. The application processes residing in the host are thereby able to communicate directly with the graphics subsystem components, as, e.g. the structure memory, without the need of a direct memory access hardware arrangement or device drivers.
摘要:
Similar, contiguous primitives are stored as a single primitive in zone rendering bins. A primitive packet used in the bin is allowed to vary in length and the currently open type of primitive is recorded on a per-bin basis. A special code is used to specify a variable number of subsequent indices. With this mechanism, the hardware is able to start outputting and replicating primitive commands into bin lists on the fly without requiring the buffering of the entire primitive. Given the variable nature of the primitive instruction, multiple similar/sequential primitives can be concatenated using a single primitive command header.
摘要:
A method, apparatus, and system to concurrently render independent images for display on one or more display devices. In an embodiment, a graphics-rendering engine concurrently renders independent images for display on multiple display devices. A time allocator arbitrates the concurrent use of the graphics-rendering engine between each independent image being rendered.
摘要:
The present invention optimizes graphics performance during zone rendering by providing an automatic management of bin memory between the binning and rendering phases. Embodiments of the present invention provide a mechanism by which the binner and renderer automatically share a pool of physical memory pages in order to build bin buffers and recycle them after they have been used in rendering. This is performed in such a fashion that multiple binned scenes can be queued up concurrently, with no requirement for software intervention except under exceptional conditions. The need for software management of zone rendering bin buffer memory is thus eliminated. Multiple scenes for binning and rendering can also be queued without software intervention.
摘要:
A depth write disable apparatus and method for controlling evictions, such as depth values, from a depth cache to a corresponding depth buffer in a zone rendering system. When the depth write disable circuitry is enabled, evictions from the depth cache (as which typically occur during the rendering of the next zone) to the depth buffer are prevented. In particular, once the depth buffer is initialized (i.e. cleared) to a constant value at the beginning of a scene, the depth buffer does not need to be read. The depth cache handles intermediate depth reads and writes within each zone. Since the memory resident depth buffer is not required after a scene is rendered, it never needs to be written. The final depth values for a zone can thus be discarded (i.e., rather than written to the depth buffer) after each zone is rendering.
摘要:
An image is rendered by dividing the image into chunks, rendering the chunks in one of at least two devices, and determining which of the devices renders each one of at least some of the chunks based on at least one device's progress in the rendering of other chunks.
摘要:
Embodiments of the present invention provide a split vertex buffer where the data for each vertex is split between parallel vertex buffers. The first buffer contains vertex X and Y data, while the second parallel buffer contains the remainder of the vertex data. Given the split vertex buffers, the hardware binning-engine is now permitted to read and cache only vertex screen X and Y data. Especially given a typically high level of temporal coherency between indexed vertex references, the reading and caching of large parcels of vertex screen-space X and Y leads to lower and highly efficient utilization of memory bandwidth for hardware binning input. Embodiments of the present invention thus reduce the hardware binning memory bandwidth requirements and improve memory utilization.