摘要:
A method and apparatus for processing graphics primitives that includes a trivial discard guard band. Such a trivial discard guard band is used for comparison operations with the vertices of graphics primitives to determine whether the graphics primitives can be trivially discarded such that no further processing of the primitives is performed. The trivial discard guard band may be based on the specific dimensions of primitives such as one-half of the width of the line primitives or the radial dimension of point primitives such that the rasterization area of such primitives is taken into account when trivial discard decisions are performed.
摘要:
The occurrence of an (n+m) input operand instruction that requires more than n of its input operands from an n-output data source is recognized by a programmable vertex shader (PVS) controller. In turn, the PVS controller provides at least two substitute instructions, neither of which requires more than n operands from the n output data source, to a PVS engine. A first of the substitute instructions is executed by the PVS engine to provide an intermediate result that is temporarily stored and used as an input to another of the at least two substitute instructions. In this manner, the present invention avoids the expense of additional or significantly modified memory. In one embodiment of the present invention, a pre-accumulator register internal to the PVS engine is used to store the intermediate result. In this manner, the present invention provides a relatively inexpensive solution for a relatively infrequent occurrence.
摘要:
A method and apparatus for clipping an object element include processing that begins by ascribing barycentric coordinates to each original vertices of an object-element wherein each barycentric coordinate is a weighting factor with respect to a corresponding original vertex. The processing continues by obtaining clipping distances for each original vertex with respect to a clipping plane. For a new vertex of an object-element that represents an intersection of an edge of the object-element with the clipping plane, the process continues by determining a barycentric coordinate for the new vertex. The determination of the new vertex is based on the barycentric coordinates of the original vertices defining the edge and the clipping distances. Having determined the barycentric coordinates for the new vertices corresponding to a clipping plane, the process is repeated for each of a plurality of other clipping planes that intersect the object-element. Once all of the clipping planes have been processed, the attributes for the resulting clipped object element are calculated based on the barycentric coordinates of the vertices defining the clipped object element and the attributes of the original vertices.
摘要:
A processor includes a first shader engine and a second shader engine. The first shader engine is configured to process pixel shaders for a first subset of pixels to be displayed on a display device. The second shader engine is configured to process pixel shaders for a second subset of pixels to be displayed on the display device. Both the first and second shader engines are also configured to process general-compute shaders and non-pixel graphics shaders. The processor may also include a level-one (L1) data cache, coupled to and positioned between the first and second shader engines.
摘要:
A processor includes a first shader engine and a second shader engine. The first shader engine is configured to process pixel shaders for a first subset of pixels to be displayed on a display device. The second shader engine is configured to process pixel shaders for a second subset of pixels to be displayed on the display device. Both the first and second shader engines are also configured to process general-compute shaders and non-pixel graphics shaders. The processor may also include a level-one (L1) data cache, coupled to and positioned between the first and second shader engines.
摘要:
In a graphics processing circuit, up to N sets of state data are stored in a buffer such that a total length of the N sets of state data does not exceed the total length of the buffer. When a length of additional state data would exceed a length of available space in the buffer, storage of the additional set of state data in the buffer is delayed until at least M of the N sets of state data are no longer being used to process graphics primitives, wherein M is less than or equal to N. The buffer is preferably implemented as a ring buffer, thereby minimizing the impact of state data updates. To further prevent corruption of state data, additional sets of state data are prohibited from being added to the buffer if a maximum number of allowed states is already stored in the buffer.
摘要:
Disclosed herein is a vertex core. The vertex core includes a grouper module configured to process two or more primitives during one clock period and two or more vertex translators configured to respectively receive the two or more processed primitives in parallel.
摘要:
An apparatus and method for single instruction multiple data caching includes a memory access request generator operative to receive a primary access request. The method and apparatus further includes a cache controller coupled to the memory access request generator, wherein the cache controller is operative to execute a memory request. The method and apparatus further includes a memory interface coupled to the cache controller, the memory interface operative to retrieve a plurality of requested data. The method and apparatus further includes a request processor coupled to the cache controller, the memory interface and the memory access request generator. The request processor is operative to receive a plurality of requested data and thereupon generate a plurality of parallel data outputs therefrom.