摘要:
Hybrid sampling of pixels of an image involves generating shading values at multiple shading sample locations and generating depth values at multiple depth sample locations, with the number of depth sample locations exceeding the number of shading sample locations. Each shading sample location is associated with one or more of the depth sample locations. Generation and filtering of hybrid sampled pixel data can be done within a graphics processing system, transparent to an application that provides image data.
摘要:
Hybrid sampling of pixels of an image involves generating shading values at multiple shading sample locations and generating depth values at multiple depth sample locations, with the number of depth sample locations exceeding the number of shading sample locations. Each shading sample location is associated with one or more of the depth sample locations. Generation and filtering of hybrid sampled pixel data can be done within a graphics processing system, transparent to an application that provides image data.
摘要:
A pixel center position that is not covered by a primitive covering a portion of the pixel is displaced to lie within a fragment formed by the intersection of the primitive and the pixel. X,y coordinates of a pixel center are adjusted to displace the pixel center position to lie within the fragment, affecting actual texture map coordinates or barycentric weights. Alternatively, a centroid sub-pixel sample position is determined based on coverage data for the pixel and a multisample mode. The centroid sub-pixel sample position is used to compute pixel or sub-pixel parameters for the fragment.
摘要:
A pixel center position that is not covered by a primitive covering a portion of the pixel is displaced to lie within a fragment formed by the intersection of the primitive and the pixel. X,y coordinates of a pixel center are adjusted to displace the pixel center position to lie within the fragment, affecting actual texture map coordinates or barycentric weights. Alternatively, a centroid sub-pixel sample position is determined based on coverage data for the pixel and a multisample mode. The centroid sub-pixel sample position is used to compute pixel or sub-pixel parameters for the fragment.
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.
摘要:
A graphics system has a mode of operation in which real samples and virtual samples are generated for anti-aliasing pixels. Each virtual sample identifies a set of real samples associated with a common primitive that covers a virtual sample location within a pixel. The virtual samples provide additional coverage information that may be used to adjust the weights of real samples.
摘要:
A graphics system has a mode of operation in which real samples and virtual samples are generated for anti-aliasing pixels. Each virtual sample identifies a set of real samples associated with a common primitive that covers a virtual sample location within a pixel. The virtual samples provide additional coverage information that may be used to adjust the weights of real samples.
摘要:
Embodiments of the present invention sets forth a method and system for reducing memory bandwidth requirements for an anti-aliasing operation. The first virtual coverage information for a pixel involved in an anti-aliasing operation is maintained in memory. If a certain operating condition of the anti-aliasing operation deterministically implies the second virtual coverage information for this pixel, the second virtual coverage information, as opposed to the first virtual coverage information, is used in the anti-aliasing operation. In such situations, since the virtual coverage information is implied, it does not have to be accessed from memory, thereby improving overall system performance.
摘要:
Vertex data can be accessed for a graphics primitive. The vertex data includes homogeneous coordinates for each vertex of the primitive. The homogeneous coordinates can be used to determine perspective-correct barycentric coordinates that are normalized by the area of the primitive. The normalized perspective-correct barycentric coordinates can be used to determine an interpolated value of an attribute for the pixel. These operations can be performed using adders and multipliers implemented in hardware.
摘要:
Systems and methods for modifying the number of texture samples used to produce an anisotropically filtered texture mapped pixel may improve texture mapping performance. When the number of texture samples is reduced, fewer texels are read and fewer filtering computations are needed to produce a texture value for an anisotropic footprint. The number of texture samples is reduced based on the mip map level weight. The number of texture samples may also be modified using specific parameters for the coarse and/or fine mip map levels. The spacing between the texture samples along the major axis of anisotropy may be modified to improve image quality or texture cache performance.