AUTOMATIC PARTITIONING TECHNIQUES FOR MULTI-PHASE PIXEL SHADING
    1.
    发明申请
    AUTOMATIC PARTITIONING TECHNIQUES FOR MULTI-PHASE PIXEL SHADING 有权
    用于多相像素着色的自动分割技术

    公开(公告)号:US20160048998A1

    公开(公告)日:2016-02-18

    申请号:US14461047

    申请日:2014-08-15

    IPC分类号: G06T15/20 G06T15/80

    CPC分类号: G06T15/005 G06F9/455

    摘要: Automatic partitioning techniques for multi-phase pixel shading are described. In an example embodiment, an apparatus may comprise logic, at least a portion of which is in hardware, the logic to determine one or more respective suitability metrics for each of one or more candidate partitioning policies for a set of pixel shader inputs for a graphics frame, each candidate partitioning policy comprising one or more rules for partitioning the set of pixel shader inputs for multi-phase pixel shading based on quality sensitivity values for the pixel shader inputs, select a partitioning policy for the set of pixel shader inputs from among the one or more candidate partitioning policies based on the determined suitability metrics, and construct a multi-phase pixel shader for the graphics frame by partitioning the set of pixel shader inputs into multiple classes according to the selected partitioning policy. Other embodiments are described and claimed.

    摘要翻译: 描述了多相像素着色的自动划分技术。 在示例实施例中,装置可以包括其硬件中的至少一部分的逻辑,用于为图形的一组像素着色器输入确定一个或多个候选分区策略中的每一个的一个或多个相应的适合性度量的逻辑 帧,每个候选分区策略包括用于基于用于像素着色器输入的质量敏感度值来分割用于多相位像素着色的多个像素着色器输入的集合的一个或多个规则,从所述像素着色器输入的集合中选择所述像素着色器输入的分区策略 基于所确定的适合性度量的一个或多个候选分区策略,并且根据所选择的分区策略,将所述像素着色器输入集合划分为多个类,从而构建用于所述图形帧的多相像素着色器。 描述和要求保护其他实施例。

    DYNAMIC CPU GPU LOAD BALANCING USING POWER
    2.
    发明申请
    DYNAMIC CPU GPU LOAD BALANCING USING POWER 审中-公开
    动态CPU GPU负载平衡使用功率

    公开(公告)号:US20140052965A1

    公开(公告)日:2014-02-20

    申请号:US13995485

    申请日:2012-02-08

    申请人: Uzi Sarel

    发明人: Uzi Sarel

    IPC分类号: G06F9/30

    摘要: Dynamic CPU GPU load balancing is described based on power. In one example, an instruction is received and power values are received for a central processing core (CPU) and a graphics processing core (GPU). The CPU or the GPU is selected based on the received power values and the instruction is sent to the selected core for processing.

    摘要翻译: 基于动力描述动态CPU GPU负载平衡。 在一个示例中,接收指令并且为中央处理核(CPU)和图形处理核(GPU)接收功率值。 基于接收到的功率值选择CPU或GPU,并且将指令发送到所选核心进行处理。

    Texture sampling
    3.
    发明授权
    Texture sampling 有权
    纹理采样

    公开(公告)号:US08289341B2

    公开(公告)日:2012-10-16

    申请号:US12493900

    申请日:2009-06-29

    CPC分类号: G06T15/04 G06T15/005

    摘要: A texture sampler is implemented using a shader language. The shader compiler is used to compile the texture sampler to a target machine based on sampler state, sampler operation, and other static factors input values provided to the texture sampler. The shaders such as a vertex shader, geometry shader, pixel shader, hull shader, domain shader, and a compute shader may call one or more texture samplers while the shaders are invoked. The one or more texture samplers, which are a piece of software code may generate texture samples from the texture data and provide such texture samples to the shaders. The shaders generate shading effects on graphics elements using a texture samples. The graphics elements along with the shading effects are then rendered on a display device.

    摘要翻译: 纹理采样器使用着色器语言实现。 着色器编译器用于根据采样器状态,采样器操作和提供给纹理采样器的其他静态因子输入值将纹理采样器编译到目标机器。 诸如顶点着色器,几何着色器,像素着色器,船体着色器,域着色器和计算着色器之类的着色器可以调用着色器时调用一个或多个纹理采样器。 作为一块软件代码的一个或多个纹理采样器可以从纹理数据生成纹理样本,并将这样的纹理样本提供给着色器。 着色器使用纹理样本对图形元素生成阴影效果。 然后将图形元素以及阴影效果呈现在显示设备上。

    METHODS AND SYSTEMS TO SELECTIVELY BATCH-CULL GRAPHICS PRIMITIVES IN RESPONSE TO SAMPLE CULL RESULTS
    4.
    发明申请
    METHODS AND SYSTEMS TO SELECTIVELY BATCH-CULL GRAPHICS PRIMITIVES IN RESPONSE TO SAMPLE CULL RESULTS 有权
    对采样结果的响应中选择性地绘制图形原理的方法和系统

    公开(公告)号:US20100164969A1

    公开(公告)日:2010-07-01

    申请号:US12347557

    申请日:2008-12-31

    申请人: Uzi Sarel Arie Narkis

    发明人: Uzi Sarel Arie Narkis

    IPC分类号: G09G5/36

    CPC分类号: G06T15/40

    摘要: Methods and systems to sample a subset of primitives from a batch of primitives for cull/no-cull decisions, and to selectively perform a batch-cull operation on the batch of primitives in response to cull/no-cull decisions of the samples. Cull/no-cull decisions may be determined in response to one or more of a sign and magnitude of a z-component of a surface normal to corresponding primitives, using one or more primitive-independent, vertex-based cull codes, which may include a cull code based on 2-dimensional pixel space positions corresponding to the primitives. 2-dimensional pixel space positions may be pre-computed for vertices associated with a batch of primitives in advance of sampling culling.

    摘要翻译: 方法和系统,用于从一批原始图样中抽取原始图元的子集以进行剔除/无剔除的决定,并且响应于样本的剔除/无剔除决定,选择性地对批次的图元进行批量剔除操作。 可以使用一个或多个独立于基元的基于顶点的剔除代码来响应于对应原语的法线的z分量的符号和幅度中的一个或多个来确定Cull /无剔除决定,其可以包括 基于对应于图元的二维像素空间位置的剔除码。 可以在采样剔除之前对与一批图元相关联的顶点预先计算2维像素空间位置。

    Methods and systems to selectively batch-cull graphics primitives in response to sample cull results
    5.
    发明授权
    Methods and systems to selectively batch-cull graphics primitives in response to sample cull results 有权
    方法和系统可以选择性地批量绘制图形原语以响应样本剔除结果

    公开(公告)号:US08325182B2

    公开(公告)日:2012-12-04

    申请号:US12347557

    申请日:2008-12-31

    申请人: Uzi Sarel Arie Narkis

    发明人: Uzi Sarel Arie Narkis

    IPC分类号: G06T15/40

    CPC分类号: G06T15/40

    摘要: Methods and systems to sample a subset of primitives from a batch of primitives for cull/no-cull decisions, and to selectively perform a batch-cull operation on the batch of primitives in response to cull/no-cull decisions of the samples. Cull/no-cull decisions may be determined in response to one or more of a sign and magnitude of a z-component of a surface normal to corresponding primitives, using one or more primitive-independent, vertex-based cull codes, which may include a cull code based on 2-dimensional pixel space positions corresponding to the primitives. 2-dimensional pixel space positions may be pre-computed for vertices associated with a batch of primitives in advance of sampling culling.

    摘要翻译: 方法和系统,用于从一批原始图样中抽取原始图元的子集以进行剔除/无剔除的决定,并且响应于样本的剔除/无剔除决定,选择性地对批次的图元进行批量剔除操作。 可以使用一个或多个独立于基元的基于顶点的剔除代码来响应于对应原语的法线的z分量的符号和幅度中的一个或多个来确定Cull /无剔除决定,其可以包括 基于对应于图元的二维像素空间位置的剔除码。 可以在采样剔除之前对与一批图元相关联的顶点预先计算2维像素空间位置。

    TEXTURE SAMPLING
    6.
    发明申请
    TEXTURE SAMPLING 有权
    纹理采样

    公开(公告)号:US20100328309A1

    公开(公告)日:2010-12-30

    申请号:US12493900

    申请日:2009-06-29

    IPC分类号: G06T15/50

    CPC分类号: G06T15/04 G06T15/005

    摘要: A texture sampler is implemented using a shader language. The shader compiler is used to compile the texture sampler to a target machine based on sampler state, sampler operation, and other static factors input values provided to the texture sampler. The shaders such as a vertex shader, geometry shader, pixel shader, hull shader, domain shader, and a compute shader may call one or more texture samplers while the shaders are invoked. The one or more texture samplers, which are a piece of software code may generate texture samples from the texture data and provide such texture samples to the shaders. The shaders generate shading effects on graphics elements using a texture samples. The graphics elements along with the shading effects are then rendered on a display device.

    摘要翻译: 纹理采样器使用着色器语言实现。 着色器编译器用于根据采样器状态,采样器操作和提供给纹理采样器的其他静态因子输入值将纹理采样器编译到目标机器。 诸如顶点着色器,几何着色器,像素着色器,船体着色器,域着色器和计算着色器之类的着色器可以调用着色器时调用一个或多个纹理采样器。 作为一块软件代码的一个或多个纹理采样器可以从纹理数据生成纹理样本,并将这样的纹理样本提供给着色器。 着色器使用纹理样本对图形元素生成阴影效果。 然后将图形元素以及阴影效果呈现在显示设备上。