Processing of 3-dimensional graphics
    1.
    发明授权
    Processing of 3-dimensional graphics 有权
    三维图形处理

    公开(公告)号:US08345051B2

    公开(公告)日:2013-01-01

    申请号:US11667656

    申请日:2005-11-15

    IPC分类号: G06F15/00 G06T1/00

    CPC分类号: G06T15/005

    摘要: A graphic rendering pipeline has a number of different rendering units and receives fragments for rendering. A renderer stated word cache is used to store rendering state data to be used to configure the rendering units when they render a fragment. Each rendering unit includes a functional block which carries out a rendering operation on a received fragment and a renderer state word interface that can be used to look up the required rendering state data from the renderer state word cache. Each fragment is provided to the rendering pipeline with fragment data that indicates, inter alia, a fragment index, a renderer state word index, and other fragment data that is necessary to render the fragment. When a rendering unit of the rendering pipeline receives a fragment to be rendered, it firstly uses the renderer state word index associated with the fragment to look-up, using its renderer state word interface, the relevant rendering state data from the renderer state word cache. It then uses that rendering state data to configure its functional block, and then renders the fragment.

    摘要翻译: 图形渲染流水线具有多个不同的渲染单元,并接收用于渲染的碎片。 渲染器说,字缓存用于存储渲染状态数据,用于在呈现片段时配置渲染单元。 每个渲染单元包括对接收到的片段执行渲染操作的功能块和可用于从渲染器状态字高速缓存查找所需渲染状态数据的渲染器状态字界面。 每个片段被提供给具有片段数据的片段数据,片段数据特别指出片段索引,渲染器状态字索引和渲染片段所必需的其他片段数据。 当渲染流水线的渲染单元接收到要渲染的片段时,首先使用与片段相关联的渲染器状态字索引来使用其渲染器状态字界面来查找来自渲染器状态字高速缓存的相关渲染状态数据 。 然后使用该渲染状态数据来配置其功能块,然后渲染该片段。

    Microprocessor systems
    2.
    发明授权
    Microprocessor systems 有权
    微处理器系统

    公开(公告)号:US08327034B2

    公开(公告)日:2012-12-04

    申请号:US10543327

    申请日:2004-01-22

    IPC分类号: G06F3/00 G06F9/34

    摘要: A slave device (20) communicates with a host system (21) via a host communications bus (22). The host system (21) includes one (or more) processing units that can act as bus masters and send access requests for slave resources on the slave device (20) via the communications bus (22). The slave device platform (20) includes a memory management unit (23), a programmable central processing unit (24) and one or more slave resources (25). The memory management unit (23) acts as an address translating device, and accepts requests with virtual addresses from the master device or devices on the host system (21), translates the virtual addresses used in the access requests to the “internal” physical addresses of the slave's resources and forwards the accesses of the appropriate physical resources (25). When an address miss occurs in the memory management unit (23), it passes the handling of the access request over to the controlling CPU (24) which executes software to then resolve the address miss and handle the access request. The memory management unit (23) also includes a write buffer (29) into which it can write the write value received from a master on the host system (21) on an access when an address miss occurs, and a read buffer (28) for storing values relating to read requests that have generated an address miss.

    摘要翻译: 从设备(20)经由主机通信总线(22)与主机系统(21)通信。 主机系统(21)包括一个(或多个)处理单元,其可以充当总线主控器,并且经由通信总线(22)在从设备(20)上发送对从属资源的访问请求。 从设备平台(20)包括存储器管理单元(23),可编程中央处理单元(24)和一个或多个从属资源(25)。 存储器管理单元(23)用作地址转换设备,并且接受来自主设备或主机系统(21)上的设备的虚拟地址的请求,将访问请求中使用的虚拟地址转换为内部物理地址 从属资源转发适当物理资源的访问(25)。 当存储器管理单元(23)中发生地址缺失时,它将访问请求的处理传递给执行软件的控制CPU(24),从而解决地址缺失并处理访问请求。 存储器管理单元(23)还包括写入缓冲器(29),当地址未发生时,写入缓冲器(29)可以向存储器上写入从主机系统(21)上的主机接收的写入值;读取缓冲器(28) 用于存储与产生地址未命中的读请求有关的值。

    DIFFERENTIAL ENCODING USING A 3D GRAPHICS PROCESSOR
    3.
    发明申请
    DIFFERENTIAL ENCODING USING A 3D GRAPHICS PROCESSOR 有权
    使用3D图形处理器进行差分编码

    公开(公告)号:US20120092451A1

    公开(公告)日:2012-04-19

    申请号:US13334822

    申请日:2011-12-22

    IPC分类号: H04N13/00

    CPC分类号: H04N19/43

    摘要: A 3D graphics rendering pipeline is used to carry out data comparisons for motion estimation in video data encoding. Video data for the pixel block of the video frame currently being encoded is loaded into the output buffers of the rendering pipeline. The video data for the comparison pixel blocks from the reference video frame is stored as texture map values in the texture cache of the rendering pipeline. Once the sets of pixel data for comparison have been stored, the rendering pipeline is controlled to render a primitive having fragment positions and texture coordinates corresponding to the data values that it is desired to compare. As each fragment is rendered, the stored and rendered fragment data is compared by fragment compare unit and the determined differences in the data values are accumulated in an error term register.

    摘要翻译: 3D图形渲染流水线用于对视频数据编码中的运动估计进行数据比较。 当前正在编码的视频帧的像素块的视频数据被加载到渲染管线的输出缓冲器中。 来自参考视频帧的比较像素块的视频数据作为纹理映射值存储在渲染管线的纹理缓存中。 一旦已经存储了用于比较的像素数据集合,则控制渲染流水线以渲染具有对应于期望比较的数据值的片段位置和纹理坐标的原始图像。 当渲染每个片段时,通过片段比较单元比较存储和渲染的片段数据,并将所确定的数据值差异累积在错误项寄存器中。

    Method of and apparatus for encoding data
    4.
    发明授权
    Method of and apparatus for encoding data 有权
    数据编码的方法和装置

    公开(公告)号:US08102402B2

    公开(公告)日:2012-01-24

    申请号:US11885442

    申请日:2006-03-03

    CPC分类号: G06T9/00

    摘要: An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of color values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colors of the individual texture elements using that generated set of colors. As well as the individual texture data blocks, a header data block encoding a base set of colors is generated. This base color set defines a set of colors that is used to generate the colors to be used when reproducing each individual encoded texture data block.

    摘要翻译: 一组纹理数据元素(纹理素材)被细分为多个8×4纹理元素块,每个纹理元素块中的8×4个纹理元素块对两个4×4纹理元素子块3,4进行编码。每个编码的纹理数据块 包括指示用于生成要用于编码数据块表示的纹理元素的一组颜色值的方法的数据,以及指示用于使用该生成的集合来生成各个纹理元素的颜色的方法的数据 的颜色。 除了各个纹理数据块之外,还生成编码基本颜色集合的标题数据块。 该基色组定义了一组颜色,用于在再现每个单独编码的纹理数据块时产生要使用的颜色。

    Methods of and apparatus for processing computer graphics
    5.
    发明授权
    Methods of and apparatus for processing computer graphics 有权
    计算机图形处理的方法和装置

    公开(公告)号:US08044971B2

    公开(公告)日:2011-10-25

    申请号:US12068001

    申请日:2008-01-31

    申请人: Jørn Nystad

    发明人: Jørn Nystad

    IPC分类号: G09G5/00 G09G5/02

    CPC分类号: G09G5/28 G06T11/40 G09G3/2074

    摘要: When an alpha test is performed as part of the rendering process in a multisampled graphics processing pipeline, rather than taking the single alpha value initially defined for each fragment an individual alpha value is generated in respect of each of covered sampling position that the fragment in question is being used to render. The individual alpha values estimated for each sample position are then individually compared with a threshold alpha value defined for the alpha test, and the result of this alpha test comparison is used to decide either keep or discard the sample position from further processing.

    摘要翻译: 当在多采样图形处理流水线中执行阿尔法测试作为渲染过程的一部分时,而不是采用最初为每个片段定义的单个α值,就每个被覆盖的采样位置产生一个单独的α值,即所述片段 被用来呈现。 然后将针对每个样本位置估计的单个α值单独与为alpha测试定义的阈值α值进行比较,并且使用此α测试比较的结果来决定是否将样本位置保留或丢弃进一步处理。

    Methods of and apparatus for processing computer graphics
    6.
    发明申请
    Methods of and apparatus for processing computer graphics 有权
    计算机图形处理的方法和装置

    公开(公告)号:US20090195555A1

    公开(公告)日:2009-08-06

    申请号:US12068007

    申请日:2008-01-31

    IPC分类号: G09G5/00

    摘要: In a graphics processing system, the left, right, top and bottom edge planes for the purposes of clipping are set to the maximum values that can be represented using floating-point format numbers, vertex positions are snapped to a grid of predefined vertex positions, and the precision of selected vertices is prioritised when deriving edge functions for a given primitive.In respect of the depth near and far clipping planes, those planes are set to the maximum floating-point number format that can be represented for Z in the graphics system, but then fragments that have a Z value that falls outside the range zero to one are discarded by means of a depth test.In respect of the eye-plane, the need for clipping is avoided by instead modifying the edge equations generated for a primitive in dependence on the sign of the W value for each vertex of the primitive.

    摘要翻译: 在图形处理系统中,用于剪切目的的左,右,上和下边缘平面被设置为可以使用浮点格式数字表示的最大值,顶点位置被捕捉到预定义的顶点位置的网格, 并且当为给定原语导出边缘函数时,所选顶点的精度被优先考虑。 对于近距离和远距离裁剪平面的深度,这些平面被设置为可以在图形系统中为Z表示的最大浮点数格式,但是后面的Z值落在0到1之外的片段 通过深度测试被丢弃。 关于眼睛平面,通过根据基元的每个顶点的W值的符号改变为原始生成的边缘方程,避免了削减的需要。

    Method for overcoming livelock in a multi-threaded system
    7.
    发明授权
    Method for overcoming livelock in a multi-threaded system 有权
    克服多线程系统中的活动锁定的方法

    公开(公告)号:US08719555B2

    公开(公告)日:2014-05-06

    申请号:US12068012

    申请日:2008-01-31

    摘要: A microprocessor pipeline arrangement 1 includes a plurality of functional units P1, P2, P3, . . . , PN. A number of the functional units P1, P3, PN have access to a respective cache memory C1, C3, CN from which it can retrieve data needed to process threads that pass through the pipeline. The pipeline arrangement 1 also includes a number of monitors to determine when the system enters a state of livelock (e.g. inter-cache livelocks, intra-cache livelocks and/or “near-livelock” situations): a top-level monitor MT to detect livelock situations in the pipeline as a whole; and second-level (“local”) monitors M1 and M3 associated with individual caches C1 and C3.If the system is determined to have entered a livelock state, e.g. by the top-level monitor MT, the number of threads able to change the contents of one or more of the caches C1, C3, CN is reduced.

    摘要翻译: 微处理器管线装置1包括多个功能单元P1,P2,P3。 。 。 ,PN。 多个功能单元P1,P3,PN可访问相应的高速缓存存储器C1,C3,CN,从其可以检索处理通过管线的线程所需的数据。 管线装置1还包括多个监视器,用于确定系统什么时候进入活动锁定状态(例如,高速缓存间活动锁定,高速缓存内锁定和/或“近实时锁定”情况)的状态:检测的高级监视器MT 整体管道中的活动情况; 和二级(“本地”)监视与各缓存C1和C3相关联的M1和M3。 如果确定系统已经进入活动锁定状态,例如, 通过顶级监视器MT,能够改变缓存C1,C3,CN中的一个或多个的内容的线程数减少。

    Method for re-circulating a fragment through a rendering pipeline
    8.
    发明授权
    Method for re-circulating a fragment through a rendering pipeline 有权
    通过渲染管道重新循环片段的方法

    公开(公告)号:US08719553B2

    公开(公告)日:2014-05-06

    申请号:US12068010

    申请日:2008-01-31

    摘要: A microprocessor pipeline arrangement 1 includes a plurality of functional units 2, 3, 4, 5 and 6. Each functional unit 2, 3, 4, 5, 6 also has access to a respective cache memory 7, 8, 9, 10, 11. Threads for processing are received by the first functional unit 2 from an external source 12, and output by an end functional unit 6 of the pipeline to an output target 13. If a thread encounters a cache-miss on its passage through the pipeline, the thread is allowed to continue to pass through the pipeline in the normal manner. However, when the thread reaches the end of the pipeline, it is sent via a loopback path 14 back to the beginning of the pipeline to be sent through the pipeline again. In this way, any thread that has not completed its processing on passing through the pipeline can be sent through the pipeline again to allow the processing of the thread to be completed.

    摘要翻译: 微处理器管线装置1包括多个功能单元2,3,4,5和6.每个功能单元2,3,4,5,6还可以访问相应的高速缓冲存储器7,8,9,10,11 用于处理的线程由第一功能单元2从外部源12接收,并且由流水线的端部功能单元6输出到输出目标13.如果线程在其通过管道的通过时遇到高速缓存未命中, 允许螺纹以正常的方式继续通过管道。 然而,当线程到达流水线的末端时,它通过回送路径14返回到管道的开头,以再次通过管道发送。 以这种方式,任何未通过流水线完成处理的线程都可以通过管道再发送,以允许线程的处理完成。

    Method of and apparatus for encoding and decoding data
    9.
    发明授权
    Method of and apparatus for encoding and decoding data 有权
    用于对数据进行编码和解码的方法和装置

    公开(公告)号:US08289343B2

    公开(公告)日:2012-10-16

    申请号:US13314985

    申请日:2011-12-08

    CPC分类号: G06T9/00

    摘要: An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of color values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colors of the individual texture elements using that generated set of colors. As well as the individual texture data blocks, a header data block encoding a base set of colors is generated. This base color set defines a set of colors that is used to generate the colors to be used when reproducing each individual encoded texture data block.

    摘要翻译: 一组纹理数据元素(纹理素材)被细分为多个8×4纹理元素块,每个纹理元素块中的8×4个纹理元素块对两个4×4纹理元素子块3,4进行编码。每个编码的纹理数据块 包括指示用于生成要用于编码数据块表示的纹理元素的一组颜色值的方法的数据,以及指示用于使用该生成的集合来生成各个纹理元素的颜色的方法的数据 的颜色。 除了各个纹理数据块之外,还生成编码基本颜色集合的标题数据块。 该基色组定义了一组颜色,用于在再现每个单独编码的纹理数据块时产生要使用的颜色。

    Processing of computer graphics
    10.
    发明授权
    Processing of computer graphics 有权
    计算机图形处理

    公开(公告)号:US08199146B2

    公开(公告)日:2012-06-12

    申请号:US12929956

    申请日:2011-02-28

    IPC分类号: G06T15/00

    CPC分类号: G06T15/503 G06T11/001

    摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering.The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image.The data from the tile buffers 52 is input to a downsampling unit 53, and hence output to a frame buffer 54 of a display device 55 for display.

    摘要翻译: 图形处理平台包括光栅器50,其接收表示待显示以供处理的图像的图元。 光栅化器50确定图像的哪组采样点包括由给定原语所覆盖的采样点,然后生成用于为每组采样点进行渲染的片段,该采样点被发现包括由原语覆盖并通过的采样点 那些片段到渲染器51渲染。 渲染器51对其接收到的片段执行渲染操作,并将渲染的片段数据存储在片缓冲器52中。所渲染的片段数据被存储在片缓冲器52中的适当采样位置中的多个副本中,以便提供 对于图像拍摄的每个单独样本位置的单独的片段数据集。 来自瓦片缓冲器52的数据被输入到下采样单元53,因此输出到显示设备55的帧缓冲器54以进行显示。