VERTEX SHADERS FOR BINNING BASED GRAPHICS PROCESSING
    2.
    发明申请
    VERTEX SHADERS FOR BINNING BASED GRAPHICS PROCESSING 审中-公开
    VERTEX SHADERS基于图像处理的BINING

    公开(公告)号:WO2018022187A1

    公开(公告)日:2018-02-01

    申请号:PCT/US2017/035038

    申请日:2017-05-30

    CPC classification number: G06T1/20 G06T15/005

    Abstract: This disclosure describes examples of using two vertex shaders each one during different graphics processing passes in a binning architecture for graphics processing. A first vertex shader processes subset of attributes of a vertex in a binning pass, where the subset of attributes include those that contribute to visibility determination and attributes that may benefit from being processed with a vertex shader that provides functional flexibility. A second, different vertex shader processes another subset of attributes of the vertex in the rendering pass.

    Abstract translation: 本公开描述了在用于图形处理的合并体系结构中的不同图形处理期间使用两个顶点着色器的示例。 第一顶点着色器处理归并通过中顶点属性的子集,其中属性的子集包括对可见性确定有贡献的那些属性以及可能受益于提供功能灵活性的顶点着色器处理的属性。 第二个不同的顶点着色器处理渲染过程中顶点属性的另一个子集。

    PER-INSTANCE PREAMBLE FOR GRAPHICS PROCESSING
    3.
    发明申请
    PER-INSTANCE PREAMBLE FOR GRAPHICS PROCESSING 审中-公开
    用于图形处理的实例前导

    公开(公告)号:WO2017204910A1

    公开(公告)日:2017-11-30

    申请号:PCT/US2017/026842

    申请日:2017-04-10

    Abstract: A method for processing data in a graphics processing unit (GPU) including receiving an instance identifier for an instance and a shader program comprising a preamble code block and a main shader code block, assigning, the instance identifier to a general purpose register at wave creation, allocating address space within the constant memory for instance uniforms, and determining the preamble code block has not been executed and the wave is a first wave of the instance to be executed, based on determining the preamble code block has not been executed and the wave is the first wave to be executed, executing the preamble code block to store the plurality of instance uniforms in the constant memory and based, at least in part, on executing the preamble code block, executing the wave of the plurality of waves using at least one of the plurality of instance constants stored inconstant memory.

    Abstract translation: 一种用于在图形处理单元(GPU)中处理数据的方法,所述方法包括:接收用于实例的实例标识符和包括前导码代码块和主着色器代码块的着色器程序;分配所述实例标识符 基于确定前导码而在波形创建时向通用寄存器分配恒定存储器内的地址空间以用于实例均匀化,并且确定前导码块还没有被执行并且波是要被执行的实例的第一波 块尚未被执行并且波是要被执行的第一波,执行前导码代码块以将多个实例统一性存储在常量存储器中并且至少部分地基于执行前导码代码块,执行波 使用所存储的不定内存的多个实例常量中的至少一个来执行所述多个波中的一个或多个

    PER-SHADER PREAMBLE FOR GRAPHICS PROCESSING
    4.
    发明申请
    PER-SHADER PREAMBLE FOR GRAPHICS PROCESSING 审中-公开
    用于图形处理的每片预涂器

    公开(公告)号:WO2017204909A1

    公开(公告)日:2017-11-30

    申请号:PCT/US2017/026835

    申请日:2017-04-10

    Abstract: A method for processing data in a graphics processing unit including receiving a code block of instructions common to a plurality of groups of threads of a shader, executing the code block of instructions common to the plurality of groups of threads of the shader creating a result by a group of threads of the plurality of groups of threads, storing the result of the code block of instructions common to the plurality of groups of threads of the shader in on-chip random access memory (RAM) accessible by each of the plurality of groups of threads, and upon a determination that storing the result of the code block of instructions common to the plurality of groups of threads of the shader has completed, returning the result of the code block of instructions common to the plurality of groups of threads of the shader from on-chip RAM.

    Abstract translation: 一种用于处理图形处理单元中的数据的方法,所述方法包括:接收着色器的多个线程组所共有的指令的代码块;执行所述多个 着色器的线程通过多个线程组中的线程组创建结果,将片上随机存取存储器(RAM)中的着色器的多个线程组所共有的指令的代码块的结果存储在存储器中, 可由多个线程组中的每一个线程访问,并且在确定存储着色器的多个线程组共有的指令代码块的结果已完成时,将指令的代码块的结果返回到 来自片上RAM的着色器的多组线程。

    DYNAMIC PIPELINE FOR GRAPHICS PROCESSING
    5.
    发明申请
    DYNAMIC PIPELINE FOR GRAPHICS PROCESSING 审中-公开
    用于图形处理的动态管道

    公开(公告)号:WO2016077025A1

    公开(公告)日:2016-05-19

    申请号:PCT/US2015/055767

    申请日:2015-10-15

    CPC classification number: G06T1/20 G09G5/18 G09G2330/022

    Abstract: This disclosure describes an apparatus configured to process graphics data. The apparatus may include a fixed hardware pipeline configured to execute one or more functions on a current set of graphics data. The fixed hardware pipeline may include a plurality of stages including a bypassable portion of the plurality of stages. The apparatus may further include a shortcut circuit configured to route the current set of graphics data around the bypassable portion of the plurality of stages, and a controller positioned before the bypassable portion of the plurality of stages, the controller configured to selectively route the current set of graphics data to one of the shortcut circuit or the bypassable portion of the plurality of stages.

    Abstract translation: 本公开描述了被配置为处理图形数据的装置。 该装置可以包括被配置为在当前图形数据集上执行一个或多个功能的固定硬件流水线。 固定硬件管线可以包括多个级,包括多个级的可旁路部分。 该装置还可以包括快速电路,其被配置为将当前图形数据集合围绕多个级的可旁路部分路由,以及位于多个级的可旁路部分之前的控制器,所述控制器被配置为选择性地路由当前集合 的图形数据提供给多个阶段的快捷电路或可旁路部分中的一个。

    LOAD SCHEME FOR SHARED REGISTER IN GPU
    6.
    发明申请
    LOAD SCHEME FOR SHARED REGISTER IN GPU 审中-公开
    GPU中共享注册表的加载方案

    公开(公告)号:WO2015199997A1

    公开(公告)日:2015-12-30

    申请号:PCT/US2015/035332

    申请日:2015-06-11

    CPC classification number: G06T1/60 G06T15/80 G09G5/363 G09G2352/00 G09G2360/06

    Abstract: Techniques are described for determining whether data of a variable for each of a plurality of graphics items is same. If determined that the data is the same, the techniques store the data in a storage location of a specialized shared general purpose register that is associated with the variable.

    Abstract translation: 描述了用于确定多个图形项目中的每一个的变量的数据是否相同的技术。 如果确定数据相同,则该技术将数据存储在与变量相关联的专用共享通用寄存器的存储位置中。

    DYNAMICALLY SWITCHING BETWEEN LATE DEPTH TESTING AND CONSERVATIVE DEPTH TESTING
    10.
    发明申请
    DYNAMICALLY SWITCHING BETWEEN LATE DEPTH TESTING AND CONSERVATIVE DEPTH TESTING 审中-公开
    深度测试和保守深度测试之间的动态切换

    公开(公告)号:WO2017052750A2

    公开(公告)日:2017-03-30

    申请号:PCT/US2016/044060

    申请日:2016-07-26

    Abstract: A graphics processing unit (GPU) may determine a workload of a fragment shader program that executes on the GPU. The GPU may compare the workload of the fragment shader program to a threshold. In response to determining that the workload of the fragment shader program is lower than a specified threshold, the fragment shader program may process one or more fragments without the GPU performing early depth testing of the one or more fragments before the processing by the fragment shader program. The GPU may perform, after processing by the fragment shader program, late depth testing of the one or more fragments to result in one or more non-occluded fragments. The GPU may write pixel values for the one or more non-occluded fragments into a frame buffer.

    Abstract translation: 图形处理单元(GPU)可以确定在GPU上执行的片段着色器程序的工作负载。 GPU可以将片段着色器程序的工作负载与阈值进行比较。 响应于确定片段着色器程序的工作负荷低于指定的阈值,片段着色器程序可以处理一个或多个片段,而GPU未在片段着色器程序处理之前执行对一个或多个片段的早期深度测试 。 在片段着色器程序处理之后,GPU可以执行一个或多个片段的深度深度测试以产生一个或多个未遮挡的片段。 GPU可以将一个或多个非遮挡片段的像素值写入帧缓冲器。

Patent Agency Ranking