Allocation of Resources to Tasks
    91.
    发明申请

    公开(公告)号:US20230004437A1

    公开(公告)日:2023-01-05

    申请号:US17678523

    申请日:2022-02-23

    Abstract: A method of managing resources in a graphics processing pipeline includes conditionally suspending a task when the task reaches a phase boundary during execution of a program within a texture/shading unit. Suspending the task comprises freeing resources allocated to the task and resources are subsequently re-allocated to the task, such that the task is ready to continue execution, only after determining that the conditions associated with un-suspending the task are satisfied.

    Primitive block generator for graphics processing systems

    公开(公告)号:US11527039B2

    公开(公告)日:2022-12-13

    申请号:US17536671

    申请日:2021-11-29

    Abstract: Methods and primitive block generators for generating primitive blocks in a graphics processing system. The methods comprise: receiving transformed position data for a current primitive, the transformed position data indicating a position of the current primitive in rendering space; determining a distance between the position of the current primitive and a position of a current primitive block based on the transformed position data for the current primitive; determining whether to add the current primitive to the current primitive block based on the distance and a fullness of the current primitive block; in response to determining that the current primitive is to be added to the current primitive block, adding the current primitive to the current primitive block; and in response to determining that the current primitive is not to be added to the current primitive block, flushing the current primitive block and adding the current primitive to a new current primitive block.

    Topology preservation in a graphics pipeline

    公开(公告)号:US11468620B2

    公开(公告)日:2022-10-11

    申请号:US16250706

    申请日:2019-01-17

    Inventor: John W. Howson

    Abstract: A graphics processing engine has a geometry shading stage having two modes of operation. In the first mode of operation, each primitive output by the geometry shading stage is independent, whereas in the second mode of operation, connectivity between input primitives is maintained by the geometry shading stage. The mode of operation of the geometry shading stage can be determined based on the value of control state data which may be generated at compile-time for a geometry shader based on analysis of that geometry shader.

    Untransformed display lists in a tile based rendering system

    公开(公告)号:US11450060B2

    公开(公告)日:2022-09-20

    申请号:US17243449

    申请日:2021-04-28

    Inventor: John W. Howson

    Abstract: 3-D rendering systems include a rasterization section that can fetch untransformed geometry, transform geometry and cache data for transformed geometry in a memory. As an example, the rasterization section can transform the geometry into screen space. The geometry can include one or more of static geometry and dynamic geometry. The rasterization section can query the cache for presence of data pertaining to a specific element or elements of geometry, and use that data from the cache, if present, and otherwise perform the transformation again, for actions such as hidden surface removal. The rasterization section can receive, from a geometry processing section, tiled geometry lists and perform the hidden surface removal for pixels within respective tiles to which those lists pertain.

    Hierarchy merging
    95.
    发明授权

    公开(公告)号:US11341110B2

    公开(公告)日:2022-05-24

    申请号:US15464729

    申请日:2017-03-21

    Abstract: A hierarchy is a multi-level linked structure of nodes, wherein the hierarchy represents data relating to a set of one or more items to be processed. Where there are multiple input hierarchies, it may improve the efficiency of the processing of the items to merge the input hierarchies to form a merged hierarchy. The hierarchies are merged by identifying two or more sub-hierarchies within the input hierarchies which are to be merged, and determining one or more nodes of the merged hierarchy which reference nodes of the identified sub-hierarchies. The determined nodes of the merged hierarchy are stored and indications of the references between the determined nodes of the merged hierarchy and the referenced nodes of the identified sub-hierarchies are also stored. In this way, the merged hierarchy is formed for use in processing the items.

    Controlling Rendering Operations by Shader Buffer Identification

    公开(公告)号:US20220157007A1

    公开(公告)日:2022-05-19

    申请号:US17587008

    申请日:2022-01-28

    Abstract: Methods of rendering a scene in a graphics system identify a draw call within a current render and analyse the last shader in the series of shaders used by the draw call to identify any buffers that are sampled by the last shader and that are to be written by a previous render that has not yet been sent for execution on the GPU. If any such buffers are identified, further analysis is performed to determine whether the last shader samples from the identified buffers using screen space coordinates that correspond to a current fragment location and if this determination is positive, the draw call is added to data relating to the previous render and the last shader is recompiled to replace an instruction that reads data from an identified buffer with an instruction that reads data from an on-chip register.

    Primitive block generator for graphics processing systems

    公开(公告)号:US11217007B2

    公开(公告)日:2022-01-04

    申请号:US16724239

    申请日:2019-12-21

    Abstract: Methods and primitive block generators for generating primitive blocks in a graphics processing system. The methods comprise: receiving transformed position data for a current primitive, the transformed position data indicating a position of the current primitive in rendering space; determining a distance between the position of the current primitive and a position of a current primitive block based on the transformed position data for the current primitive; determining whether to add the current primitive to the current primitive block based on the distance and a fullness of the current primitive block; in response to determining that the current primitive is to be added to the current primitive block, adding the current primitive to the current primitive block; and in response to determining that the current primitive is not to be added to the current primitive block, flushing the current primitive block and adding the current primitive to a new current primitive block.

    Scalable Parallel Tessellation
    98.
    发明申请

    公开(公告)号:US20210319620A1

    公开(公告)日:2021-10-14

    申请号:US17356187

    申请日:2021-06-23

    Inventor: John W. Howson

    Abstract: Methods and tessellation modules for tessellating a patch to generate tessellated geometry data representing the tessellated patch. Received geometry data representing a patch is processed to identify tessellation factors of the patch. Based on the identified tessellation factors of the patch, tessellation instances to be used in tessellating the patch are determined. The tessellation instances are allocated amongst a plurality of tessellation pipelines that operate in parallel, wherein a respective set of one or more of the tessellation instances is allocated to each of the tessellation pipelines, and wherein each of the tessellation pipelines generates tessellated geometry data associated with the respective allocated set of one or more of the tessellation instances.

    Untransformed display lists in a tile based rendering system

    公开(公告)号:US11017589B2

    公开(公告)日:2021-05-25

    申请号:US16778039

    申请日:2020-01-31

    Inventor: John W. Howson

    Abstract: 3-D rendering systems include a rasterization section that can fetch untransformed geometry, transform geometry and cache data for transformed geometry in a memory. As an example, the rasterization section can transform the geometry into screen space. The geometry can include one or more of static geometry and dynamic geometry. The rasterization section can query the cache for presence of data pertaining to a specific element or elements of geometry, and use that data from the cache, if present, and otherwise perform the transformation again, for actions such as hidden surface removal. The rasterization section can receive, from a geometry processing section, tiled geometry lists and perform the hidden surface removal for pixels within respective tiles to which those lists pertain.

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