Techniques and architecture for improved vertex processing

    公开(公告)号:US09870640B2

    公开(公告)日:2018-01-16

    申请号:US14961755

    申请日:2015-12-07

    CPC classification number: G06T15/005 G06T1/60 G06T2200/28

    Abstract: An apparatus may include an index buffer to store an index stream having a multiplicity of index entries corresponding to vertices of a mesh and a vertex cache to store a multiplicity of processed vertices of the mesh. The apparatus may further include a processor circuit, and a vertex manager for execution on the processor circuit to read a reference bitstream comprising a multiplicity of bitstream entries, each bitstream entry corresponding to an index entry of the index stream, and to remove a processed vertex from the vertex cache when a value of the reference bitstream entry corresponding to the processed vertex is equal to a defined value.

    Reducing shading by merging fragments from the adjacent primitives

    公开(公告)号:US09626795B2

    公开(公告)日:2017-04-18

    申请号:US14108419

    申请日:2013-12-17

    Inventor: Rahul P. Sathe

    CPC classification number: G06T17/20 G06T15/005 G06T15/80

    Abstract: Instead of shading a triangle from the rasterizer as soon as it is known that there is a sample inside the triangle, in accordance with one embodiment, shading is delayed until the triangle beside it, called the neighboring triangle, is received. If there is a neighboring triangle facing the same way, with non-mutually exclusive coverage, meaning that it is not overlapping the same region, then the shader shades only once for the pair of triangles. That is, two separate fragments are merged and treated as one fragment. Specifically, the fragment that is over the pixel center is the one that is used and the other fragment is replaced by merging. The merger happens only over the extent of a pixel and more than one primitive is not shaded at a time. However, multiple merges within a 2×2 block of pixels are possible.

    Reducing Shading by Merging Fragments from the Adjacent Primitives

    公开(公告)号:US20170186227A1

    公开(公告)日:2017-06-29

    申请号:US15407304

    申请日:2017-01-17

    Inventor: Rahul P. Sathe

    CPC classification number: G06T17/20 G06T15/005 G06T15/80

    Abstract: Instead of shading a triangle from the rasterizer as soon as it is known that there is a sample inside the triangle, in accordance with one embodiment, shading is delayed until the triangle beside it, called the neighboring triangle, is received. If there is a neighboring triangle facing the same way, with non-mutually exclusive coverage, meaning that it is not overlapping the same region, then the shader shades only once for the pair of triangles. That is, two separate fragments are merged and treated as one fragment. Specifically, the fragment that is over the pixel center is the one that is used and the other fragment is replaced by merging. The merger happens only over the extent of a pixel and more than one primitive is not shaded at a time. However, multiple merges within a 2×2 block of pixels are possible.

    COMPILER OPTIMIZATION TO REDUCE THE CONTROL FLOW DIVERGENCE
    10.
    发明申请
    COMPILER OPTIMIZATION TO REDUCE THE CONTROL FLOW DIVERGENCE 审中-公开
    编译器优化,以减少控制流量的流动

    公开(公告)号:US20170061569A1

    公开(公告)日:2017-03-02

    申请号:US14843698

    申请日:2015-09-02

    Inventor: Rahul P. Sathe

    CPC classification number: G06T1/20 G06T1/60

    Abstract: In one embodiment a graphics processing system comprises a graphics processor having execution logic and shared memory and a shader compiler unit to compile a shader program for execution by the execution logic of the graphic processor, wherein the shader is to optimize the shader program during the compile, wherein to optimize the shader program includes to convert a divergent block of parallel instructions into a divergent block and a non-divergent block of instructions.

    Abstract translation: 在一个实施例中,图形处理系统包括具有执行逻辑和共享存储器的图形处理器和着色器编译器单元,用于编译着色器程序以供图形处理器的执行逻辑执行,其中着色器将在编译期间优化着色器程序 其中为了优化着色器程序包括将并行指令的发散块转换成发散块和非发散块指令。

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