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    • 1. 发明申请
    • PER-INSTANCE PREAMBLE FOR GRAPHICS PROCESSING
    • 用于图形处理的实例前导
    • WO2017204910A1
    • 2017-11-30
    • PCT/US2017/026842
    • 2017-04-10
    • QUALCOMM INCORPORATED
    • CHEN, LinHAMMERSTONE, RichardLIU, JiajiZHANG, ChihongGRUBER, Andrew EvanDU, Yun
    • G06F12/0862G06F12/06G06F9/38G06F9/45G06T15/00
    • 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.
    • 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
    • 2. 发明申请
    • PER-SHADER PREAMBLE FOR GRAPHICS PROCESSING
    • 用于图形处理的每片预涂器
    • WO2017204909A1
    • 2017-11-30
    • PCT/US2017/026835
    • 2017-04-10
    • QUALCOMM INCORPORATED
    • CHEN, LinDU, YunGRUBER, Andrew EvanJIAO, GuofangYU, ChunGARCIA GARCIA, David Rigel
    • G06T1/20
    • 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.
    • 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。
    • 6. 发明申请
    • METHOD AND DEVICE FOR PERFORMING USER-DEFINED CLIPPING IN OBJECT SPACE
    • 用于在对象空间中执行用户定义的剪辑的方法和设备
    • WO2008033895A2
    • 2008-03-20
    • PCT/US2007/078237
    • 2007-09-12
    • Qualcomm IncorporatedBI, NingCHEN, LinCHEN, Lingjun Frank
    • BI, NingCHEN, LinCHEN, Lingjun Frank
    • G06T15/30
    • G06T15/30
    • A method and device for performing and processing user-defined clipping in object space to reduce the number of computations needed for the clipping operation. The method and device also combine the modelview transformation of the vertex coordinates with projection transform. The user-defined clipping in object space provides a higher performance and less power consumption by avoiding generation of eye coordinates if there is no lighting. The device includes a driver for the user-defined clipping in the object space to perform dual mode user-defined clipping in object space when a lighting function is disabled and in eye space when the lighting function is enabled.
    • 一种用于在对象空间中执行和处理用户定义的限幅以减少剪切操作所需的计算次数的方法和装置。 该方法和装置还将顶点坐标的模型视图变换与投影变换相结合。 对象空间中的用户定义的剪辑通过避免在没有照明的情况下生成眼睛坐标来提供更高的性能和更低的功耗。 该设备包括用于在对象空间中的用户定义的剪切的驱动器,以在禁用照明功能时在对象空间中执行双模式用户定义的剪辑,并且在启用照明功能时在眼睛空间中执行双模式用户定义的剪辑。
    • 9. 发明申请
    • EXECUTING SUBROUTINES IN A MULTI-THREADED PROCESSING SYSTEM
    • 在多线程处理系统中执行子程序
    • WO2014039206A1
    • 2014-03-13
    • PCT/US2013/054148
    • 2013-08-08
    • QUALCOMM INCORPORATED
    • CHEN, Lin
    • G06F9/38
    • G06F9/322G06F9/3851G06F9/3887
    • This disclosure is directed to techniques for executing subroutines in a single instruction, multiple data (SIMD) processing system that is subject to divergent thread conditions. In particular, a resume counter-based approach for managing divergent thread state is described that utilizes program module-specific minimum resume counters (MINRCs) for the efficient processing of control flow instructions. In some examples, the techniques of this disclosure may include using a main program MINRC to control the execution of a main program module and subroutine-specific MINRCs to control the execution of subroutine program modules. Techniques are also described for managing the main program MINRC and subroutine-specific MINRCs when subroutine call and return instructions are executed. Techniques are also described for updating a subroutine-specific MINRC to ensure that the updated MINRC value for the subroutine-specific MINRC is within the program space allocated for the subroutine.
    • 本公开涉及用于在单个指令中执行子程序的技术,其受到发散线程条件的多数据(SIMD)处理系统。 特别地,描述了用于管理发散线程状态的基于恢复计数器的方法,其利用程序模块特定的最小恢复计数器(MINRC)来有效地处理控制流程指令。 在一些示例中,本公开的技术可以包括使用主程序MINRC来控制主程序模块和子程序特定MINRC的执行以控制子程序模块的执行。 还描述了在执行子程序调用和返回指令时管理主程序MINRC和子程序特定MINRC的技术。 还描述了更新特定于子程序的MINRC的技术,以确保特定于子程序的MINRC的更新的MINRC值在为子程序分配的程序空间内。