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    • 5. 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
    • 6. 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。