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    • 3. 发明授权
    • Increased scalability in the fragment shading pipeline
    • 增加片段着色管道中的可扩展性
    • US07218291B2
    • 2007-05-15
    • US10940070
    • 2004-09-13
    • Karim M. AbdallaEmmett M. KilgariffRui M. Bastos
    • Karim M. AbdallaEmmett M. KilgariffRui M. Bastos
    • G09G1/14G06T15/50
    • G06T11/40G06T15/005G06T15/50G06T15/80
    • A fragment processor includes a fragment shader distributor, a fragment shader collector, and a plurality of fragment shader pipelines. Each fragment shader pipeline executes a fragment shader program on a segment of fragments. The plurality of fragment shader pipelines operate in parallel, executing the same or different fragment shader programs. The fragment shader distributor receives a stream of fragments from a rasterization unit and dispatches a portion of the stream of fragments to a selected fragment shader pipeline until the capacity of the selected fragment shader pipeline is reached. The fragment shader distributor then selects another fragment shader pipeline. The capacity of each of the fragment shader pipelines is limited by several different resources. As the fragment shader distributor dispatches fragments, it tracks the remaining available resources of the selected fragment shader pipeline. A fragment shader collector retrieves processed fragments from the plurality of fragment shader pipelines.
    • 片段处理器包括片段着色器分配器,片段着色器收集器和多个片段着色器管线。 每个片段着色器流水线在片段片段上执行片段着色器程序。 多个片段着色器管线并行操作,执行相同或不同的片段着色器程序。 片段着色器分配器从光栅化单元接收片段流,并将片段流的一部分分派到所选择的片段着色器管线,直到达到所选片段着色器管线的容量。 片段着色器分配器然后选择另一个片段着色器管道。 每个片段着色器管道的容量受到几个不同的资源的限制。 当片段着色器分配器调度片段时,它会跟踪所选片段着色器管道的剩余可用资源。 片段着色器收集器从多个片段着色器管道中检索已处理的片段。
    • 4. 发明授权
    • Partial texture loads
    • 局部纹理负载
    • US07609272B1
    • 2009-10-27
    • US11010972
    • 2004-12-13
    • Emmett M. KilgariffRui M. Bastos
    • Emmett M. KilgariffRui M. Bastos
    • G06T1/00G06T11/40G09G5/00
    • G06T15/005G06T15/04G06T15/80G09G5/363G09G2360/06G09G2360/18
    • Circuits, methods, and apparatus that provide for partial texture load instructions. Instead of one instruction that may take several shader passes to complete, several instructions are issued, where each instruction is an instruction to retrieve a part or portion of a texture. While each instruction is performed, the other shader circuits can perform other instructions, thus increasing the utilization of the shader circuits when large textures are read from memory. Since several shader passes may be required to read a texture, if a particular instruction needs the texture, one exemplary embodiment reorders instructions such that other instructions are performed before the particular instruction that needs the texture.
    • 提供部分纹理加载指令的电路,方法和设备。 代替一个可能需要几个着色器遍的指令,就会发出几条指令,其中每条指令都是一条用于检索纹理的一部分或部分的指令。 当执行每条指令时,其他着色器电路可以执行其他指令,从而在从存储器读取大纹理时增加着色器电路的利用率。 由于读取纹理可能需要几个着色器遍,如果特定指令需要纹理,则一个示例性实施例重新排列指令,使得在需要纹理的特定指令之前执行其他指令。
    • 7. 发明授权
    • Graphical shader by using delay
    • 图形着色器使用延迟
    • US07486290B1
    • 2009-02-03
    • US11149717
    • 2005-06-10
    • Emmett M. KilgariffRui M. BastosWei-Chao ChenDouglas J. Hahn
    • Emmett M. KilgariffRui M. BastosWei-Chao ChenDouglas J. Hahn
    • G06F15/00
    • G06T15/005G06T2210/52
    • A graphical shader and a method of distributing graphical data to shader pipelines in a graphical shader are disclosed. In accordance with the method, a shader pipeline input delay is set. Further, a group of the graphical data is distributed to a shader pipeline of the graphical shader to be processed. The method includes waiting for the shader pipeline input delay to elapse. After the shader pipeline input delay has elapsed, another group of the graphical data is distributed to another shader pipeline of the graphical shader to be processed. In another embodiment, a graphical shader includes a plurality of shader pipelines for processing graphical data. Further, the graphical shader includes a shader distributor for distributing a group of the graphical data to one of the shader pipelines and for distributing another group of the graphical data to another one of the shader pipelines after a shader pipeline input delay has elapsed.
    • 公开了一种图形着色器和在图形着色器中将图形数据分配到着色器管线的方法。 根据该方法,设置着色器管线输入延迟。 此外,一组图形数据被分配到要处理的图形着色器的着色器管线。 该方法包括等待着色器流水线输入延迟过去。 在着色器流水线输入延迟已经过去之后,另一组图形数据被分配到要处理的图形着色器的另一个着色器流水线。 在另一个实施例中,图形着色器包括用于处理图形数据的多个着色器管线。 此外,图形着色器包括着色器分配器,用于将一组图形数据分配到着色器管道中的一个,并且在着色器流水线输入延迟已经过去之后,将另一组图形数据分配给另一个着色器管线。
    • 10. 发明授权
    • Partial texture loads
    • 局部纹理负载
    • US07916151B1
    • 2011-03-29
    • US12603903
    • 2009-10-22
    • Emmett M. KilgariffRui M. Bastos
    • Emmett M. KilgariffRui M. Bastos
    • G06T1/00G06T11/40G09G5/00
    • G06T15/005G06T15/04G06T15/80G09G5/363G09G2360/06G09G2360/18
    • Circuits, methods, and apparatus that provide for partial texture load instructions. Instead of one instruction that may take several shader passes to complete, several instructions are issued, where each instruction is an instruction to retrieve a part or portion of a texture. While each instruction is performed, the other shader circuits can perform other instructions, thus increasing the utilization of the shader circuits when large textures are read from memory. Since several shader passes may be required to read a texture, if a particular instruction needs the texture, one exemplary embodiment reorders instructions such that other instructions are performed before the particular instruction that needs the texture.
    • 提供部分纹理加载指令的电路,方法和设备。 代替一个可能需要几个着色器遍的指令,就会发出几条指令,其中每条指令都是一条用于检索纹理的一部分或部分的指令。 当执行每条指令时,其他着色器电路可以执行其他指令,从而在从存储器读取大纹理时增加着色器电路的利用率。 由于读取纹理可能需要几个着色器遍,如果特定指令需要纹理,则一个示例性实施例重新排列指令,使得在需要纹理的特定指令之前执行其他指令。