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    • 4. 发明公开
    • PRIMITIVE FRAGMENT PROCESSING IN THE RASTERIZATION PHASE OF A GRAPHICS PROCESSING SYSTEM
    • EP4250237A3
    • 2024-01-03
    • EP23189889.1
    • 2020-06-19
    • Imagination Technologies Limited
    • Brigg, RobertBelli, Lorenzo
    • G06T15/40G06T15/00G06T11/40
    • Hidden surface removal logic and methods for performing full resolution depth testing in a graphics processing system in which a rendering space is subdivided into a plurality of tiles and each tile comprises a plurality of pixel samples. The hidden surface removal logic is configured to: receive a primitive fragment of a set of primitive fragments associated with a tile of the plurality of tiles, the primitive fragment corresponding to a pixel sample of the tile; receive information indicating whether the primitive fragment requires a depth buffer read for full resolution hidden surface removal; if the primitive fragment is a first primitive fragment in the set, initialize a current best depth value buffer for the tile and a depth value update map for the tile, wherein the current best depth value buffer for the tile comprises a depth value for each pixel sample of the tile, the depth value update map indicates which values of the current best depth value buffer have been updated, and the depth value update map is initialized to indicate that no depth values in the current best depth value buffer have been updated; determine whether the primitive fragment has a best depth value for the pixel sample corresponding to the primitive fragment according to a depth compare mode; and in response to determining that the primitive fragment has the best depth value for the pixel sample corresponding to the primitive fragment, update the depth value for that pixel sample in the current best depth value buffer with the depth of the primitive fragment, and update the depth value update map to indicate that the depth value for that pixel sample has been updated; wherein, when the first primitive fragment does not require a depth buffer read, initializing the current best depth value buffer comprises initializing each depth value in the current best depth value buffer to a worst depth value according to the depth compare mode, and, when the first primitive fragment requires a depth buffer read, initializing the current best depth value buffer comprises initializing each depth value in the current best depth value buffer to the corresponding depth value in the depth buffer for the tile..