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    • 41. 发明授权
    • Hybrid multisample/supersample antialiasing
    • 混合多采样/超采样抗锯齿
    • US08605086B2
    • 2013-12-10
    • US12167997
    • 2008-07-03
    • Cass W. EverittSteven E. Molnar
    • Cass W. EverittSteven E. Molnar
    • G06T15/50
    • G06T11/40
    • A system and method for dynamically adjusting the pixel sampling rate during primitive shading can improve image quality or increase shading performance. Hybrid antialiasing is performed by selecting a number of shaded samples per pixel fragment. A combination of supersample and multisample antialiasing is used where a cluster of sub-pixel samples (multisamples) is processed for each pass through a fragment shader pipeline. The number of shader passes and multisamples in each cluster can be determined dynamically for each primitive based on rendering state.
    • 在原始着色中动态调整像素采样率的系统和方法可以提高图像质量或增加遮蔽性能。 通过选择每个像素片段的阴影样本数来执行混合抗混叠。 使用超采样和多采样抗锯齿的组合,其中对于通过片段着色器管线的每次通过处理子像素采样(多采样)的簇。 可以基于呈现状态为每个基元动态地确定每个集群中的着色器遍数和多个样本的数量。
    • 48. 发明授权
    • Methods and systems for reusing memory addresses in a graphics system
    • 在图形系统中重复使用存储器地址的方法和系统
    • US07999820B1
    • 2011-08-16
    • US11953812
    • 2007-12-10
    • Adam Clark WeitkemperSteven E. MolnarMark J. FrenchCass W. Everitt
    • Adam Clark WeitkemperSteven E. MolnarMark J. FrenchCass W. Everitt
    • G06F12/02G06F12/10G06F12/06
    • G06F12/0223G06F12/10G09G5/39G09G2360/122
    • Methods and systems for reusing memory addresses in a graphics system are disclosed, so that instances of address translation hardware can be reduced. One embodiment of the present invention sets forth a method, which includes mapping a footprint on a display screen to a group of contiguous physical memory locations in a memory system, determining an anchor physical memory address from a first transaction associated with the footprint, wherein the anchor physical memory address corresponds to an anchor in the group of contiguous physical memory locations, determining a second transaction that is also associated with the footprint, determining a set of least significant bits (LSBs) associated with the second transaction, and combining the anchor physical memory address with the set of LSBs associated with the second transaction to generate a second physical memory address for the second transaction, thereby avoiding a second full address translation.
    • 公开了用于重新使用图形系统中的存储器地址的方法和系统,从而可以减少地址转换硬件的实例。 本发明的一个实施例提出了一种方法,其包括将显示屏幕上的占位面积映射到存储器系统中的一组连续物理存储器位置,从与所述覆盖区相关联的第一事务确定锚物理存储器地址,其中, 锚物理存储器地址对应于连续物理存储器位置组中的锚点,确定也与占用空间相关联的第二事务,确定与第二事务相关联的一组最低有效位(LSB),以及组合锚物理 存储器地址与与第二事务相关联的一组LSB产生用于第二事务的第二物理存储器地址,从而避免第二次完全地址转换。
    • 49. 发明授权
    • Bandwidth compression for shader engine store operations
    • 着色引擎存储操作的带宽压缩
    • US07886116B1
    • 2011-02-08
    • US11830778
    • 2007-07-30
    • Cass W. Everitt
    • Cass W. Everitt
    • G06F12/00G06F17/00G06K9/36
    • G06F9/30043G06F2212/401
    • Embodiments of the present invention set forth systems and methods for compressing thread group data written to frame buffer memory to increase overall memory performance. A compression/decompression engine within the frame buffer memory interface includes logic configured to identify situations where the threads of a thread group are writing similar scalar values to memory. Upon recognizing such a situation, the engine is configured to compress the scalar data into a form that allows all of the scalar data to be written to or read from the frame buffer memory in fewer clock cycles than would be required to transmit the data in uncompressed form to or from memory. Consequently, the disclosed systems and methods are able to effectively increase memory performance when executing thread group STORE and LOAD operations.
    • 本发明的实施例提出了将写入帧缓冲存储器的线程组数据压缩以增加总体存储器性能的系统和方法。 帧缓冲存储器接口内的压缩/解压缩引擎包括被配置为识别线程组的线程将相似标量值写入存储器的情况的逻辑。 在识别到这种情况之后,引擎被配置为将标量数据压缩成允许所有标量数据以比未压缩的数据传输所需的更少的时钟周期写入或从帧缓冲存储器读取的形式 形式到或来自记忆。 因此,所公开的系统和方法能够在执行线程组存储和加载操作时有效地增加存储器性能。