Abstract:
Various embodiments are generally directed to techniques for reducing storage access bandwidth requirements in retrieving a texture image from a storage for applying textures to rendered objects by rendering the texture image itself into the storage to reduce the storage space in which the texture image is stored and to arrange portions of the texture image to be retrieved with fewer accesses. A device to render images includes a processor component; a color analyzer to determine a clear color of a texture image stored as source texture data; and a rendering routine to render the texture image into a storage as reduced texture data, the rendering routine to selectively store in the reduced texture data pixel color values retrieved from the source texture data that are associated with pixels of the texture image not colored with the clear color. Other embodiments are described and claimed.
Abstract:
In position-only shading, two geometry pipes exist, a trimmed down version called the Cull Pipe and a full version called the Replay Pipe. Thus, the Cull Pipe executes the position shaders in parallel with the main application, but typically generates the critical results much faster as it fetches and shades only the position attribute of the vertices and avoids the rasterization as well as the rendering of pixels for the frame buffer. Furthermore, the Cull Pipe uses these critical results to compute visibility information for all the triangles whether they are culled or not. On the other hand, the Replay Pipe consumes the visibility information to skip the culled triangles and shades only the visible triangles that are finally passed to the rasterization phase. Together the two pipes can hide the long cull runs of discarded triangles and can complete the work faster in some embodiments.
Abstract:
Embodiments provide for a graphics processing apparatus comprising render logic to detect rendering operations that will result in framebuffer having the same data as the initial clear color value and morphing such rendering operations to optimizations that are typically done for initial clearing of the framebuffer.
Abstract:
Embodiments provide for a graphics processing apparatus comprising render logic to detect rendering operations that will result in framebuffer having the same data as the initial clear color value and morphing such rendering operations to optimizations that are typically done for initial clearing of the framebuffer.
Abstract:
Various embodiments are generally directed to techniques for reducing storage access bandwidth requirements in retrieving a texture image from a storage for applying textures to rendered objects by rendering the texture image itself into the storage to reduce the storage space in which the texture image is stored and to arrange portions of the texture image to be retrieved with fewer accesses. A device to render images includes a processor component; a color analyzer to determine a clear color of a texture image stored as source texture data; and a rendering routine to render the texture image into a storage as reduced texture data, the rendering routine to selectively store in the reduced texture data pixel color values retrieved from the source texture data that are associated with pixels of the texture image not colored with the clear color. Other embodiments are described and claimed.
Abstract:
The power consumption of processor-based devices may be reduced by reducing the consumption of power during graphics processing. In some embodiments, the precision of pixel shading in parts of images where artifacts are less objectionable may be reduced. For example, in areas the user is not directly looking at, precision may be reduced to save power. At the same time, because a person is not focusing on those regions, even if usually perceptible artifacts occur because of the reduced precision, an overall pleasing depiction may be achieved.
Abstract:
According to some embodiments of the present invention, pixel throughput may be improved by performing depth tests and recording the results on the granularity of an input geometry object. An input geometry object is any object within the depiction represented by a primitive, such as a triangle within an input triangle list or a patch within an input patch list.
Abstract:
Various embodiments are generally directed to techniques for reducing storage access bandwidth requirements in retrieving a texture image from a storage for applying textures to rendered objects by rendering the texture image itself into the storage to reduce the storage space in which the texture image is stored and to arrange portions of the texture image to be retrieved with fewer accesses. A device to render images includes a processor component; a color analyzer to determine a clear color of a texture image stored as source texture data; and a rendering routine to render the texture image into a storage as reduced texture data, the rendering routine to selectively store in the reduced texture data pixel color values retrieved from the source texture data that are associated with pixels of the texture image not colored with the clear color. Other embodiments are described and claimed.
Abstract:
Various embodiments are generally directed to an apparatus, method and other techniques to determine color information for multiple graphical layers of a graphical display at a location of a pixel, and to determine a pixel color information for the pixel at the location based on the color information for each of the multiple graphical layers.
Abstract:
The introduction of an “out-of-memory” marker in the sorted tile geometry sequence for a tile may aid in handling out-of-memory frames. This marker allows hardware to continue rendering using the original data stream instead of the sorted data stream. This enables use of the original data stream allows the system to continue rendering without requiring any driver intervention. During the visibility generation/sorting phase, the number of memory pages required for storing the data for a rendering pass is continuously tracked. This tracking includes tracking the pages that are required even if the hardware had not run out-of-memory. This information can be monitored by a graphics driver and the driver can provide more memory pages for the system to work at full efficiency.