Abstract:
One embodiment of the present invention sets forth a technique for selecting a first processor included in a plurality of processors to receive work related to a compute task. The technique involves analyzing state data of each processor in the plurality of processors to identify one or more processors that have already been assigned one compute task and are eligible to receive work related to the one compute task, receiving, from each of the one or more processors identified as eligible, an availability value that indicates the capacity of the processor to receive new work, selecting a first processor to receive work related to the one compute task based on the availability values received from the one or more processors, and issuing, to the first processor via a cooperative thread array (CTA), the work related to the one compute task.
Abstract:
One embodiment of the present invention sets forth a technique for reducing the amount of memory required to store vertex data processed within a processing pipeline that includes a plurality of shading engines. The method includes determining a first active shading engine and a second active shading engine included within the processing pipeline, wherein the second active shading engine receives vertex data output by the first active shading engine. An output map is received and indicates one or more attributes that are included in the vertex data and output by the first active shading engine. An input map is received and indicates one or more attributes that are included in the vertex data and received by the second active shading engine from the first active shading engine. Then, a buffer map is generated based on the input map, the output map, and a pre-defined set of rules that includes rule data associated with both the first shading engine and the second shading engine, wherein the buffer map indicates one or more attributes that are included in the vertex data and stored in a memory that is accessible by both the first active shading engine and the second active shading engine.
Abstract:
A semaphore system, method, and computer program product are provided for use in a graphics environment. In operation, a semaphore is operated upon utilizing a plurality of graphics processing modules for a variety of graphics processing-related purposes (e.g. for example, controlling access to graphics data by the graphics processing modules, etc.).
Abstract:
A method and system for connecting multiple shaders are disclosed. Specifically, one embodiment of the present invention sets forth a method, which includes the steps of configuring a set of shaders in a user-defined sequence within a modular pipeline (MPipe), allocating resources to execute the programming instructions of each of the set of shaders in the user-defined sequence to operate on the data unit, and directing the output of the MPipe to an external sink.
Abstract:
Method and apparatus for display image adjustment is described. More particularly, handles associated with polygon vertices of a polygon rendered image are provided as a graphical user interface (GUI). These handles may be selected and moved by a user with a cursor pointing device to adjust a displayed image for keystoning, among other types of distortion. This GUI allows a user to adjust a projected image for position of a projector with respect to imaging surface, as well as for imaging surface contour, where such contour may be at least substantially planar, cylindrical, or spherical and where such contour may comprise multiple imaging surfaces. This advantageously may be done without special optics or special equipment. An original image is used as texture for rendering polygons, where the image is applied to the rendered polygons.
Abstract:
A deferred graphics pipeline processor comprising a texture unit and a texture memory associated with the texture unit. The texture unit applies texture maps stored in the texture memory, to pixel fragments. The textures are MIP-mapped and comprise a series of texture maps at different levels of detail, each map representing the appearance of the texture at a given distance from an eye point. The texture unit performs tri-linear interpolation from the texture maps to produce a texture value for a given pixel fragment that approximates the correct level of detail. The texture memory has texture data stored and accessed in a manner which reduces memory access conflicts and thus improves throughput of said texture unit.
Abstract:
Graphics processors and methods are described that encompass numerous substructures including specialized subsystems, subprocessors, devices, architectures, and corresponding procedures. Embodiments of the invention may include one or more of deferred shading, a bled frame buffer, and multiple-stage hidden surface removal processing, as well as other structures and/or procedures. Embodiments of the present invention are designed to provide high-performance 3D graphics with Phong shading, subpixel anti-aliasing, and texture- and bump-mappings.
Abstract:
One embodiment of the present invention sets forth a technique for managing the allocation and release of resources during multi-threaded program execution. Programmable reference counters are initialized to values that limit the amount of resources for allocation to tasks that share the same reference counter. Resource parameters are specified for each task to define the amount of resources allocated for consumption by each array of execution threads that is launched to execute the task. The resource parameters also specify the behavior of the array for acquiring and releasing resources. Finally, during execution of each thread in the array, an exit instruction may be configured to override the release of the resources that were allocated to the array. The resources may then be retained for use by a child task that is generated during execution of a thread.
Abstract:
One embodiment of the present invention sets forth a technique for storing only the enabled components for each enabled vector and writing only enabled components to one or more specified render targets. A shader program header (SPH) file provides per-component mask bits for each render target. Each enabled mask bit indicates that the pixel shader generates the corresponding component as an output to the raster operations unit. In the hardware, the per-component mask bits are combined with the applications programming interface (API)-level per-component write masks to determine the components that are updated by the shader program. The combined mask is used as the write enable bits for components in one or more render targets. One advantage of the combined mask is that the components that are not updated are not forwarded from the pixel shader to the ROP, thereby saving bandwidth between those processing units.
Abstract:
Systems and methods for texture processing are presented. In one embodiment a texture method includes creating a sparse texture residency translation map; performing a probe process utilizing the sparse texture residency translation map information to return a finest LOD that contains the texels for a texture lookup operation; and performing the texture lookup operation utilizing the finest LOD. In one exemplary implementation, the finest LOD is utilized as a minimum LOD clamp during the texture lookup operation. A finest LOD number indicates a minimum resident LOD and a sparse texture residency translation map includes one finest LOD number per tile of a sparse texture. The sparse texture residency translation can indicate a minimum resident LOD.