System and method for performing font operations when background color is transparent
    1.
    发明授权
    System and method for performing font operations when background color is transparent 有权
    当背景颜色透明时执行字体操作的系统和方法

    公开(公告)号:US06831645B2

    公开(公告)日:2004-12-14

    申请号:US10092378

    申请日:2002-03-05

    IPC分类号: G06T1100

    摘要: One embodiment of a method of performing a font operation involves receiving a set of font data identifying a font operation to be performed. If a first font data unit in the set indicates that a first coordinate should be a background color and transparent background is enabled, the method involves outputting an enable for a second font data unit in the set. The second font data unit indicates that a second coordinate should be a foreground color. The enable for the second coordinate is output instead of a disable for the first coordinate. If instead the first font data unit in the set indicates that the first coordinate should be a background color and transparent background is disabled, the method may involve outputting a disable for the first coordinate.

    摘要翻译: 执行字体操作的方法的一个实施例涉及接收识别要执行的字体操作的一组字体数据。 如果集合中的第一字体数据单元指示第一坐标应该是背景颜色并且透明背景被使能,则该方法涉及输出集合中的第二字体数据单元的使能。 第二字体数据单元指示第二坐标应为前景色。 输出第二个坐标的启用而不是第一个坐标的禁用。 如果相反,集合中的第一字体数据单元指示第一坐标应该是背景颜色,并且透明背景被禁用,则该方法可以涉及输出用于第一坐标的禁用。

    Method for reduction of possible renderable graphics primitive shapes for rasterization
    2.
    发明授权
    Method for reduction of possible renderable graphics primitive shapes for rasterization 有权
    减少用于光栅化的可能的可渲染图形原始形状的方法

    公开(公告)号:US06975317B2

    公开(公告)日:2005-12-13

    申请号:US10096090

    申请日:2002-03-12

    IPC分类号: G06T15/50 G06T15/40

    CPC分类号: G06T15/80 G06T11/40

    摘要: A graphics system and method for rendering a plurality of triangles. Information regarding the triangle may first be received. The method may then determine the longest edge or major edge of the triangle and also determine the direction or axis of the longest edge of the triangle. The method may then perform edge walking on the major edge (e.g., along the axis of the major edge) of the triangle, followed by span walking. The edge walking is preferably always performed on the major or longest edge of the triangle, prior to the span walking, and regardless of the orientation of the major edge of the triangle. This operates to load balance the edge walker and the span walker for the plurality of triangles.

    摘要翻译: 一种用于渲染多个三角形的图形系统和方法。 可以首先接收关于三角形的信息。 该方法然后可以确定三角形的最长边缘或主边缘,并且还确定三角形的最长边缘的方向或轴线。 然后,该方法可以在三角形的主边缘(例如,沿着主边缘的轴线)执行边缘行走,随后进行跨度行走。 边缘行走优选总是在跨度行走之前在三角形的主要或最长边缘执行,并且不管三角形的主边缘的取向如何。 这用于对多个三角形负载平衡边缘步行者和跨度步行器。

    Method for rasterizing graphics for optimal tiling performance
    3.
    发明授权
    Method for rasterizing graphics for optimal tiling performance 有权
    用于光栅化图形以获得最佳平铺性能的方法

    公开(公告)号:US06900803B2

    公开(公告)日:2005-05-31

    申请号:US10096346

    申请日:2002-03-12

    IPC分类号: G06T11/40 G06T17/20

    CPC分类号: G06T11/40

    摘要: A graphics system and method are disclosed that may optimize the rate of pixel generation to match the rate at which a memory may be designed to receive pixel data. If a memory is configured to store multiple pixels substantially simultaneously, it may be advantageous to render an equivalent number of pixels substantially simultaneously and at the same rate. An edge walker that utilizes multiple sets of accumulators to generate multiple scan lines substantially simultaneously and a span walker that utilizes multiple sets of accumulators to render multiple pixel values substantially simultaneously is described.

    摘要翻译: 公开了可以优化像素生成速率以匹配可设计存储器以接收像素数据的速率的图形系统和方法。 如果存储器被配置为基本上同时存储多个像素,则基本上同时且以相同的速率渲染等效数量的像素可能是有利的。 描述了利用多组累加器基本上同时产生多个扫描线的边缘步行器,以及利用多组累加器基本上同时呈现多个像素值的跨度步行器。

    End point value correction when traversing an edge using a quantized slope value
    4.
    发明授权
    End point value correction when traversing an edge using a quantized slope value 有权
    使用量化斜率值遍历边缘时的终点值校正

    公开(公告)号:US06867778B2

    公开(公告)日:2005-03-15

    申请号:US10085635

    申请日:2002-02-28

    IPC分类号: G06T11/20 G06T15/50

    CPC分类号: G06T11/40 G06T15/80

    摘要: A system and method for rendering a polygon, such as a triangle. The method may comprise receiving geometry data (or vertex data) defining vertices of the polygon. The method may compute initial vertex x,y values at end points proximate to each of the vertices of the polygon, and a slope value along each edge of the polygon. The computed slope may be a quantized slope value having a first number of bits of precision. The first number of bits of precision may produce inaccuracies for interpolated x,y values computed at the end points of an edge of the polygon. The method may then interpolate x,y values along each respective edge of the polygon using the computed slope along the respective edge of the polygon. Finally the method may store final x,y values for each respective edge of the polygon. The final x,y values comprise the interpolated x,y values for non-end points of the respective edge, and the computed initial vertex x,y values for each of the end points of the respective edge. The operation of storing the computed initial vertex x,y values for each of the end points of the respective edge, instead of using interpolated x,y values at the end points, operates to prevent inclusion of an extraneous pixel and/or exclusion of a pixel within the polygon.

    摘要翻译: 用于渲染多边形(如三角形)的系统和方法。 该方法可以包括接收定义多边形顶点的几何数据(或顶点数据)。 该方法可以在靠近多边形的每个顶点的端点处计算初始顶点x,y值,以及沿多边形的每个边缘的斜率值。 所计算的斜率可以是具有第一数位精度的量化斜率值。 对于在多边形边缘的端点处计算出的内插x,y值,第一个精度位可能会产生不准确。 然后,该方法可以使用沿多边形的相应边缘的计算斜率来内插多边形的每个相应边缘的x,y值。 最后,该方法可以存储多边形的每个相应边缘的最终x,y值。 最终的x,y值包括相应边缘的非端点的内插x,y值以及相应边缘的每个端点的计算的初始顶点x,y值。 存储相应边缘的每个端点的计算的初始顶点x,y值而不是在端点处使用内插的x,y值的操作,以防止包含外部像素和/或排除 多边形内的像素。

    Mapping time-sorted to direction-sorted triangle vertices
    5.
    发明授权
    Mapping time-sorted to direction-sorted triangle vertices 有权
    映射时间分类到方向排序的三角形顶点

    公开(公告)号:US06784894B2

    公开(公告)日:2004-08-31

    申请号:US09861176

    申请日:2001-05-18

    IPC分类号: G06T1500

    摘要: A graphics system configured to operate on a collection of vertices to determine mappings from an initial order to secondary and tertiary ordering. The initial order corresponds to the ordering of the vertices in an input buffer. The secondary (tertiary) ordering corresponds to the ordering of the vertices along a triangle major (minor) axis. The graphics system computes horizontal and vertical displacements along edges of the triangle in the initial ordering, and uses the signs of the horizontal displacements and vertical displacements to access a mapping table which determines the mappings. The mappings may be used to rasterize the triangle in terms of pixels (or samples).

    摘要翻译: 图形系统被配置为对顶点集合进行操作以确定从初始顺序到二次和三次排序的映射。 初始顺序对应于输入缓冲区中顶点的顺序。 次级(三级)排序对应于沿着三角形主(次)轴的顶点的顺序。 图形系统在初始排序中计算沿着三角形边缘的水平和垂直位移,并使用水平位移和垂直位移的符号来访问确定映射的映射表。 映射可以用于根据像素(或样本)来对三角形进行光栅化。

    Multi-texturing by walking an appropriately-sized supertile over a primitive
    6.
    发明授权
    Multi-texturing by walking an appropriately-sized supertile over a primitive 有权
    通过在原始图像上行走适当尺寸的超重物进行多纹理化

    公开(公告)号:US07023444B2

    公开(公告)日:2006-04-04

    申请号:US10393528

    申请日:2003-03-20

    IPC分类号: G06T11/40

    CPC分类号: G06T15/04

    摘要: A rendering unit positions a supertile so that it intersects a primitive. The rendering unit repeatedly walks over bins of the supertile, applying a layer of texture to the bins of the supertile in each iteration of said repeated walking. The rendering unit advances to the next texture layer after having applied the current texture layer to each candidate bin of the supertile. The results of each texture layer application to the bins may be stored in a texture accumulation buffer. The size of the supertile corresponds to the size of the texture accumulation buffer. After applying a last layer of texture to the bins of the supertile, the supertile may be advanced to a new position. The rendering unit traverses the primitive with the supertile so that the union of areas visited by the supertile covers the primitive.

    摘要翻译: 渲染单元定位一个supertile,以便它与一个原语相交。 渲染单元重复地移动超重物料箱,在所述重复步行的每次迭代中将一层纹理施加到上层的仓上。 渲染单元在将当前纹理层应用于上层的每个候选块之后前进到下一个纹理层。 每个纹理层应用于存储区的结果可以存储在纹理累积缓冲器中。 supertile的大小对应于纹理累积缓冲区的大小。 将最后一层纹理应用于上层的仓后,超级可以提前到一个新的位置。 渲染单元用优先级遍历原始图像,使得由supertile访问的区域的联合覆盖原始图像。

    Arbitration scheme for efficient parallel processing
    7.
    发明授权
    Arbitration scheme for efficient parallel processing 有权
    有效的并行处理仲裁方案

    公开(公告)号:US06963342B2

    公开(公告)日:2005-11-08

    申请号:US10085432

    申请日:2002-02-28

    IPC分类号: G06F9/38 G06F15/78 G06T1/20

    摘要: A system and method for assigning operations to multiple pipelines in a graphics system is disclosed. The graphics system may include an arbitration unit coupled to a plurality of calculation pipelines. The arbitration unit is operable to provide graphics operations to selected ones of the calculation pipelines. Each of the calculation pipelines is operable to perform a graphics operation. Each of the calculation pipelines may include digital logic and/or a processing element for performing the graphics operations. An operation may be assigned to a pipeline if the pipeline is performing a low latency operation. A low latency operation may comprise an operation that is performed by one of the calculation pipelines in less time than a pre-determined number of clock cycles.

    摘要翻译: 公开了一种用于向图形系统中的多个管道分配操作的系统和方法。 图形系统可以包括耦合到多个计算管线的仲裁单元。 仲裁单元可操作以向所选择的计算流水线提供图形操作。 每个计算流水线都可操作以执行图形操作。 每个计算流水线可以包括用于执行图形操作的数字逻辑和/或处理元件。 如果管道正在执行低延迟操作,则可以将操作分配给流水线。 低延迟操作可以包括在比预定数量的时钟周期更短的时间内由计算流水线之一执行的操作。

    Z-slope test to optimize sample throughput
    8.
    发明授权
    Z-slope test to optimize sample throughput 有权
    Z斜率测试以优化样品通量

    公开(公告)号:US06943791B2

    公开(公告)日:2005-09-13

    申请号:US10094947

    申请日:2002-03-11

    IPC分类号: G06T15/00 G06T15/40

    CPC分类号: G06T15/005 G06T2200/28

    摘要: A system and method are disclosed for utilizing a Z slope test to select polygons that may be candidates for multiple storage methods. The method may calculate the absolute Z slope from vertex data and compare the calculated value with a specified threshold value. In some embodiments, for polygons that have an absolute Z slope less than the threshold value, parameter values may be rendered for only one sample position of multiple neighboring sample positions. The parameter values rendered for the one sample position may then be stored in multiple memory locations that correspond to the multiple neighboring sample positions. In some embodiments, storing parameter values in multiple memory locations may be achieved in a single write transaction. In some embodiments, utilization of the Z slope test method may be subject to user input and in other embodiments may be a dynamic decision controlled by the graphics system.

    摘要翻译: 公开了一种利用Z斜率测试来选择可能是多种存储方法候选的多边形的系统和方法。 该方法可以从顶点数据计算绝对Z斜率,并将计算值与指定的阈值进行比较。 在一些实施例中,对于具有小于阈值的绝对Z斜率的多边形,可以仅为多个相邻采样位置的一个采样位置呈现参数值。 然后可以将针对一个采样位置渲染的参数值存储在对应于多个相邻采样位置的多个存储器位置中。 在一些实施例中,在多个存储器位置中存储参数值可以在单个写入事务中实现。 在一些实施例中,Z斜率测试方法的利用可能受用户输入的限制,在其他实施例中可以是由图形系统控制的动态决策。

    Batch processing of primitives for use with a texture accumulation buffer
    9.
    发明授权
    Batch processing of primitives for use with a texture accumulation buffer 有权
    用于与纹理累加缓冲区一起使用的原语的批处理

    公开(公告)号:US06795080B2

    公开(公告)日:2004-09-21

    申请号:US10060954

    申请日:2002-01-30

    IPC分类号: G06T1140

    CPC分类号: G06T11/001

    摘要: A graphics system configured to apply multiple layers of texture information to batches of primitives. The graphics system collects primitives into a batch that share a common set of texture layers to be applied. The batch is limited so that the total estimate size of the batch is less than or equal to a storage capacity of a texture accumulation buffer. The graphics system stores samples (or fragments) corresponding to the batch primitives in the texture accumulation buffer between the application of successive texture layers.

    摘要翻译: 图形系统被配置为将多层纹理信息应用于批量的图元。 图形系统将基元收集到共享要应用的一组公共纹理图层的批次中。 批量被限制,使得批次的总估计大小小于或等于纹理累积缓冲器的存储容量。 图形系统将相应于批量原语的样本(或片段)存储在连续纹理层的应用之间的纹理累积缓冲器中。

    Rasterization using two-dimensional tiles and alternating bins for improved rendering utilization
    10.
    发明授权
    Rasterization using two-dimensional tiles and alternating bins for improved rendering utilization 有权
    使用二维瓦片和交替箱体进行光栅化,以提高渲染利用率

    公开(公告)号:US06803916B2

    公开(公告)日:2004-10-12

    申请号:US09861475

    申请日:2001-05-18

    IPC分类号: G06T120

    CPC分类号: G06T15/00 G06T11/40

    摘要: A system and method for rasterizing and rendering graphics data is disclosed. Vertices may be grouped to form primitives such as triangles, which are rasterized using two-dimensional arrays of samples bins. Individual samples may be selected from the bins according to different criteria such as memory bank allocation to improve utilization of the system's rendering pipeline. Since the arrays may have more bins than the number of evaluation units in the rendering pipeline, the samples from the bins may be stored to FIFO memories to allow invalid or empty samples (those outside the primitive being rendered) to be removed. The samples may then be filtered to form pixels that are displayable to form an image on a display device.

    摘要翻译: 公开了一种用于光栅化和渲染图形数据的系统和方法。 顶点可以被分组以形成诸如三角形的图元,其使用样本仓的二维阵列进行光栅化。 可以根据诸如存储体分配的不同标准从箱中选择单个样本,以提高系统的渲染管线的利用率。 由于阵列可以具有比渲染流水线中的评估单元数更多的存储单元,所以来自存储区的样本可以被存储到FIFO存储器中以允许去除无效或空的样本(被渲染的原始图像之外的样本)。 然后可以对样本进行滤波以形成可显示以在显示装置上形成图像的像素。