Graphics processing systems are used to process graphics data. For example, an application running on a computing system may need to render an image of a three dimensional (3D) scene for display to a user. The application can send graphics data, typically in the form of a sequence of primitives to a graphics processing system which can render the image of the scene in accordance with the primitives.
In the example shown in
As a person skilled in the art will know, the sequence order of the incoming primitives can affect the way in which the scene is rendered. For example, if a plurality of overlapping primitives are translucent then the order in which they are processed will typically affect the way in which in the primitives are blended to form the rendered scene. Therefore, in order to maintain the sequence order of the incoming primitives, the geometry processing module 106 places them into primitive blocks without altering their sequence order. The primitives are initially put into a first primitive block and when the first primitive block is full then it can be output from the geometry processing module 106 and further incoming primitives can be placed into a new primitive block. In this way the sequence order of the primitives is maintained in the primitive blocks that are output from the geometry processing module 106. A primitive block may be considered to be “full” if the number of vertices in the primitive block is greater than or equal to a vertex threshold (e.g. the maximum number of vertices in a primitive block may be 64 or 256 to give two examples) and/or if the number of primitives in the primitive block is greater than or equal to a primitive threshold (e.g. the maximum number of primitives in a primitive block may be 128 or 512 to give two examples).
The primitive blocks which are output from the geometry processing module 106 are passed to the tiling module 108 which determines which primitives are present within each of the tiles of the rendering space of the graphics processing system 100. The tiling module 108 determines per-tile display lists which indicate which primitives are present within each of the tiles of the rendering space. The display lists and the primitive blocks are outputted from the tiling module 108 and stored in the memory 1041. The rasterization block 110 fetches the display list for a tile and the primitive blocks relevant to that tile from the memory 1041 and the HSR module 112 performs hidden surface removal to thereby remove fragments of primitives which are hidden in the scene. The remaining fragments are passed to the texturing/shading module 114 which performs texturing and/or shading on the fragments to determine pixel values of a rendered image which can be passed to the memory 1042 for storage in a frame buffer. The rasterization block 110 processes each of the tiles and when the whole image has been rendered and stored in the memory 1042, the image can be outputted from the graphics processing system 100 and, for example, displayed on a display.
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter.
There is provided a method of allocating primitives to primitive blocks at a primitive block allocation module which includes a data store for storing a set of primitive blocks to which primitives can be allocated, the method comprising: receiving a sequence of primitives; and for each of the received primitives, if at least one primitive block is stored in the data store: (i) comparing an indication of a spatial position of the received primitive with at least one indication of a spatial position of the at least one primitive block stored in the data store; and (ii) allocating the received primitive to a primitive block based on the result of the comparison, such that the received primitive is allocated to a primitive block in accordance with its spatial position.
There is also provided a primitive block allocation module for allocating primitives to primitive blocks, the primitive block allocation module comprising: a data store configured to store a set of primitive blocks to which primitives can be allocated; and allocation logic configured to: (a) receive a sequence of primitives, and (b) for each of the received primitives, if at least one primitive block is stored in the data store: (i) compare an indication of a spatial position of the received primitive with at least one indication of a spatial position of the at least one primitive block stored in the data store, and (ii) allocate the received primitive to a primitive block based on the result of the comparison, to thereby allocate the received primitive to a primitive block in accordance with its spatial position.
There may also be provided computer readable code adapted to perform the steps of any of the methods described herein when the code is run on a computer. There may also be provided computer readable code for generating a graphics processing unit comprising the primitive block allocation module according to any of the examples described herein. The computer readable code may be encoded on a computer readable storage medium.
The above features may be combined as appropriate, as would be apparent to a skilled person, and may be combined with any of the aspects of the examples described herein.
Examples will now be described in detail with reference to the accompanying drawings in which:
The accompanying drawings illustrate various examples. The skilled person will appreciate that the illustrated element boundaries (e.g., boxes, groups of boxes, or other shapes) in the drawings represent one example of the boundaries. It may be that in some examples, one element may be designed as multiple elements or that multiple elements may be designed as one element. Common reference numerals are used throughout the figures, where appropriate, to indicate similar features.
In the system described above with reference to
Embodiments will now be described by way of example only.
An example of the operation of the graphics processing system 200 is described with reference to the flow chart shown in
In step S304, for a current primitive, the allocation logic 218 compares an indication of a spatial position of the current primitive with corresponding indications of the spatial positions of the open primitive blocks 2221 to 2223. Then in step S306 the allocation logic 218 allocates the current primitive to a primitive block (e.g. one of the open primitive blocks 222, or a new primitive block) based on the result of the comparison in step S304. In this way, the current primitive is allocated to a primitive block in accordance with its spatial position. In step S308 the allocation logic 218 determines whether there are more primitives to allocate to primitive blocks, and if there are then steps S304 and S306 are repeated for the next primitive. However, if there are no more primitives to allocate then the method passes from step S308 to step S310 in which the primitive blocks stored in the data store 220 are flushed to the tiling module 208. When further primitives are received at the primitive block allocation module 216 then the method can restart at step S302.
The preceding paragraph explains steps S304 and S306 at a high level, and these steps can be implemented in different ways in different examples, as described in more detail below.
Furthermore, the geometry processing module 206 performs functions such as clipping and culling to remove primitives which do not fall into a visible view. The geometry processing module 206 may also project the primitives into screen-space. The primitives are passed from the geometry processing module 206 to the primitive block allocation module 216, such that the sequence of primitives is received by the allocation logic 218. The operations performed by the geometry processing module 206 may increase the occurrences of primitives, which are close to each other in the sequence of primitives received by the primitive block allocation module 216, being significantly spatially separated over the rendering space 400. If the primitives are placed into primitive blocks in strict sequence order as in the prior art graphics processing system 100, then it is likely that the four primitives 4041 to 4044 would all be placed into the same primitive block. Other primitives of object 4021 may be placed into a different primitive block. Therefore, when the tile in the second row of the second column is processed by the HSR module 112, two primitive blocks would need to be fetched from the memory 1041. In contrast, by grouping primitives together based on their spatial positions (as is done by the primitive block allocation module 216), when the tile in the second row of the second column is processed by the HSR module 212 it may be the case that fewer primitive blocks (e.g. only one primitive block) would need to be fetched from the memory 2041. This reduces the amount of data which needs to be fetched from the memory 2041. It is noted that although the HSR module 212 only needs to fetch the primitives from a primitive block which are visible in a tile, all the header data in the primitive block is needed even if there is only one primitive which is visible in the tile. Therefore for the same number of visible primitives in a tile, a reduction in the number of primitive blocks processed means less header data is fetched and a higher performance can be achieved in HSR module 212. Writing and reading data to and from the memories 2041 or 2042 is a relatively slow process in the processing of primitives by the system 200 especially when the memories are “off-chip”, i.e. not on the same chip as the GPU 202. That is, data transfer between the GPU 202 and the memories 2041 and 2042, e.g. over a communications bus, is usually significantly slower than data transfer between components on the same integrated circuit chip. In tests, the system 200 has a reduction of approximately 10% in the amount of primitive data (which equates to a reduction of approximately 4% in the amount of total data) passed between the GPU 202 and the memory 2041 compared to an equivalent system (e.g. system 100) which does not spatially sort primitives into primitive blocks. The exact figures for the reductions depend upon the properties of the scene being rendered. A reduction such as this in the amount of data passed between the GPU 202 and the memory 2041 can make a significant improvement to the speed and efficiency of the graphics processing system 200.
The primitives received at the primitive block allocation module 216 are processed by the allocation logic 218, e.g. one at a time, to thereby allocate the primitives to primitive blocks. Initially there might not be any open primitive blocks in the data store 220 and when the first primitive is received, a new primitive block 2221 is created and stored in the data store 220 and the primitive is allocated to the new primitive block 2221. After some further primitives have been received, the data store 220 may have a plurality of open primitive blocks (e.g. up to three primitive blocks 2221 to 2223 in the example shown in
A primitive block is a data construct for storing primitive data, which can be stored in a parameter memory, such as memory 2041.
Returning to the process of
If the current primitive shares one or more vertices with a single one of the open primitive blocks 222 then in step S306 the allocation logic 218 allocates the primitive to that primitive block 222. If the current primitive shares one or more vertices with a plurality of the open primitive blocks 222 then in step S306 the allocation logic 218 attempts to merge those primitive blocks, so that the primitive can be allocated to the resulting merged primitive block 222. However, it may not be possible to merge the primitive blocks, if for example the resulting merged primitive block would exceed the maximum allowed number of vertices or the maximum allowed number of primitives that can be included in a primitive block. In this case one of the primitive blocks is flushed from the data store 220 and the current primitive is allocated to the remaining primitive block with which it shares one or more vertices. If the current primitive does not share a vertex with any of the open primitive blocks 222 then the current primitive may be allocated to one of the open primitive blocks 222 based on some other indication of spatial position (e.g. based on the bounding box of the primitive and the bounding boxes of the primitive blocks as described below), or a new primitive block may be opened so that the current primitive can be allocated to the new primitive block.
Another indication of a spatial position is a bounding box, which may be used, e.g. if a primitive has no shared vertices with any of the open primitive blocks. For example, a primitive may have a bounding box within which it is entirely located. Similarly, each of the primitive blocks 222 may have bounding boxes within which all of the primitives within the primitive block are located. The resolution of the bounding boxes may be different in different examples, and may for example be at a per-tile resolution or a per-sample resolution (i.e. at the resolution of the sampling grid). The shape of the bounding boxes may be different in different examples, and may for example be rectangular. The spatial position of a primitive can be compared with the spatial position(s) of the open primitive block(s) 222 by determining whether the bounding box of the primitive overlaps with, or is within a minimum distance from overlapping with, the bounding box of an open primitive block. The minimum distance may for example be 0, 1, 2 or more tiles, and if the bounding box of a current primitive is within the minimum distance from the bounding box of the primitive block then it is treated as though it has an overlapping bounding box with the primitive block.
If a current primitive has an overlapping bounding box with a single one of the open primitive blocks 222 then in step S306 the allocation logic 218 allocates the primitive to that primitive block 222. If the current primitive has an overlapping bounding box with a plurality of the open primitive blocks 222 then in step S306 the allocation logic 218 attempts to merge those primitive blocks, so that the primitive can be allocated to the resulting merged primitive block 222. However, it may not be possible to merge the primitive blocks, if for example the resulting merged primitive block would exceed the maximum allowed number of vertices or the maximum allowed number of primitives that can be included in a primitive block. In this case one of the primitive blocks is flushed from the data store 220 and the current primitive is allocated to the remaining primitive block with which it has an overlapping bounding box.
More generally, if a current primitive has a spatial position which matches the spatial position of a single one of the open primitive blocks (e.g. as indicated by having one or more shared vertices or an overlapping bounding box with the primitive block) then the received primitive is allocated to that primitive block. Furthermore, if a current primitive has a spatial position which matches the spatial position of a plurality of the open primitive blocks (e.g. as indicated by having one or more shared vertices or an overlapping bounding box with the plurality of primitive blocks) then the matching open primitive blocks are merged and/or flushed as appropriate until there is only one matching open primitive block in the data store 220 which has a spatial position matching that of the current primitive and then the current primitive is added to that primitive block. When a primitive is allocated to a primitive block, if the primitive does not lie within the bounding box of the primitive block then the bounding box of the primitive block is updated to include the primitive.
If the spatial position of the current primitive does not match the spatial position of any of the open primitive blocks 222 (e.g. if the bounding box of the primitive does not overlap with, and is not within a minimum distance from overlapping with, the bounding box of an open primitive block) then a new primitive block may be added to the set of open primitive blocks (if possible), such that the current primitive can then be allocated to the new primitive block. However, if the maximum number (e.g. three, in the example shown in
In alternative examples, a current primitive may be allocated to one of the open primitive blocks 222 (e.g. the closest primitive block) even if the spatial position of the current primitive does not match the spatial position of any of the open primitive blocks 222. In some situations, this may be preferable to flushing a primitive block from the data store 220 and starting a new primitive block.
When one of the open primitive blocks is to be flushed before it is completely filled, e.g. to provide space for adding a primitive block to the data store 220, then a selection is made to determine which one of the open primitive blocks is to be flushed. The selection may be made in accordance with an outputting scheme (or “flushing scheme”). In terms of the sequence order of the primitives, it does not matter which of the open primitive blocks are flushed from the data store 220 because the open primitive blocks are non-overlapping with respect to each other. It is important to maintain the order of primtiives at each particular sample position in the rendering space, but it is not crucial to maintain the ordering of non-overlapping primitives with respect to each other. That is, the relative ordering of primitives which cover a particular sample position should be maintained, but since the open primitive blocks stored in the data store 220 are non-overlapping, any of the open primitive blocks can be flushed without breaking the ordering of primitives at particular sample positions.
When two of the open primitive blocks are merged, the primitives from one of the primitive blocks can be appended to the primitives in the other primitive block to form the primitives in the resulting merged primitive block. There is no need to re-order the primitives within the merged primitive block in accordance with their sequence positions because the open primitive blocks (before merging) were non-overlapping so a simple append operation will not result in a deviation from the sequence order of primitives at any particular sample position in the rendering space.
The flushing scheme could be any suitable scheme for selecting which of the open primitive blocks 222 to flush from the data store 220. For example, the flushing scheme could be:
Testing was performed to determine which of the flushing schemes provided the best results in terms of the reduction in the amount of parameter data passing between the GPU 202 and the memory 2041, and it was found that the merge smallest scheme (scheme vii) gave the best results.
In some examples, if a render state changes (e.g. if the depth compare mode or type of primitives) changes or if the end of the sequence of primitives for an image is encountered then the open primitive blocks 222 are flushed from the data store 220. This might be inefficient if the render state is changing rapidly (e.g. alternating between two render states), so in some examples a rapidly changing render state can be detected and in this case some primitive blocks might not be flushed when the render state changes to reduce the number of separate primitive blocks that are flushed. The limit on the number of open primitive blocks 222 which can be stored in the data store 220 affects the average fullness of the primitive blocks which are flushed from the data store 220. For example, increasing the number of open primitive blocks 222 which can be stored in the data store 220 will provide more opportunities for allocating a primitive to an open primitive block without needing to flush any primitive blocks from the data store 220, but it will also increase the number of primitive blocks which are flushed before they are completely filled due to render state changes. Increasing the average fullness of the primitive blocks reduces the number of primitive blocks that are used, which thereby reduces the amount of data that is transferred from the GPU 202 to the memory 2041 because each primitive block includes header data. The optimum limit on the number of open primitive blocks is dependent upon the image which is being rendered. Therefore, the primitive block allocation module 216 may dynamically adapt the limit on the number of open primitive blocks 222 which can be stored in the data store 220 based on an analysis of the received primitives. For example, the limit could be set initially at three (as shown in
Each primitive block has an index map which maps the indices of the vertices in the primitive block to the indices of the vertices sent from the application. When primitive blocks are merged the index map of the merged primitive block will need to be updated to reflect the new indices of the vertices in the merged primitive block accordingly.
The primitive blocks which are outputted from the primitive block allocation module 216 are passed to the tiling module 208 which determines which primitives are present within each of the tiles of the rendering space of the graphics processing system 200. The tiling module 208 determines per-tile display lists which indicate which primitives are present within each of the tiles of the rendering space. The display lists and the primitive blocks are outputted from the tiling module 208 and stored in the memory 2041. The rasterization block 210 fetches the display list for a tile and the primitive blocks relevant to that tile from the memory 2041 and the HSR module 212 performs hidden surface removal to thereby remove fragments of primitives which are hidden in the scene. The remaining fragments are passed to the texturing/shading module 214 which performs texturing and/or shading on the fragments to determine pixel values of a rendered image which can be passed to the memory 2042 for storage in a frame buffer. The rasterization block 210 processes each of the tiles and when the whole image has been rendered and stored in the memory 2042, the image can be outputted from the graphics processing system 200 and, for example, displayed on a display.
The sorting of primitives into primitive blocks based on their spatial locations may result in a greater number of primitive blocks because some primitive blocks are not completely filled before they are flushed from the data store 220, so there may be a slight increase in the amount of primitive data written out from the GPU 202 to the memory 2041 due to an increased number of primitive block headers. However, due to the spatial sorting of the primitives into primitive blocks, primitives included in a primitive block are more likely to share vertices, such that the amount of data used to represent the primitives can be reduced since the shared vertex data need only be stored once in the primitive block. Furthermore, any slight increase in the amount of primitive data written out from the GPU 202 to the memory 2041 is greatly outweighed by a reduction in the amount of primitive data that is read from the memory 2041 by the rasterization module 210 for use by the HSR module 212. That is, since the HSR module 212 operates on a tile, it reads in primitive blocks containing primitives which are relevant to that tile and due to the spatial sorting of primitives into the primitive blocks fewer primitive blocks will be needed to be read from the memory 2041 by the HSR module 212 for performing HSR for a tile. Therefore, the examples described herein are particularly useful when the primitive block allocation module 216 is included as part of a tile-based graphics processing system. However, the spatial grouping of primitives into primitive blocks also improves the cache hit rate for primitives fetched by the HSR module 216 and this is useful for both tile-based and non-tile based rendering systems.
Some pseudo code is presented below as an example of code which can be used to implement the graphics processing system 200:
The allocation logic 218 may be implemented on the GPU 202 in hardware or software or a combination thereof. For example, if the allocation logic 218 is implemented in hardware it may be formed as a particular arrangement of transistors and other hardware components which is suited for performing the desired function of the allocation logic as described herein. In contrast, if the allocation logic 218 is implemented in software it may comprise a set of computer instructions which can be stored in a memory and can be provided to the GPU 202 for execution thereon. Furthermore, although in the examples described herein, the graphics processing system uses a GPU, in other examples a general purpose processing unit, e.g. a CPU, could be used to implement the functionality which is described herein as being implemented on the GPU 202.
The graphics processing system 200 described above can be implemented in a computer system. For example,
Generally, any of the functions, methods, techniques or components described above (e.g. the primitive block allocation module 216 and its components) can be implemented in modules using software, firmware, hardware (e.g., fixed logic circuitry), or any combination of these implementations. The terms “module,” “functionality,” “component”, “block”, “unit” and “logic” are used herein to generally represent software, firmware, hardware, or any combination thereof.
In the case of a software implementation, the module, functionality, component, unit or logic represents program code that performs specified tasks when executed on a processor (e.g. one or more CPUs). In one example, the methods described may be performed by a computer configured with software in machine readable form stored on a computer-readable medium. One such configuration of a computer-readable medium is signal bearing medium and thus is configured to transmit the instructions (e.g. as a carrier wave) to the computing device, such as via a network. The computer-readable medium may also be configured as a non-transitory computer-readable storage medium and thus is not a signal bearing medium. Examples of a computer-readable storage medium include a random-access memory (RAM), read-only memory (ROM), an optical disc, flash memory, hard disk memory, and other memory devices that may use magnetic, optical, and other techniques to store instructions or other data and that can be accessed by a machine.
The software may be in the form of a computer program comprising computer program code for configuring a computer to perform the constituent portions of described methods or in the form of a computer program comprising computer program code means adapted to perform all the steps of any of the methods described herein when the program is run on a computer and where the computer program may be embodied on a computer readable medium. The program code can be stored in one or more computer readable media. The features of the techniques described herein are platform-independent, meaning that the techniques may be implemented on a variety of computing platforms having a variety of processors.
Those skilled in the art will also realize that all, or a portion of the functionality, techniques or methods may be carried out by a dedicated circuit, an application-specific integrated circuit, a programmable logic array, a field-programmable gate array, or the like. For example, the module, functionality, component, unit or logic (e.g. the allocation logic 218) may comprise hardware in the form of circuitry.
Such circuitry may include transistors and/or other hardware elements available in a manufacturing process. Such transistors and/or other elements may be used to form circuitry or structures that implement and/or contain memory, such as registers, flip flops, or latches, logical operators, such as Boolean operations, mathematical operators, such as adders, multipliers, or shifters, and interconnects, by way of example. Such elements may be provided as custom circuits or standard cell libraries, macros, or at other levels of abstraction. Such elements may be interconnected in a specific arrangement. The module, functionality, component, unit or logic (e.g. allocation logic 218) may include circuitry that is fixed function and circuitry that can be programmed to perform a function or functions; such programming may be provided from a firmware or software update or control mechanism. In an example, hardware logic has circuitry that implements a fixed function operation, state machine or process.
It is also intended to encompass software which “describes” or defines the configuration of hardware that implements a module, functionality, component, unit or logic described above, such as HDL (hardware description language) software, as is used for designing integrated circuits, or for configuring programmable chips, to carry out desired functions. That is, there may be provided a computer readable storage medium having encoded thereon computer readable program code for generating a graphics processing unit comprising a primitive block allocation module configured to perform any of the methods described herein, or for generating a graphics processing system comprising any apparatus described herein. That is, a computer system may be configured to generate a representation of a digital circuit from definitions of circuit elements and data defining rules for combining those circuit elements, wherein a non-transitory computer readable storage medium may have stored thereon processor executable instructions that when executed at such a computer system, cause the computer system to generate a graphics processing unit comprising a primitive block allocation module as described herein.
The term ‘processor’ and ‘computer’ are used herein to refer to any device, or portion thereof, with processing capability such that it can execute instructions, or a dedicated circuit capable of carrying out all or a portion of the functionality or methods, or any combination thereof.
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims. It will be understood that the benefits and advantages described above may relate to one example or may relate to several examples.
Any range or value given herein may be extended or altered without losing the effect sought, as will be apparent to the skilled person. The steps of the methods described herein may be carried out in any suitable order, or simultaneously where appropriate. Aspects of any of the examples described above may be combined with aspects of any of the other examples described to form further examples without losing the effect sought.
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