This invention relates to 3-dimensional computer graphic systems which enable texturing and/or blending operations to be performed on objects being rendered.
An example of a 3-dimensional graphic system is described in our European patent application serial number EP-A-072 5365. This describes an apparatus and a method for determining which surfaces of objects in an image to be rendered are visible at each pixel in the image.
Following determination of the objects visible at each pixel, texture data may be applied to the pixels. An example of how this is done is described in our British patent application number 9501832.1. This describes a texturing system in which an image to be textured is sub-divided into a plurality of rectangular tiles. Then, for each tile in turn, texturing of the pixels in the tile is performed. Also, blending operations can be performed with translucent surfaces.
A type of system to which this form of texturing applies is shown in
The process performed by this prior art system is usually performed in two main ways as shown in
Polygon walking refers to a system where the pixels for a single texture and/or the blending operation are walked through sequentially before proceeding to subsequent textures or the blending operations for those pixels or a subset of those pixels. The flow of this operation is illustrated in
The main advantage of polygon walking, i.e. processing one polygon at a time, is to reduce processing penalties due to data hazards, such as where a texture reading or the blend operation depends on the result of the previous reading or blending. The larger the sequence of pixels walked through, the more the latency penalty is absorbed. However, on very small polygons with only one pixel, the walking system degenerates into a non-walking system.
A non-walking system is shown in
The main advantage of this type of system is that very little storage for intermediate results is required since only one pixel is worked on at a time. In polygon walking where a polygon could be as large as the entire render target, there may need to be sufficient storage for all intermediate results for each pixel in the rendered target.
Preferred embodiments of the present invention are based on polygon walking systems. They take advantage of the fact that pixel blending operations in hardware are becoming more and more flexible, thereby allowing storage for multiple, general purpose read/write registers for each pixel in the render target. Furthermore, the precision of these registers increases as the number of available registers and the render target size increase.
These developments cause problems which currently can only be solved by re-issuing texture reading and breaking complex blending operations into sequential passes. Both of these result in a loss of performance. There are also problems caused by pipeline latency on texture reading or blending operations which are dependent on the results of the previous operations. The cost of storage is also a problem as the buffer or the cache such as shown at step 12 in
A specific embodiment of the present invention provides a pixel blending buffer on a graphics chip. It enables portions of a frame buffer or a tile from the frame buffer to be accessed on a polygon by polygon basis. Large polygons are broken up so that they never exceed a predetermined size. Smaller polygons can be combined together to fill up the pixel blending buffer thereby improving the performance of the system.
Preferably, the embodiment of the invention enables multiple textures to be accessed simultaneously in a single blending operation. Texture data can be reused, in random order, without re-issuing texture reading requests to texture memory. More textures than the number of physical registers provided on a chip can be supported. These features are implemented by using a set of registers with multiple “read and write” ports which can be used and re-used indefinitely during the process of a sequence of pixels, depending on the number of textures and blending operations to be performed.
The specific embodiment of the invention will now be described in detail by way of an example with reference to the accompanying drawings in which:
The block diagram of
A texture iteration unit 2 as in
The blend buffer 32 with read and write ports sits between the texture read unit 4 and the blend operations unit 8. By using the blend buffer 32, the blend operation unit 8 needs not perform a “read-modify-write” operation on the frame buffer. Thus, the blend operations can be performed as many times as desired on the data held in the blend buffer using feedback loop X which takes data directly from the blend buffer 8 to the write ports 34.
The blend buffer stores a set of words in registers, where each word has a unique sequential address as would be the case with a standard storage array. Each word in the blend buffer stores the following fields:
1. The X, Y location of a pixel in the render target (the frame buffer or a tile of the frame buffer);
2. q, the number of pixels being processed simultaneously by the hardware pipeline; and
3. M, the number of registers each pixel has access to, wherein each register is made up of the following fields:
The value of q given above defines how many pixels are processed simultaneously by the hardware pipeline. The value of M defines the number of registers each pixel has access to. For example, at each register in M, four channels have their own precision defined by KM. A designer can use a value of KM of 8 for read only iterated diffuse operations, and specular colors and values for KM of 16 for general purpose read/write registers.
The depth of the blend buffer is defined as n, and this is shown in
A common optimization is to replicate the hardware for a single pixel pipeline and run the pipelines in parallel. Thus multiple pixels perform steps 16, 18, and 20 per clock, but all these pixels still share the same index b. The number of the parallel pixel pipelines is defined as the value q in
Since q pixels share the same index b, they also share the same word in the blend buffer. This is why each address in the blend buffer supports q sets of the pixel data, as shown in
In
If two write ports wish to update the same register at different addresses, then arbitration is required. In this design the texture lookup unit always has “write” priority over the texture blending unit. Since this proposal only has a single read port, no read arbitration is required. When a read access is performed for address b, the read word contains the data for all parallel pipes which allows simultaneous execution of the parallel pipelines.
Typically, the value of n will be less than the render target size. For example, the render target might be a tile of 64×64 pixels with n being a total of 64 words. Larger polygons will have pixel sequences which require more than n words to process them. This will be the case with large polygons which need to be broken into smaller sequences equal to or less than n. Although there is a performance cost associated with splitting a sequence, this will happen only on relatively long sequences. This splitting of large polygons is performed by the texture iteration unit 2 of
In the polygon-walking method used by this design the iterator goes through the pixels in a defined order and linearly interpolates the (u, v) values for each pixel sequentially, e.g., linearly interpolates proper (u, v) values for all pixels contained by the triangle such as the one pointed to by reference numeral 5 where (x, y)=(13, 14). If there are multiple parallel pixel pipelines, then multiple (u, v) values for adjacent pixels are iterated per clock.
This implementation has an additional ability for the whole triangle to be iterated multiple times (in fact the times as shown in
As (u, v) data is iterated, the results are used in the texture read unit 4 to sample a texture whose results are written into the blend buffer in sequential addresses, starting from 0 at the beginning of the triangle.
The implementation requires a special processing if the number of pixels in the triangle would cause the blend buffer to overflow when the entire triangle is iterated during a single pass. This is solved as shown in
In
The texture coordinate calculation unit 40 can make modifications to the iterated texture coordinates produced by the iterator unit 28. In the general case, no modification is made, and the texture coordinates are used exactly as iterated. However, the end user has control over some modifications to the texture coordinates prior to (or even instead of) texture reads. This modification is sometimes called perturbation.
The texture is then supplied to the blend buffer 32 via the write ports 34. The blend buffer and the blend operation unit 8 then perform the polygon walking described in relation to
When the value of n is sensibly chosen, the blend buffer 32 can be provided on a graphics chip thereby giving significant performance gains. In case the blending operations require multiple register for “read” and “write”, they do not have to access the relatively slow external frame buffer, which is far too large to store on chip, even when a cache 12 shown in
The read and write ports 34 and 36 in
All this is accomplished with the two flag-sets in the semaphore unit: a set of valid flags and a set of write-ownership flags. For a system with two write ports (one from texture read and the other from the blending unit) and one read port from the blending unit, there is one valid flag associated with each register and with each word in the blend buffer. For example, a blend buffer with 32 locations, each with six registers would have 32×6 (192) flags. There is only one write-ownership flag per register, so in the previous example there would be only six write-ownership flags.
Each flag has a set condition and a clear condition. In some cases these conditions are based on the operation, as described by the end user, currently being performed. In other words the system relies partially on the end user to determine when the flags are to toggle:
“Valid set” is toggled when a successful write access occurs to the given register at the given blend buffer write address;
“valid clear” is toggled for the given blend buffer read address and for each read register, after a successful read access occurs if the current operation (defined by the end user) indicates that the valid flag should be cleared;
“Write-ownership flag” is toggled when the last successful write access to a register occurs for an operation in the triangle. (The write-ownership is swapped if the end user indicates that it should be swapped for this operation);
“Write port block” is toggled when writing to a register of which valid bit is set for the current blend buffer write address or when writing to a register and write-ownership is not granted; and
“read port block” is toggled when reading a register of which valid bit is not set for the current blend buffer read address.
With the two resources, the valid flags and the write-ownership flags defined above, it becomes easier to implement the three semaphore mechanisms.
A secondary usage of the semaphore unit permits the texture read unit 4 and the blending unit to write and rewrite registers (i.e., reuse registers), which is an exceptionally useful feature. For example:
Texture read unit writes r0;
Blending unit uses r0 in a calculation;
Texture unit writes to r0 again; and
Blending unit uses new r0 in a calculation.
In the above example the texture unit writes to r0 twice.
The above implementation can be extended to support the multiple read ports in addition to the multiple write ports. To handle the multiple read ports, each port needs its own set of the valid flags. The condition to set the flags applies to all the read ports, but each read port individually controls when the flags are cleared by the end user. The flag for the write port will be stalled if any of the valid flags of the read port is still set for the given register and the write address.
The purpose of these flags is to control the number of the texture reads that have to be performed. This does not have to be equal to the number of the blending operations. Nevertheless, the number of the pixels in a polygon must remain the same for all the texture reads and for all the blending operations in that polygon.
The example of
Each unit (the texture read unit and the blend unit) independently “walks the polygon” by the method shown in
Number | Date | Country | Kind |
---|---|---|---|
0129966.8 | Dec 2001 | GB | national |
This application is a continuation of Ser. No. 11/725,354, filed on Mar. 19. 2007, which was a continuation of Ser. No. 11/188159, filed on Jul. 22, 2005, abandoned, which was a continuation of Ser. No. 10/310,120, filed on Dec. 4, 2002, abandoned, these applications are entirely incorporated by reference for all purposes.
Number | Date | Country | |
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Parent | 11725354 | Mar 2007 | US |
Child | 13725424 | US | |
Parent | 11188259 | Jul 2005 | US |
Child | 11725354 | US | |
Parent | 10310120 | Dec 2002 | US |
Child | 11188259 | US |