The addressable and displayable basic element used to build up a computer image is a pixel. Each pixel has several essential parameters stored as the pixel's vertex data. Typical parameters are position data, such as an X coordinate, a Y coordinate and a Z coordinate, that indicate the pixel's reference position in three dimensions (3D); color information, such as diffuse color parameters (RD, GD, BD, A) and specular color parameters (RS, GS, BS, F) which form the pixel's diffuse color and specular color; texture information, such as the pixel's texture pattern and the depth of the pattern from the viewer; or any other suitable information needed by the specific individual application. Based on the graphic standards used by an application, parameters may be stored in different orders or formats within the vertex data. For example, coordinate parameters may be stored as 32-bit floating-point format or fixed-point format. The color information parameters may be stored as a simple group of 4 bytes or as a complicated group of 16 bytes. The graphic device displays the pixel based on its vertex data parameters.
Typical image display systems by using hardware and software have automated several primitive draw functions. For example as shown in
The same principle applies to drawing a triangle, another primitive function. An application provides vertex data that has parameters of the three triangle end points. The graphic device 9 will set up the vertex data of all relevant pixels to draw the triangle. All two dimensional (2D) or 3D graphic objects are made up of a number of polygons which can be broken into primitive functions, such as lines, triangles etc. To redraw 2D or 3D graphic objects requires redrawing the relevant primitives. The redrawing requires setting up all corresponding pixels' vertex data and redrawing them. All graphic operations, simple or complicated, are performed by manipulating the contents of pixel vertex data by multiplication, addition or logical operations, such as OR and exclusive OR.
Users of personal computers or game systems utilize real-time effects on displayed images. In such systems, a 2D or 3D image is displayed at a rate of 30 or more frames per second. These rates allow the user to perceive continuous motion of objects in a scene. To achieve such a real-time, realistic and interactive image requires a tremendous amount of processing power. These effects require processing over a million graphic primitives per second. Typically, processing a million primitives requires multiplying and adding millions of floating-point and fixed-point values.
Accordingly, it is desirable to improve the efficiency of transforming vertex data.
Multi-thread video data processing for use in a computer video display system. The parameters of vertex data are grouped into a plurality of groups. The computation needs of each group are broken down into several arithmetic operations to be performed by corresponding arithmetic units. The units concurrently process the vertex data.
a illustrates two displayed line images.
b is the vertex data of the lines of
a is a table of the basic state operations for the position data group.
b is a state diagram for the position data group.
a is a table of the basic state operations for the color information group.
b is the state diagram for the color information group.
a is a table of the basic state operations for the texture information group.
b is the state diagram flow chart for the texture information group.
Instead of using a traditional sequential processing approach, a multi-thread approach to process the vertex data may be used. As shown in
The transform process will be explained with reference to modifying a line's pixel vertex data parameters. This transform process may be used for any transformation. As shown in
The transform engine 67 initially groups vertex data parameters together for processing. The groups allow for more efficient utilization of each arithmetic unit, such as a floating-point multiplication unit and a floating-point addition unit. One grouping scheme groups: the pixel position vertex data, the pixel color vertex data and the pixel texture vertex data together. To illustrate for a line, the pixels' position data X0, Y0, Z0 and W0 and X1, Y1, Z1 and W1 is selected as a first group. The pixels' color data C0 and C1 is selected as a second group and the pixels' texture data S0, T0 and S1, T1 is selected as a third group. By analyzing the computational requirements of each group, the required tasks can be broken down into addition and multiplication operations. The broken down operations are used to construct multiplication and addition state operations. Any computation needs of the group can be fulfilled by using the combination of its basic state operations to achieve the final results. Using sequential states, the addition unit may perform operations such as subtraction, move, floating-point number conversion to fixed number, truncate, round to even, round to odd.
To transform the position data group as shown in
The transformation will require position state operations (PSO) 0, 6, 1, 7, 2 and 8; 80, 86, 81, 87, 82 and 88 to complete the whole computation. Referring back to
To transform the color data group, one approach is to use ten independent color state operations (CSO), as shown in
By grouping the vertex data into position, color and textural groups, multiple arithmetic units, such as a floating-point multiplication and a floating-point addition unit, may be utilized more efficiently. To illustrate, if position group data is utilizing the floating-multiplication unit to perform a multiplication operation, simultaneously an addition operation of either the color group or texture group can utilize the addition unit. By continuously sending multiplication and addition operations to queues associated with the multiplication and addition units, both the multiplication and addition unit are used with higher efficiency accelerating data processing.
Each of these groups of operations comprise a “program”, or “thread of execution” that vies for the use of the shared arithmetic resources. Multiple controllers are typically used, each executing a thread, that can generate a sequence of instruction for the shared arithmetic resources.
It is a common requirement that the vertex data processor be flexible enough, via programmability, to perform a certain subset of all of its possible operations, for any given graphics primitive or vertex. Since the exact operations to be performed by the transform engine are not known until run-time, it is desirable for the processor to respond dynamically to the processing workload to efficiently use the available processing resources. One technique for dynamic processing is to group the operations based on which function unit they use. Subsequently, the operations are concurrently scheduled to each function unit.
To illustrate as shown in
In certain circumstances, coordination between threads is needed. For example, intermediate results from the position thread (for example, perspective-related information) may be required by the texture thread. Binary or counting semaphore 180 can be used to synchronize the sequential execution of two different threads and to signal when the result from one thread is available for the next thread to consume. The results of the executed operations are sent to a post-processing engine 185, such as the XEOPIPE, which performs operations, such as rounding or conversion from floating-point to fixed-point format. The buffer 190 holds the transformed vertex data until required by other processes.
This application is a continuation of U.S. patent application Ser. No. 09/632,759, filed Aug. 4, 2000, which is incorporated by reference as if fully set forth herein.
Number | Date | Country | |
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Parent | 09632759 | Aug 2000 | US |
Child | 11250754 | Oct 2005 | US |