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Replicating primitives across multiple viewports

  • US 10,235,811 B2
  • Filed: 12/29/2016
  • Issued: 03/19/2019
  • Est. Priority Date: 12/29/2016
  • Status: Active Grant
First Claim
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1. A graphics processor system, comprising:

  • a cull geometry pipeline to cull geometries, the cull geometry pipeline including;

    a first vertex fetcher, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, to fetch vertices,a first vertex shader, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, communicatively coupled to the first vertex fetcher to shade the fetched vertices,a first primitive assembler, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, communicatively coupled to the first vertex shader to assemble primitives including an original primitive,a first primitive replicator, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, communicatively coupled to the first primitive assembler to replicate primitives for at least a first and a second viewport, wherein the first primitive replicator is to generate replicated primitives of the original primitive and adjust respective position attributes of the replicated primitives of the original primitive for the second viewport relative to the first viewport, anda primitive culler, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, communicatively coupled to the first primitive replicator to cull the original primitive only in response to all of the replicated primitives of the original primitive being identified as not visible, wherein the primitive culler is to generate visibility information identifying whether the original primitive is to be culled by the primitive culler;

    a replay geometry pipeline communicatively coupled to the cull geometry pipeline, the replay geometry pipeline including;

    a second vertex fetcher, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, to fetch vertices,a second vertex shader, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, communicatively coupled to the second vertex fetcher to shade the fetched vertices,a second primitive assembler, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, communicatively coupled to the second vertex shader to assemble primitives, anda second primitive replicator, implemented at least partly in one or more of configurable logic or fixed-functionality logic hardware, communicatively coupled to the second primitive assembler to replicate primitives for at least the first and the second viewport; and

    a visibility store communicatively coupled between the cull geometry pipeline and the replay geometry pipeline to store the visibility information,wherein the replay geometry pipeline is to access the visibility store, skip a process on the original primitive in response to the original primitive being identified by the visibility information as culled, and process the original primitive in response to the original primitive being identified by the visibility information as not culled.

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