Apparatus, system, and method for Z-culling
First Claim
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1. An integrated circuit for culling tiles in a graphics processing system, comprising:
- a first processor including;
a vertex engine to perform vertex processing;
a coarse-raster module configured to receive data from the vertex engine and rasterize primitives at a coarse level of resolution corresponding to tiles having groups of pixels and generate information sufficient to determine a Znear for tiles corresponding to a nearest Z distance of a tile with respect to an eyepoint;
a coarse Z-cull module receiving an output of said raster module, the Z-cull module constructing a surface of nearest and farthest objects being rendered and determining Z depth data for near and far objects to generate information for determining tiles that may be culled by comparing Z depth information of incoming tiles with Znear and Zfar values of previously observed tiles having the same tile location, where Zfar is a farthest Z distance with respect to said eyepoint;
a fine raster module coupled to an output of said Z-cull module configured to generate Zfar values for incoming primitives at a fine resolution corresponding to screen regions at least as small as 1 pixel in size, each Zfar value corresponding to a conservative estimate of a farthest Z value with respect to an eyepoint; and
an on-chip cache memory configured to coalesce said Zfar values generated from said fine raster module, coalesce coverage masks across samples, generate Zfar values for samples within tiles, and provide a maximum Zfar value for covered tiles to said Z-cull module;
said first processor being operative to generate coarse Z cull information for determining tiles capable of being culled;
said first processor performing vertex processing, rasterization, and Z-culling on a frame-by-frame basis to process frames identical to those processed by a second processing unit but with said first processing unit working one frame ahead of said second processing unit and at a coarser level of resolution such that said second processing unit begins the processing of a new frame with an initial set of culling information generated by said first processor for the same frame;
wherein a coalescence cache includes a coalescing policy for performing for an incoming new tile at least one of dropping said new incoming tile, coalescing said new incoming tile with exiting tiles, or creating a new entry for said incoming tile; and
wherein said second processor performs a second step of vertex processing, a second step of rasterization, and a second step of Z-culling for the current frame at a time corresponding to one frame after said first processor processes the current frame.
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Abstract
A processor generates Z-cull information for tiles and groups of tiles. In one embodiment the processor includes an on-chip cache to coalesce Z information for tiles to identify occluded tiles. In a coprocessor embodiment, the processor provides Z-culling information to a graphics processor.
91 Citations
10 Claims
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1. An integrated circuit for culling tiles in a graphics processing system, comprising:
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a first processor including; a vertex engine to perform vertex processing; a coarse-raster module configured to receive data from the vertex engine and rasterize primitives at a coarse level of resolution corresponding to tiles having groups of pixels and generate information sufficient to determine a Znear for tiles corresponding to a nearest Z distance of a tile with respect to an eyepoint; a coarse Z-cull module receiving an output of said raster module, the Z-cull module constructing a surface of nearest and farthest objects being rendered and determining Z depth data for near and far objects to generate information for determining tiles that may be culled by comparing Z depth information of incoming tiles with Znear and Zfar values of previously observed tiles having the same tile location, where Zfar is a farthest Z distance with respect to said eyepoint; a fine raster module coupled to an output of said Z-cull module configured to generate Zfar values for incoming primitives at a fine resolution corresponding to screen regions at least as small as 1 pixel in size, each Zfar value corresponding to a conservative estimate of a farthest Z value with respect to an eyepoint; and an on-chip cache memory configured to coalesce said Zfar values generated from said fine raster module, coalesce coverage masks across samples, generate Zfar values for samples within tiles, and provide a maximum Zfar value for covered tiles to said Z-cull module; said first processor being operative to generate coarse Z cull information for determining tiles capable of being culled; said first processor performing vertex processing, rasterization, and Z-culling on a frame-by-frame basis to process frames identical to those processed by a second processing unit but with said first processing unit working one frame ahead of said second processing unit and at a coarser level of resolution such that said second processing unit begins the processing of a new frame with an initial set of culling information generated by said first processor for the same frame; wherein a coalescence cache includes a coalescing policy for performing for an incoming new tile at least one of dropping said new incoming tile, coalescing said new incoming tile with exiting tiles, or creating a new entry for said incoming tile; and wherein said second processor performs a second step of vertex processing, a second step of rasterization, and a second step of Z-culling for the current frame at a time corresponding to one frame after said first processor processes the current frame. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A system for culling tiles in a graphics processing system, comprising:
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a first processor performing Z-culling at a coarse level of resolution; a second processor performing Z-culling at a fine level of resolution; the first processor and the second processor having a temporal offset such that the first processor is working one frame ahead of the second processor with the first processor providing the second processor with coarse Z-cull information such that the second processor begins the processing of a new frame with an initial set of coarse culling information generated by said first processor for the same frame; wherein a coalescence cache includes a coalescing policy for performing for an incoming new tile at least one of dropping said new incoming tile, coalescing said new incoming tile with exiting tiles, or creating a new entry for said incoming tile; and
wherein said second processor performs a second step of vertex processing, a second step of rasterization, and a second step of Z-culling for the current frame at a time corresponding to one frame after said first processor processes the current frame. - View Dependent Claims (9, 10)
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Specification