Method and system for defining and controlling algorithmic elements in a graphics display system
First Claim
1. A procedural shader computational subunit included on a graphics processing unit (GPU) for processing data in a graphics system on behalf of a host, comprising:
- at least one input circuit that receives a plurality of algorithmic elements for performing procedural shading algorithms on graphics data, wherein the plurality of algorithmic elements are received by the GPU from at least one host graphics application programming interface (API) call wherein each algorithmic element is downloadable to the GPU as an instruction set packed into an array of numbers by the host graphics API, represents a computational algorithm, and contains one or more tokens selected by a developer from a list of tokens interpretable by the GPU, said array of numbers for the selected one or more tokens providing an instruction to be performed by at least one computational subunit of the GPU; and
a mapping component that maps the arrays of numbers of the plurality of algorithmic elements to corresponding storage locations of the procedural shader computational subunit for implementing the instructions for the tokens selected by the developer, thereby customizing the procedural shader computational subunit to perform the functionality represented by the plurality of algorithmic elements based on the developer'"'"'s selection of tokens interpretable by the GPU.
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Abstract
An API is provided that enables programmability of a 3D chip, wherein programming or algorithmic elements written by the developer can be downloaded to the chip, thereby programming the chip to perform those algorithms. A developer writes a routine that is downloadable to a 3D graphics chip. There are also a set of algorithmic elements that are provided in connection with the API that have already been programmed for the developer, that are downloadable to the programmable chip for improved performance. Thus, a developer may download preexisting API objects to a 3D graphics chip. A developer adheres to a specific format for packing up an algorithmic element, or set of instructions, for implementation by a 3D graphics chip. The developer packs the instruction set into an array of numbers, by referring to a list of ‘tokens’ understood by the 3D graphics chip. This array of numbers in turn is mapped correctly to the 3D graphics chip for implementation of the algorithmic element by the 3D graphics chip.
58 Citations
23 Claims
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1. A procedural shader computational subunit included on a graphics processing unit (GPU) for processing data in a graphics system on behalf of a host, comprising:
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at least one input circuit that receives a plurality of algorithmic elements for performing procedural shading algorithms on graphics data, wherein the plurality of algorithmic elements are received by the GPU from at least one host graphics application programming interface (API) call wherein each algorithmic element is downloadable to the GPU as an instruction set packed into an array of numbers by the host graphics API, represents a computational algorithm, and contains one or more tokens selected by a developer from a list of tokens interpretable by the GPU, said array of numbers for the selected one or more tokens providing an instruction to be performed by at least one computational subunit of the GPU; and a mapping component that maps the arrays of numbers of the plurality of algorithmic elements to corresponding storage locations of the procedural shader computational subunit for implementing the instructions for the tokens selected by the developer, thereby customizing the procedural shader computational subunit to perform the functionality represented by the plurality of algorithmic elements based on the developer'"'"'s selection of tokens interpretable by the GPU. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21)
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22. A video card comprising:
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a video memory; and a graphics processing unit (GPU) including a procedural shader computational subunit, wherein the procedural shader computational subunit comprises; at least one input that receives a plurality of algorithmic elements for performing procedural shading algorithms on graphics data, wherein the plurality of algorithmic elements are received by the GPU from at least one host graphics application programming interface (API) call, wherein each algorithmic element is downloadable to the GPU as an instruction set packed into an array of numbers by the host graphics API, represents a computational algorithm, and contains one or more tokens selected by a developer from a list of tokens interpretable by the GPU, said array of numbers for the selected one or more tokens providing an instruction to be performed by at least one computational subunit of the GPU; and a mapping component that maps the arrays of numbers of the plurality of algorithmic elements to corresponding storage locations of the procedural shader computational subunit for implementing the instructions for the tokens selected by the developer, thereby customizing the procedural shader computational subunit to perform the functionality represented by the plurality of algorithmic elements based on the developer'"'"'s selection of tokens interpretable by the GPU. - View Dependent Claims (23)
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Specification