Method for efficient handling of texture cache misses by recirculation
First Claim
1. A method for continuous operation of a graphics pipeline, comprising:
- continuing partially-formed pixels in the graphics pipeline upon a texture cache fault; and
recirculating in the graphics pipeline the partially-formed pixels to be again serviced by the texture cache.
3 Assignments
0 Petitions
Accused Products
Abstract
A method of a computer graphics system recirculates texture cache misses into a graphics pipeline without stalling the graphics pipeline, increasing the processing speed of the computer graphics system. The method reads data from a texture cache memory by a read request placed in the graphics pipeline sequence, then reads the data from the texture cache memory if the data is stored in the texture cache memory and places the data in the pipeline sequence. If the data is not stored in the texture cache memory, the method recirculates the read request in the pipeline sequence by indicating in the pipeline sequence that the data is not stored in the texture cache memory, placing the read request at a subsequent, determined place in the pipeline sequence, reading the data into the texture cache memory from a main memory, and executing the read request from the subsequent, determined place and after the data has been read into the texture cache memory.
197 Citations
25 Claims
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1. A method for continuous operation of a graphics pipeline, comprising:
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continuing partially-formed pixels in the graphics pipeline upon a texture cache fault; and
recirculating in the graphics pipeline the partially-formed pixels to be again serviced by the texture cache. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. An apparatus including a texture cache and for continuous operation of a graphics pipeline, said apparatus comprising:
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a scheduler determining whether to place one of a quad of pixels and an open slot into the graphics pipeline based upon whether pixels are recirculated in the graphics pipeline; and
a controller, coupled to the scheduler through the graphics pipeline, passing one of the quad of pixels and recirculated pixels into the graphics pipeline. - View Dependent Claims (12, 13, 14, 15, 16)
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17. A method of a graphics pipeline, comprising:
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determining 2×
2 regions for each sleeping pixel in a quad of pixels in the graphics pipeline in both fine and coarse levels of detail;
computing a footprint in each level of detail that covers as many of the 2×
2 regions as possible, with a maximum footprint size of 4×
4 texels;
if texels corresponding to each of the footprints do not reside in a texture cache, issuing a texture cache fault to retrieve required texels from a memory, opening by a raster unit an empty slot in the graphics pipeline, and recirculating the quad of pixels in the graphics pipeline;
if texels corresponding to each of the footprints reside in the texture cache, reading the texels from the texture cache, selecting up to 4 2×
2 regions from each of the footprints based on an offset of each of the 2×
2 regions within each of the footprints, and waking up the sleeping pixels whose 2×
2 regions were covered by the footprints.- View Dependent Claims (18, 19)
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20. An apparatus including a continuously-operating graphics pipeline, said apparatus comprising:
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a raster unit comprising a scheduler determining whether to place one of a quad of pixels and an open slot into the graphics pipeline based upon whether pixels are recirculated in the graphics pipeline; and
a texture unit comprising a controller, coupled to the scheduler through the graphics pipeline, passing one of the quad of pixels and recirculated pixels into the graphics pipeline. - View Dependent Claims (21, 22, 23, 24)
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25. A method of a computer graphics system that recirculates texture cache misses into a graphics pipeline sequence without stalling the graphics pipeline sequence, said method comprising:
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reading data from a texture cache memory by a read request placed in the graphics pipeline sequence;
if the data is stored in the texture cache memory, reading the data from the texture cache memory and placing the data in the graphics pipeline sequence; and
if the data is not stored in the texture cache memory, recirculating the read request in the graphics pipeline sequence by indicating in the graphics pipeline sequence that the data is not stored in the texture cache memory, placing the read request at a subsequent, determined place in the graphics pipeline sequence, reading the data into the texture cache memory from a main memory, and executing the read request from the subsequent, determined place and after the data has been read into the texture cache memory.
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Specification