| Patent application number | Description | Published |
| 20110242117 | BINDLESS TEXTURE AND IMAGE API - One embodiment of the present invention sets for a method for accessing data objects stored in a memory that is accessible by a graphics processing unit (GPU). The method comprises the steps of creating a data object in the memory based on a command received from an application program, wherein the data object is organized non-linearly in the memory, transmitting a first handle associated with the data object to the application program such that data associated with different draw commands can be accessed by the GPU, wherein the first handle includes an address related to the location of the data object in the memory, receiving a first draw command as well as the first handle from the application program, and transmitting the first draw command and the first handle to the GPU for processing. | 10-06-2011 |
| 20110242119 | GPU Work Creation and Stateless Graphics in OPENGL - One embodiment of the present invention sets forth a method for generating work to be processed by a graphics pipeline residing within a graphics processor. The method includes the steps of receiving an indication that a first graphics workload is to be submitted to a command queue associated with the graphics processor, allocating a first portion of shader accessible memory for one or more units of state information that are necessary for processing the first graphics workload, populating the first portion of shader accessible memory with the one or more units of state information, and transmitting to the command queue of the graphics processor the one or more units of state information stored within the first portion of shader accessible memory, wherein the first graphics workload is processed within the graphics pipeline based on the one or more units of state information. | 10-06-2011 |
| 20110242125 | BINDLESS MEMORY ACCESS IN DIRECT 3D - One embodiment of the present invention sets for a method for accessing data objects stored in a memory that is accessible by a graphics processing unit (GPU). The method comprises the steps of creating a data object in the memory based on a command received from an application program, transmitting a first handle associated with the data object to the application program such that data associated with different graphics commands can be accessed by the GPU, wherein the first handle includes a memory address that provides access to only a particular portion of the data object, receiving a first graphics command as well as the first handle from the application program, wherein the first graphics command includes a draw command or a compute grid launch, and transmitting the first graphics command and the first handle to the GPU for processing. | 10-06-2011 |
| 20110285735 | SYSTEM AND METHOD FOR COMPOSITING PATH COLOR IN PATH RENDERING - One embodiment of the present invention sets forth a technique for compositing a rendered path object into an image buffer. A shader program executing within a graphics processing unit (GPU) performs a stenciling operation for the path object and subsequently performs a texture barrier operation, which invalidates caches configured to store texture and frame buffer data within the GPU. The shader program then performs covering operation for the path object in which the shader renders color samples for the path object and composites the color samples into an image buffer. The shader program binds to the image buffer for access as both a texture map and a writeable image. Stencil values are reset when corresponding pixels are written once per path object, and texture caches are invalidated via the texture barrier operation, which is performed after each covering operation per path object. | 11-24-2011 |
| Patent application number | Description | Published |
| 20110063296 | Global Stores and Atomic Operations - One embodiment of the present invention sets forth a method for storing processed data within buffer objects stored in buffer object memory from within shader engines executing on a GPU. The method comprises the steps of receiving a stream of one or more shading program commands via a graphics driver, executing, within a shader engine, at least one of the one or more shading program commands to generate processed data, determining from the stream of one or more shading program commands an address associated with a first data object stored within the buffer memory, and storing, from within the shader engine, the processed data in the first data object stored within the buffer memory. | 03-17-2011 |
| 20110063313 | MEMORY COHERENCY IN GRAPHICS COMMAND STREAMS AND SHADERS - One embodiment of the present invention sets forth a technique for performing a computer-implemented method that controls memory access operations. A stream of graphics commands includes at least one memory barrier command. Each memory barrier command in the stream of graphics command delays memory access operations scheduled for any command specified after the memory barrier command until all memory access operations scheduled for commands specified prior to the memory barrier command have completely executed. | 03-17-2011 |
| 20110063318 | Image Loads, Stores and Atomic Operations - One embodiment of the present invention sets forth a method for accessing texture objects stored within a texture memory. The method comprises the steps of receiving a texture bind request from an application program, wherein the texture bind request includes an object identifier that identifies a first texture object stored in the texture memory and an image identifier that identifies a first image unit, binding the first texture object to the first image unit based on the texture bind request, receiving, within a shader engine, a first shading program command from the application program for performing a first memory access operation on the first texture object, wherein the memory access operation is a store operation or atomic operation to an arbitrary location in the image, and performing, within the shader engine, the first memory access operation on the first texture object via the first image unit. | 03-17-2011 |
| 20110242118 | State Objects for Specifying Dynamic State - One embodiment of the present invention sets forth a technique for transmitting state information associated with at least one graphics command to a graphics processor. The method includes the steps of generating a state object that specifies a set of properties that is needed to execute a first graphics command within the graphics processor, storing in the state object a value associated with a first property included in the set of properties, marking a second property included in the set of properties as a dynamic property, where a value associated with the second property is not stored in the state object and can be updated without having to modify the state object, and transmitting the state object to the graphics processor in order to execute the first graphics command | 10-06-2011 |
| Patent application number | Description | Published |
| 20080302336 | Fuel Injection Valve - The fuel injection device provides a particularly effective sound-decoupling construction. The fuel injection device has at least one fuel injection valve, a receptacle bore for the fuel injection valve in a cylinder head, and a fuel distributor line having a fitting in which the fuel injection valve is placed in partially overlapping fashion. A connecting element is situated in the receptacle bore such that the fuel injection valve is held in the connecting element such that the fuel injection valve and the connecting element are held so that they do not contact any surfaces or walls of the receptacle bore of the cylinder head that do not run axially parallel to the fuel injection valve. For this purpose, the connecting element is attached immediately on the fitting of the fuel distributor line. | 12-11-2008 |
| 20090056674 | HOLD-DOWN DEVICE FOR A FUEL INJECTION DEVICE, AND FUEL INJECTION DEVICE - The hold-down device for a fuel injection device is distinguished by a particularly simple design that nonetheless permits a very effective holding down of a fuel injection valve. The fuel injection device includes at least one fuel injection valve, a receptacle bore for the fuel injection valve, and a connecting fitting of a fuel distributor line, the hold-down device being clamped between a shoulder of the fuel injection valve and an end surface of the connecting fitting. The hold-down device has a partially annular base element from which there extends, in a bent-away fashion, an axially flexible hold-down clip that has at least two webs, two oblique segments, and two support segments. The fuel injection valve is particularly suitable for use in fuel injection systems of mixture-compressing externally ignited internal combustion engines. | 03-05-2009 |
| 20110186016 | HOLD-DOWN DEVICE FOR A FUEL INJECTION DEVICE - The hold-down device for a fuel injection device has a design which is simple in particular, which nonetheless enables a fuel injector ( | 08-04-2011 |