Patent application number | Description | Published |
20090021521 | Method Of And Apparatus For Encoding Data - An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks | 01-22-2009 |
20090198969 | Microprocessor systems - A microprocessor pipeline arrangement | 08-06-2009 |
20090198972 | Microprocessor systems - A microprocessor pipeline arrangement 1 includes a plurality of functional units | 08-06-2009 |
20100110102 | Methods of and apparatus for processing computer graphics - In a graphics processing system, when a 16× sampling mask is used for sampling the image to be displayed, fragments are generated and rendered to generate rendered fragment data for each covered sampling position. However, the 16× sampling mask ( | 05-06-2010 |
20110148919 | GRAPHICS PROCESSING SYSTEMS - An “accumulation buffer” process in a graphics processing system is carried out not by rendering each sub-frame making up the accumulated frame in its entirety in turn, but by subjecting each individual tile | 06-23-2011 |
20120081384 | METHOD OF AND APPARATUS FOR ENCODING AND DECODING DATA - An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of colour values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colours of the individual texture elements using that generated set of colours. As well as the individual texture data blocks, a header data block encoding a base set of colours is generated. This base colour set defines a set of colours that is used to generate the colours to be used when reproducing each individual encoded texture data block. | 04-05-2012 |
20120137076 | Control of entry of program instructions to a fetch stage within a processing pipepline - A processing pipeline | 05-31-2012 |
20120293545 | GRAPHICS PROCESSING SYSTEMS - In a tile-based graphics processing system, when an overlay image is to be rendered onto an existing image, the existing tile data for the existing image from the frame buffer in the main memory is pre-loaded into the local colour buffer of the graphics processor (step | 11-22-2012 |
20130076762 | OCCLUSION QUERIES IN GRAPHICS PROCESSING - The fragment processing pipeline | 03-28-2013 |
20130141445 | METHODS OF AND APPARATUS FOR PROCESSING COMPUTER GRAPHICS - When carrying out a second, higher level of anti-aliasing such as 8× MSAA, in a graphics processing pipeline | 06-06-2013 |
20140168220 | HIDDEN SURFACE REMOVAL IN GRAPHICS PROCESSING SYSTEMS - The early depth test stages | 06-19-2014 |
20140267256 | HIDDEN SURFACE REMOVAL IN GRAPHICS PROCESSING SYSTEMS - In a graphics processing pipeline | 09-18-2014 |
20140354640 | HIDDEN SURFACE REMOVAL IN GRAPHICS PROCESSING SYSTEMS - A graphics processing pipeline | 12-04-2014 |
20140354654 | HIDDEN SURFACE REMOVAL IN GRAPHICS PROCESSING SYSTEMS - Early depth test stages of a graphics processing pipeline broadcast information about fragments having conditional discard tests associated with them and that pass those early depth tests to other stages in the pipeline. The other stages in the pipeline use the early depth test pass information to determine if the processing of any fragments that they are currently processing can be slowed down. If a fragment that triggered the slowing down of the processing of fragments that are already in the pipeline passes all the conditional discard tests it is to be subjected to, a signal that triggers stopping of the processing of the fragments whose processing it had previously slowed down is sent. If the fragment fails a conditional discard test it is to be subjected to, a signal triggering the reviving of the processing of the fragments whose processing it had previously slowed down is sent. | 12-04-2014 |
20140354670 | RASTERISATION IN GRAPHICS PROCESSING SYSTEMS - A rasteriser | 12-04-2014 |
20140354682 | METHOD OF AND APPARATUS FOR PROCESSING GRAPHICS - A tile-based graphics processing pipeline that uses primitive lists that can encompass plural rendering tiles includes a primitive list reading unit that reads primitive lists for a tile being rendered to determine primitives to be processed for the tile and a rasteriser that rasterises input primitives to generate graphics fragments to be processed. The pipeline further comprises a comparison unit between the primitive list reading unit and the rasteriser that for primitives that have been read from primitive lists that include plural rendering tiles, compares the location of the primitive in the render target to the location of the tile being rendered, and then either sends the primitive onwards to the rasteriser if the comparison determines that the primitive could lie at least partially within the tile, or does not send the primitive to the rasteriser if the comparison determines that the primitive definitely does not lie within the tile. | 12-04-2014 |
20140375637 | APPARATUS AND METHOD FOR PROCESSING GRAPHICS PRIMITIVES - A method and apparatus includes primitive setup circuitry for determining a plurality of functions for an input graphics primitive, including an edge function associated with each edge of the input graphics primitive and a depth function associated with the input graphics primitive. Rasterization circuitry performs a rasterization operation in order to calculate position data for a plurality of graphics fragments to be used to represent the input graphics primitive. In a default mode of operation, depth bound clipping circuitry performs a depth bound clipping operation by determining, for each graphics fragment in said plurality of graphics fragments, a depth value for said graphics fragment using the depth function, and determining whether said depth value resides within a valid depth range of a view frustum, the graphics fragment being discarded from further processing if its depth value does not reside within said valid depth range. | 12-25-2014 |