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Design of a programmable vertex processor in OpenGL ES 2.0 mobile graphics processing units

机译:OpenGL ES 2.0移动图形处理单元中可编程顶点处理器的设计

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Recent OpenGL ES 2.0 API Specification for embedded systems graphics operations requires programmable vertex shaders to process vertex data. In order to facilitate 3D coordinate transformation and lighting operations, vertex shaders usually contain single instruction multiple data (SIMD) datapath and a special function unit (SFU). In this paper, we present a new design of the vertex shader processor in which a recently proposed non-uniform segmentation is adopted in the design of the special function unit in order to reduce the sizes of lookup tables (LUTs). Both fixed-point and floating-point arithmetic are supported to satisfy the requirements of various precisions and ranges. Compared with recent similar implementations, the proposed design has satisfactory energy efficiency with performance normalized by power consumption.
机译:针对嵌入式系统图形操作的最新OpenGL ES 2.0 API规范要求使用可编程的顶点着色器来处理顶点数据。为了促进3D坐标转换和照明操作,顶点着色器通常包含单指令多数据(SIMD)数据路径和特殊功能单元(SFU)。在本文中,我们提出了一种顶点着色器处理器的新设计,其中在特殊功能单元的设计中采用了最近提出的非均匀分段,以减小查找表(LUT)的大小。支持定点和浮点算法,以满足各种精度和范围的要求。与最近的类似实施方案相比,该设计方案具有令人满意的能效,其性能已通过功耗标准化。

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