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Heuristics for improving performance in a tile based architecture

机译:在基于图块的体系结构中提高性能的启发式方法

摘要

One embodiment of the present invention includes a technique for processing graphics primitives in a tile-based architecture. The technique includes storing, in a buffer, a first plurality of graphics primitives and a first plurality of state bundles received from the world-space pipeline. The technique further includes determining, based on a first condition, that the first plurality of graphics primitives should be replayed from the buffer, and, in response, replaying the first plurality of graphics primitives against a first tile included in a first plurality of tiles. Replaying the first plurality of graphics primitives includes comparing each graphics primitive against the first tile to determine whether the graphics primitive intersects the first tile, determining that one or more graphics primitives intersects the first tile, and transmitting the one or more graphics primitives and one or more associated state bundles to a screen-space pipeline for processing.
机译:本发明的一个实施例包括一种用于在基于图块的架构中处理图形图元的技术。该技术包括在缓冲器中存储从世界空间管线接收的第一多个图形基元和第一多个状态束。该技术还包括:基于第一条件,确定应当从缓冲器中重放第一多个图形图元,并且作为响应,针对包括在第一多个图块中的第一图块重放第一多个图形图元。重放第一多个图形图元包括:将每个图形图元与第一图块进行比较,以确定该图形图元是否与第一图块相交;确定一个或多个图形图元与第一图块相交;以及传输一个或多个图形图元与一个或多个图元。更多相关的状态包将绑定到屏幕空间管道进行处理。

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