[0001] The present invention relates generally to graphics processors and, more particularly,
to graphics pipeline systems including transform, lighting and rasterization modules.
[0002] Three dimensional graphics are central to many applications. For example, computer
aided design (CAD) has spurred growth in many industries where computer terminals,
cursors, CRT's and graphics terminals are replacing pencil and paper, and computer
disks and tapes are replacing drawing vaults. Most, if not all, of these industries
have a great need to manipulate and display three-dimensional objects. This has lead
to widespread interest and research into methods of modeling, rendering, and displaying
three-dimensional objects on a computer screen or other display device. The amount
of computations needed to realistically render and display a three-dimensional graphical
object, however, remains quite large and true realistic display of three-dimensional
objects have largely been limited to high end systems. There is, however, an ever-increasing
need for inexpensive systems that can quickly and realistically render and display
three dimensional objects.
[0003] One industry that has seen a tremendous amount of growth in the last few years is
the computer game industry. The current generation of computer games is moving to
three-dimensional graphics in an ever increasing fashion. At the same time, the speed
of play is being driven faster and faster. This combination has fueled a genuine need
for the rapid rendering of three-dimensional graphics in relatively inexpensive systems.
In addition to gaming, this need is also fueled by e-Commerce applications, which
demand increased multimedia capabilities.
[0004] Rendering and displaying three-dimensional graphics typically involves many calculations
and computations. For example, to render a three dimensional object, a set of coordinate
points or vertices that define the object to be rendered must be formed. Vertices
can be joined to form polygons that define the surface of the object to be rendered
and displayed. Once the vertices that define an object are formed, the vertices must
be transformed from an object or model frame of reference to a world frame of reference
and finally to two-dimensional coordinates that can be displayed on a flat display
device. Along the way, vertices may be rotated, scaled, eliminated or clipped because
they fall outside the viewable area, lit by various lighting schemes, colorized, and
so forth. Thus the process of rendering and displaying a three-dimensional object
can be computationally intensive and may involve a large number of vertices.
[0005] A general system that implements such a pipelined system is illustrated in Prior
Art Figure
1. In this system, data source
10 generates a stream of expanded vertices defining primitives. These vertices are passed
one at a time, through pipelined graphic system
12 via vertex memory
13 for storage purposes. Once the expanded vertices are received from the vertex memory
13 into the pipelined graphic system
12, the vertices are transformed and lit by a transformation module
14 and a lighting module
16, respectively, and further clipped and set-up for rendering by a rasterizer
18, thus generating rendered primitives that are displayed on display device
20.
[0006] During operation, the transform module
14 may be used to perform scaling, rotation, and projection of a set of three dimensional
vertices from their local or model coordinates to the two dimensional window that
will be used to display the rendered object. The lighting module
16 sets the color and appearance of a vertex based on various lighting schemes, light
locations, ambient light levels, materials, and so forth. The rasterization module
18 rasterizes or renders vertices that have previously been transformed and/or lit.
The rasterization module
18 renders the object to a rendering target which can be a display device or intermediate
hardware or software structure that in turn moves the rendered data to a display device.
[0007] When manufacturing graphics processing systems, there is a general need to increase
the speed of the various graphics processing components, while minimizing costs. In
general, integration is often employed to increase the speed of a system. Integration
refers to the incorporation of different processing modules on a single integrated
circuit. With such processing modules communicating in a microscopic semiconductor
environment, as opposed to external buses, speed is vastly increased.
[0008] Integration if often limited, however, by a cost of implementing and manufacturing
multiple processing modules on a single chip. In the realm of graphics processing,
any attempt to integrate the transform, lighting, and rasterization modules for increased
speed would be cost prohibitive. The reason for this increase in cost is that the
required integrated circuit would be of a size that is simply too expensive to be
feasible.
[0009] This size increase is due mainly to the complexity of the various engines. High performance
transform and lighting engines alone are very intricate and are thus expensive to
implement on-chip, let alone implement with any additional functionality. Further,
conventional rasterizers are multifaceted with the tasks of clipping, rendering, etc.
making any cost-effective attempt to combine such module with the transform and lighting
modules nearly impossible.
[0010] US Pat. No. 5 963 210 discloses a method and system for providing a graphics processor. The method and
system include providing a transformation processor, providing a rasterizer coupled
to the transformation processor, and providing an interpolator coupled to the rasterizer.
[0011] US Pat. No. 5 951 672 discloses a method for synchronizing the operations of two threads in a multiprocessor
so as to execute a graphics data computation task with only one of the two threads.
[0012] There is therefore a need for a transform, lighting, and rasterization module having
a design that allows cost-effective integration.
DISCLOSURE OF THE INVENTION
[0013] A graphics pipeline system is provided for graphics processing. Such system includes
a transform module adapted for being coupled to a vertex attribute buffer for receiving
vertex data. The transform module serves to transform the vertex data from object
space to screen space. Coupled to the transform module is a lighting module which
is positioned on the single semiconductor platform for performing lighting operations
on the vertex data received from the transform module. Also included is a rasterizer
coupled to the lighting module and positioned on the single semiconductor platform
for rendering the vertex data received from the lighting module.
[0014] In one aspect of the present invention, the transform module is designed to facilitate
integration by including an input buffer adapted for being coupled to a vertex attribute
buffer for receiving vertex data therefrom. A multiplication logic unit has a first
input coupled to an output of the input buffer. Also provided is an arithmetic logic
unit having a first input coupled to an output of the multiplication logic unit. Coupled
to an output of the arithmetic logic unit is an input of a register unit.
[0015] An inverse logic unit is also provided including an input coupled to the output of
the arithmetic logic unit for performing an inverse or an inverse square root operation.
[0016] Further included is a conversion module coupled between an output of the inverse
logic unit and a second input of the multiplication logic unit. In use, the conversion
module serves to convert scalar vertex data to vector vertex data.
[0017] Memory is coupled to the multiplication logic unit and the arithmetic logic unit.
The memory has stored therein a plurality of constants and variables for being used
in conjunction with the input buffer, the multiplication logic unit, the arithmetic
logic unit, the register unit, the inverse logic unit, and the conversion module for
processing the vertex data. Finally, an output converter is coupled to the output
of the arithmetic logic unit for being coupled to the lighting module to output the
processed vertex data thereto.
[0018] To further assist integration, the lighting module includes a plurality of input
buffers adapted for being coupled to a transform system for receiving vertex data
therefrom. The input buffers include a first input buffer, a second input buffer,
and a third input buffer. An input of the first buffer, the second input buffer, and
the third input buffer are coupled to an output of the transform system.
[0019] Further included is a multiplication logic unit having a first input coupled to an
output of the first input buffer and a second input coupled to an output of the second
input buffer. An arithmetic logic unit has a first input coupled to an output of the
second input buffer. The arithmetic logic unit further has a second input coupled
to an output of the multiplication logic unit. An output of the arithmetic logic unit
is coupled to the output of the lighting system.
[0020] Next provided is a first register unit having an input coupled to the output of the
arithmetic logic unit and an output coupled to the first input of the arithmetic logic
unit. A second register unit has an input coupled to the output of the arithmetic
logic unit. Also, such second register has an output coupled to the first input and
the second input of the multiplication logic unit. A lighting logic unit is also provided
having a first input coupled to the output of the arithmetic logic unit, a second
input coupled to the output of the first input buffer, and an output coupled to the
first input of the multiplication logic unit.
[0021] Similar to the transform module, memory is coupled to at least one of the inputs
of the multiplication logic unit and the output of the arithmetic logic unit. The
memory has stored therein a plurality of constants and variables for being used in
conjunction with the input buffers, the multiplication logic unit, the arithmetic
logic unit, the first register unit, the second register unit, and the lighting logic
unit for processing the vertex data.
[0022] Together, the foregoing transform/lighting architecture may work with a rasterizer
that operates in homogeneous clip space to provide clip-less rasterization. This facilitates
the placement of all of the components on the single semiconductor platform. In order
to operate in homogeneous clip space, the rasterizer determines line equations for
lines that define a primitive upon receipt of the primitive from an adjoining set-up
module. Thereafter, a W-value is calculated using the line equations for points of
intersections of the lines. An area is then determined based on the calculated W-values.
Such area is representative of a portion of a display to be depicted. A space in the
area is then identified using the line equations for rendering pixels therein.
[0023] These and other advantages of the present invention will become apparent upon reading
the following detailed description and studying the various figures of the drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] The foregoing and other aspects and advantages are better understood from the following
detailed description of a preferred embodiment of the invention with reference to
the drawings, in which:
Figure 1 illustrates a prior art method of graphics processing;
Figure 1A is a flow diagram illustrating the various components of one embodiment of the present
invention implemented on a single semiconductor platform;
Figure 2 is a schematic diagram of a vertex attribute buffer (VAB) in accordance with one
embodiment of the present invention;
Figure 2A is a chart illustrating the various commands that may be received by VAB in accordance
with one embodiment of the present invention;
Figure 2B is a flow chart illustrating a method of loading and draining vertex attributes to
and from VAB in accordance with one embodiment of the present invention;
Figure 2C is a schematic diagram illustrating the architecture of the present invention employed
to implement the operations of Figure 2B;
Figure 3 illustrates the mode bits associated with VAB in accordance with one embodiment of
the present invention;
Figure 4 illustrates the transform module of the present invention;
Figure 4A is a flow chart illustrating a method of running multiple execution threads in accordance
with one embodiment of the present invention;
Figure 4B is a flow diagram illustrating a manner in which the method of Figure 4A is carried out in accordance with one embodiment of the present invention;
Figure 5 illustrates the functional units of the transform module of Figure 4 in accordance with one embodiment of the present invention;
Figure 6 is a schematic diagram of the multiplication logic unit (MLU) of the transform module
of Figure 5;
Figure 7 is a schematic diagram of the arithmetic logic unit (ALU) of the transform module
of Figure 5;
Figure 8 is a schematic diagram of the register file of the transform module of Figure 5;
Figure 9 is a schematic diagram of the inverse logic unit (ILU) of the transform module of
Figure 5;
Figure 10 is a chart of the output addresses of output converter of the transform module of
Figure 5 in accordance with one embodiment of the present invention;
Figure 11 is an illustration of the micro-code organization of the transform module of Figure
5 in accordance with one embodiment of the present invention;
Figure 12 is a schematic diagram of the sequencer of the transform module of Figure 5 in accordance with one embodiment of the present invention;
Figure 13 is a flowchart delineating the various operations associated with use of the sequencer
of the transform module of Figure 12;
Figure 14 is a flow diagram delineating the operation of the sequencing component of the sequencer
of the transform module of Figure 12;
Figure 14A is a flow diagram illustrating the components of the present invention employed for
handling scalar and vector components during graphics-processing;
Figure 14B is a flow diagram illustrating one possible combination 1451 of the functional components of the present invention shown in Figure 14A which corresponds to the transform module of Figure 5;
Figure 14C is a flow diagram illustrating another possible combination 1453 of the functional components of the present invention shown in Figure 14A;
Figure 14D illustrates a method implemented by the transform module of Figure 12 for performing a blending operation during graphics-processing in accordance with
one embodiment of the present invention;
Figure 15 is a schematic diagram of the lighting module of one embodiment of the present invention;
Figure 16 is a schematic diagram showing the functional units of the lighting module of Figure
15 in accordance with one embodiment of the present invention;
Figure 17 is a schematic diagram of the multiplication logic unit (MLU) of the lighting module
of Figure 16 in accordance with one embodiment of the present invention;
Figure 18 is a schematic diagram of the arithmetic logic unit (ALU) of the lighting module
of Figure 16 in accordance with one embodiment of the present invention;
Figure 19 is a schematic diagram of the register unit of the lighting module of Figure 16 in accordance with one embodiment of the present invention;
Figure 20 is a schematic diagram of the lighting logic unit (LLU) of the lighting module of
Figure 16 in accordance with one embodiment of the present invention;
Figure 21 is an illustration of the flag register associated with the lighting module of Figure
16 in accordance with one embodiment of the present invention;
Figure 22 is an illustration of the micro-code fields associated with the lighting module of
Figure 16 in accordance with one embodiment of the present invention;
Figure 23 is a schematic diagram of the sequencer associated with the lighting module of Figure
16 in accordance with one embodiment of the present invention;
Figure 24 is a flowchart delineating the manner in which the sequencers of the transform and
lighting modules are capable of controlling the input and output of the associated
buffers in accordance with one embodiment of the present invention;
Figure 25 is a diagram illustrating the manner in which the sequencers of the transform and
lighting modules are capable of controlling the input and output of the associated
buffers in accordance with the method of Figure 24;
Figure 25B is a schematic diagram of the various modules of the rasterizer of Figure 1A;
Figure 26 illustrates a schematic of the set-up module of the rasterization module of the present
invention;
Figure 26A is an illustration showing the various parameters calculated by the set-up module
of the rasterizer of Figure 26;
Figure 27 is a flowchart illustrating a method of the present invention associated with the
set-up and traversal modules of the rasterizer component shown in Figure 26;
Figure 27A illustrates sense points that enclose a convex region that is moved to identify an
area in a primitive in accordance with one embodiment of the present invention;
Figure 28 is a flowchart illustrating a process of the present invention associated with the
process row operation 2706 of Figure 27;
Figure 28A is an illustration of the sequence in which the convex region of the present invention
is moved about the primitive;
Figure 28B illustrates another example of the sequence in which the convex region of the present
invention is moved about the primitive;
Figure 29 is a flowchart illustrating an alternate boustrophedonic process of the present invention
associated with the process row operation 2706 of Figure 27;
Figure 29A is an illustration of the sequence in which the convex region of the present invention
is moved about the primitive in accordance with the boustrophedonic process of Figure
29;
Figure 30 is a flowchart illustrating an alternate boustrophedonic process using boundaries;
Figure 31 is a flowchart showing the process associated with operation 3006 of Figure 30;
Figure 31A is an illustration of the sequence in which the convex region of the present invention
is moved about the primitive in accordance with the boundary-based boustrophedonic
process of Figures 30 and 31;
Figure 32 is a flowchart showing the process associated with operation 2702 of Figure 27;
Figure 32A is an illustration showing which area is drawn if no negative W-values are calculated
in the process of Figure 32;
Figure 32B is an illustration showing which area is drawn if only one negative W-value is calculated
in the process of Figure 32; and
Figure 32C is an illustration showing which area is drawn if only two negative W-values are
calculated in the process of Figure 32.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0025] Figure
1 shows the prior art. Figures
1A - 32C show a graphics pipeline system of the present invention. Figure
1A is a flow diagram illustrating the various components of one embodiment of the present
invention. As shown, the present invention is divided into four main modules including
a vertex attribute buffer (VAB)
50, a transform module
52, a lighting module
54, and a rasterization module
56 with a set-up module
57. In one embodiment, each of the foregoing modules is situated on a single semiconductor
platform in a manner that will be described hereinafter in greater detail. In the
present description, the single semiconductor platform may refer to a sole unitary
semiconductor-based integrated circuit or chip.
[0026] The VAB
50 is included for gathering and maintaining a plurality of vertex attribute states
such as position, normal, colors, texture coordinates, etc. Completed vertices are
processed by the transform module
52 and then sent to the lighting module
54. The transform module
52 generates vectors for the lighting module
54 to light. The output of the lighting module
54 is screen space data suitable for the set-up module which, in turn, sets up primitives.
Thereafter, rasterization module
56 carries out rasterization of the primitives. It should be noted that the transform
and lighting modules
52 and
54 might only stall on the command level such that a command is always finished once
started.
[0027] In one embodiment, the present invention includes a hardware implementation that
at least partially employs Open Graphics Library (OpenGL
®) and D3D
™ transform and lighting pipelines. OpenGL
® is the computer industry's standard application program interface (API) for defining
2-D and 3-D graphic images. With OpenGL
®, an application can create the same effects in any operating system using any OpenGL
®-adhering graphics adapter. OpenGL
® specifies a set of commands or immediately executed functions. Each command directs
a drawing action or causes special effects.
[0028] Figure
2 is a schematic diagram of VAB
50 in accordance with one embodiment of the present invention. As shown, VAB
50 passes command bits
200 while storing data bits
204 representative of attributes of a vertex and mode bits
202. In use VAB
50 receives the data bits
204 of vertices and drains the same.
[0029] The VAB
50 is adapted for receiving and storing a plurality of possible vertex attribute states
via the data bits
204. In use after such data bits
204, or vertex data, is received and stored in VAB
50, the vertex data is outputted from VAB
50 to a graphics-processing module, namely the transform module
52. Further, the command bits
200 are passed by VAB
50 for determining a manner in which the vertex data is inputted to VAB
50 in addition to other processing which will be described in greater detail with reference
to Figure
2A. Such command bits
200 are received from a command bit source such as a microcontroller, CPU, data source
or any other type of source which is capable of generating command bits
200.
[0030] Further, mode bits
202 are passed which are indicative of the status of a plurality of modes of process
operations. As such, mode bits
202 are adapted for determining a manner in which the vertex data is processed in the
subsequent graphics-processing modules. Such mode bits
202 are received from a command bit source such as a microcontroller, CPU, data source
or any other type of source which is capable of generating mode bits
202.
[0031] It should be noted that the various functions associated with VAB
50 may be governed by way of dedicated hardware, software or any other type of logic.
In various embodiments, 64, 128, 256 or any other number of mode bits
202 may be employed.
[0032] The VAB
50 also functions as a gathering point for the 64 bit data that needs to be converted
into a 128-bit format. The VAB
50 input is 64 bits/cycle and the output is 128 bits/cycle. In other embodiments, VAB
50 may function as a gathering point for 128-bit data, and VAB
50 input may be 128 bits/cycle or any other combination. The VAB
50 further has reserved slots for a plurality of vertex attributes that are all IEEE
32 bit floats. The number of such slots may vary per the desires of the user. Table
1 illustrates exemplary vertex attributes employed by the present invention.
Table 1
Position: x,y,z,w |
Diffuse Color: r,g,b,a |
Specular Color: r,g,b |
Fog: f |
Texture0: s,t,r,q |
Texture1: s,t,r,q |
Normal: nx,ny,m |
Skin Weight: w |
[0033] During operation, VAB
50 may operate assuming that the x,y data pair is written before the z,w data pair since
this allows for defaulting the z,w pair to (0.0,1.0) at the time of the x,y write.
This may be important for default components in OpenGL
® and D3D
™. It should be noted that the position, texture0, and texture1 slots default the third
and fourth components to (0.0,1.0). Further, the diffuse color slot defaults the fourth
component to (1.0) and the texture slots default the second component to (0.0).
[0034] The VAB
50 includes still another slot
205 used for assembling the data bits
204 that may be passed into or through the transform and lighting module
52 and
54, respectively, without disturbing the data bits
204. The data bits
204 in the slot
205 can be in a floating point or integer format. As mentioned earlier, the data bits
204 of each vertex has an associated set of mode bits
202 representative of the modes affecting the processing of the data bits
204. These mode bits
202 are passed with the data bits
204 through the transform and lighting modules
52 and
54, respectively, for purposes that will be set forth hereinafter in greater detail.
[0035] In one embodiment, there may be 18 valid VAB, transform, and lighting commands received
by VAB
50. Figure
2A is a chart illustrating the various commands that may be received by VAB
50 in accordance with one embodiment of the present invention. It should be understood
that all load and read context commands, and the passthrough command shown in the
chart of Figure
2A transfer one data word of up to 128 bits or any other size.
[0036] Each command of Figure
2A may contain control information dictating whether each set of data bits
204 is to be written into a high double word or low double word of one VAB address. In
addition, a 2-bit write mask may be employed for providing control to the word level.
Further, there may be a launch bit that informs VAB controller that all of the data
bits
204 are present for a current command to be executed.
[0037] Each command has an associated stall field that allows a look-up to find information
on whether the command is a read command in that it reads context memory or is a write
command in that it writes context memory. By using the stall field of currently executing
commands, the new command may be either held off in case of conflict or allowed to
proceed.
[0038] In operation, VAB
50 can accept one input data word up to 128 bits (or any other size) per cycle and output
one data word up to 128 bits (or any other size) per cycle. For the load commands,
this means that it may take two cycles to load the data into VAB
50 to create a 128-bit quad-word and one cycle to drain it. For the scalar memories
in the lighting module
54, it is not necessary to accumulate a full quad-word, and these can be loaded in one
cycle/address. For one vertex, it can take up to 14 cycles to load the 7 VAB slots
while it only takes 7 cycles to drain them. It should be noted, however, that it is
only necessary to update the vertex state that changes between executing vertex commands.
This means that, in one case, the vertex position may be updated taking 2 cycles,
while the draining of the vertex data takes 7 cycles. It should be noted that only
1 cycle may be required in the case of the x,y position.
[0039] Figure
2B is a flow chart illustrating one method of loading and draining vertex attributes
to and from VAB
50 during graphics-processing. Initially, in operation
210, at least one set of vertex attributes is received in VAB
50 for being processed. As mentioned earlier, each set of vertex attributes may be unique,
and correspond to a single vertex.
[0040] In use the vertex attributes are stored in VAB
50 upon the receipt thereof in operation
212. Further, each set of stored vertex attributes is transferred to a corresponding one
of a plurality of input buffers of the transform module
52. The received set of vertex attributes is also monitored in order to determine whether
a received vertex attribute has a corresponding vertex attribute of a different set
currently stored in VAB
50, as indicated in operation
216.
[0041] Upon it being determined that a stored vertex attribute corresponds to the received
vertex attribute in decision
217, the stored vertex attribute is outputted to the corresponding input buffer of the
transform module
52 out of order. See operation
218. Immediately upon the stored vertex attribute being outputted, the corresponding incoming
vertex attribute may take its place in VAB
50. If no correspondence is found, however, ' each set of the stored vertex attributes
may be transferred to the corresponding input buffer of the transform module
52 in accordance with a regular predetermined sequence. Note operation
219.
[0042] It should be noted that the stored vertex attribute might not be transferred in the
aforementioned manner if it has an associated launch command. Further, in order for
the foregoing method to work properly, the bandwidth of an output of VAB
50 must be at least the bandwidth of an input of VAB
50.
[0043] Figure
2C is a schematic diagram illustrating the architecture of the present invention employed
to implement the operations of Figure
2B. As shown, VAB
50 has a write data terminal
WD, a read data terminal
RD, a write address terminal
WA, and a read address
RA terminal. The read data terminal is coupled to a first clock-controlled buffer
230 for outputting the data bits
204 from VAB
50.
[0044] Also included is a first multiplexer
232 having an output coupled to the read address terminal of VAB
50 and a second clock-controlled buffer
234. A first input of the first multiplexer
232 is coupled to the write address terminal of VAB
50 while a second input of the first multiplexer
232 is coupled to an output of a second multiplexer
236. A logic module
238 is coupled between the first and second multiplexers
232 and
236, the write address terminal of VAB
50, and an output of the second clock-controlled buffer
234.
[0045] In use the logic module
238 serves to determine whether an incoming vertex attribute is pending to drain in VAB
50. In one embodiment, this determination may be facilitated by monitoring a bit register
that indicates whether a vertex attribute is pending or not. If it is determined that
the incoming vertex attribute does have a match currently in VAB
50, the logic module
238 controls the first multiplexer
232 in order to drain the matching vertex attribute so that the incoming vertex attribute
may be immediately stored in its place. On the other hand, if it is determined that
the incoming vertex attribute does not have a match currently in VAB
50, the logic module
238 controls the first multiplexer
232 such that VAB
50 is drained and the incoming vertex attribute is loaded sequentially or in some other
predetermined order, per the input of the second multiplexer
236 which may be updated by the logic module
238.
[0046] As a result, there is no requirement for VAB
50 to drain multiple vertex attributes before a new incoming vertex attribute may be
loaded. The pending vertex attribute forces out the corresponding VAB counterpart
if possible, thus allowing it to proceed. As a result, VAB
50 can drain in an arbitrary order. Without this capability, it would take 7 cycles
to drain VAB
50 and possibly 14 more cycles to load it. By overlapping the loading and draining,
higher performance is achieved. It should be noted that this is only possible if an
input buffer is empty and VAB
50 can drain into input buffers of the transform module
52.
[0047] Figure
3 illustrates the mode bits associated with VAB
50 in accordance with one embodiment of the present invention. The transform/light mode
information is stored in a register via mode bits
202. Mode bits
202 are used to drive the sequencers of the transform module
52 and lighting module
54 in a manner that will be become apparent hereinafter. Each vertex has associated
mode bits
202 that may be unique, and can therefore execute a specifically tailored program sequence.
While, mode bits
202 may generally map directly to the graphics API, some of them may be derived.
[0048] In one embodiment, the active light bits (LIS) of Figure
3 may be contiguous. Further, the pass-through bit (VPAS) is unique in that when it
is turned on, the vertex data is passed through with scale and bias, and no transforms
or lighting is done. Possible mode bits
202 used when VPAS is true are the texture divide bits (TDV0,1), and foggen bits (used
to extract fog value in D3D
™). VPAS is thus used for pre-transformed data, and TDV0,1 are used to deal with a
cylindrical wrap mode in the context of D3D
™.
[0049] Figure
4 illustrates the transform module of one embodiment of the present invention. As shown,
the transform module
52 is connected to VAB
50 by way of 6 input buffers
400. In one embodiment, each input buffer
400 might be 7*128b in size. The 6 input buffers
400 each is capable of storing 7 quad words. Such input buffers
400 follow the same layout as VAB
50, except that the pass data is overlapped with the position data.
[0050] In one embodiment, a bit might be designated for each attribute of each input buffer
400 to indicate whether data has changed since the previous instance that the input buffer
400 was loaded. By this design, each input buffer
400 might be loaded only with changed data.
[0051] The transform module
52 is further connected to 6 output vertex buffers
402 in the lighting module
54. The output buffers include a first buffer
404, a second buffer
406, and a third buffer
408. As will become apparent hereinafter, the contents, i.e. position, texture coordinate
data, etc., of the third buffer
408 are not used in the lighting module
54. The first buffer
404 and second buffer
406 are both, however, used for inputting lighting and color data to the lighting module
54. Two buffers are employed since the lighting module is adapted to handle two read
inputs. It should be noted that the data might be arranged so as to avoid any problems
with read conflicts, etc.
[0052] Further coupled to the transform module
52 is context memory
410 and micro-code ROM memory
412. The transform module
52 serves to convert object space vertex data into screen space, and to generate any
vectors required by the lighting module
54. The transform module
52 also does processes skinning and texture coordinates. In one embodiment, the transform
module
52 might be a 128-bit design processing
4 floats in parallel, and might be optimized for doing 4 term dot products.
[0053] Figure
4A is a flow chart illustrating a method of executing multiple threads in the transform
module
52 in accordance with one embodiment of the present invention. In operation, the transform
module
52 is capable of processing 3 vertices in parallel via interleaving. To this end, 3
commands can be simultaneously executed in parallel unless there are stall conditions
between the commands such as writing and subsequently reading from the context memory
410. The 3 execution threads are independent of each other and can be any command since
all vertices contain unique corresponding mode bits
202.
[0054] As shown in Figure
4A, the method of executing multiple threads includes determining a current thread to
be executed in operation
420. This determination might be made by identifying a number of cycles that a graphics-processing
module requires for completion of an operation, and tracking the cycles. By tracking
the cycles, each thread can be assigned to a cycle, thus allowing determination of
the current thread based on the current cycle. It should be noted, however, that such
determination might be made in any desired manner that is deemed effective.
[0055] Next, in operation
422, an instruction associated with a thread to be executed during a current cycle is
retrieved using a corresponding program counter number. Thereafter, the instruction
is executed on the graphics-processing module in operation
424.
[0056] In one example of use, the instant method includes first accessing a first instruction,
or code segment, per a first program counter. As mentioned earlier, such program counter
is associated with a first execution thread. Next, the first code segment is executed
in the graphics-processing module. As will soon become apparent, such graphics-processing
module might take the form of an adder, a multiplier, or any other functional unit
or combination thereof.
[0057] Since the graphics-processing module requires more than one clock cycle to complete
the execution, a second code segment might be accessed per a second program counter
immediately one clock cycle after the execution of the first code segment. The second
program counter is associated with a second execution thread, wherein each of the
execution threads process a unique vertex.
[0058] To this end, the second code segment might begin execution in the graphics-processing
module prior to the completion of the execution of the first code segment in the graphics-processing
module. In use the graphics-processing module requires a predetermined number of cycles
for every thread to generate an output. Thus, the various steps of the present example
might be repeated for every predetermined number of cycles.
[0059] This technique offers numerous advantages over the prior art. Of course, the functional
units of the present invention are used more efficiently. Further, the governing code
might be written more efficiently when the multiple threading scheme is assumed to
be used.
[0060] For example, in the case where the graphics-processing module includes a multiplier
that requires three clock cycles to output an answer, it would be necessary to include
two no operation commands between subsequent operations such as a=b*c and d=e*a, since
"a" would not be available until after the three clock cycles. In the present embodiment,
however, the code might simply call d=e*a immediately subsequent a=b*c, because it
can be assumed that such code will be executed as one of three execution threads that
are called once every three clock cycles.
[0061] Figure
4B is a flow diagram illustrating a manner in which the method of Figure
4A is carried out. As shown, each execution thread has an associated program counter
450 that is used to access instructions, or code segments, in instruction memory
452. Such instructions might then be used to operate a graphics-processing module such
as an adder
456, a multiplier
454, and/or an inverse logic unit or register
459.
[0062] In order to accommodate a situation where at least two of the foregoing processing
modules are used in tandem, at least one code segment delay
457 is employed between the graphics-processing modules. In the case where a three-thread
framework is employed, a three-clock cycle code segment delay
457 is used. In one embodiment, the code segment delay
457 is used when a multiplication instruction is followed by an addition instruction.
In such case, the addition instruction is not executed until three clock cycles after
the execution of the multiplication instruction in order to ensure that time has elapsed
which is sufficient for the multiplier
456 to generate an output.
[0063] After the execution of each instruction, the program counter
450 of the current execution thread is updated and the program counter of the next execution
thread is called by module
458 in a round robin sequence to access an associated instruction. It should be noted
that the program counters might be used in any fashion including, but not limited
to incrementing, jumping, calling and returning, performing a table jump, and/or dispatching.
Dispatching refers to determining a starting point of code segment execution based
on a received parameter. Further, it important to understand that the principles associated
with the present multiple thread execution framework might also be applied to the
lighting module
54 of the graphics-processing pipeline of the present invention.
[0064] In the case where a three-thread framework is employed, each thread is allocated
one input buffer and one output buffer at any one time. This allows loading of three
more commands with data while processing three commands. The input buffers and output
buffers are assigned in a round robin sequence in a manner that will be discussed
later with reference to Figures
27 and
28.
[0065] The execution threads are thus temporally and functionally interleaved. This means
that each function unit is pipelined into three stages and each thread occupies one
stage at any one time. In one embodiment, the three-threads might be set to always
execute in the same sequence, i.e. zero then one then three. Conceptually, the threads
enter a function unit at t = clock modulo three. Once a function unit starts work,
it takes three cycles to deliver the result (except the ILU that takes six), at which
time the same thread is again active.
[0066] Figure
5 illustrates the functional units of the transform module
52 of Figure
4 in accordance with one embodiment of the present invention. As shown, included are
input buffers
400 that are adapted for being coupled to VAB
50 for receiving vertex data therefrom.
[0067] A memory logic unit (MLU)
500 has a first input coupled to an output of input buffers
400. As an option, the output of MLU
500 might have a feedback loop
502 coupled to the first input thereof.
[0068] Also provided is an arithmetic logic unit (ALU)
504 having a first input coupled to an output of MLU
500. The output of ALU
504 further has a feedback loop
506 connected to the second input thereof. Such feedback loop
502 may further have a delay
508 coupled thereto. Coupled to an output of ALU
504 is an input of a register unit
510. It should be noted that the output of register unit
510 is coupled to the first and second inputs of MLU
500.
[0069] An inverse logic unit (ILU)
512 is provided including an input coupled to the output of ALU
504 for performing an inverse or an inverse square root operation. In an alternate embodiment,
ILU
512 might include an input coupled to the output of register unit
510.
[0070] Further included is a conversion, or smearing, module
514 coupled between an output ofILU
512 and a second input of MLU
500. In use the conversion module
514 serves to convert scalar vertex data to vector vertex data. This is accomplished
by multiplying the scalar data by a vector so that the vector operators such as the
multiplier and/or adder may process it. For example, a scalar A, after conversion,
may become a vector (A,A,A,A). In an alternate embodiment, the smearing module
514 might be incorporated into the multiplexers associated with MLU
500, or any other component of the present invention. As an option, a register
516 might be coupled between the output of ILU
512 and an input of the conversion unit
514. Further, such register
516 might be threaded.
[0071] Memory
410 is coupled to the second input of MLU
500 and the output of ALU
504. In particular, memory
410 has a read terminal coupled to the second input of MLU
500. Further, memory
410 has a write terminal coupled to the output of ALU
504.
[0072] The memory
410 has stored therein a plurality of constants and variables for being used in conjunction
with the input buffer
400, MLU
500, ALU
504, register unit
510, ILU
512, and the conversion module
514 for processing the vertex data. Such processing might include transforming object
space vertex data into screen space vertex data, generating vectors, etc.
[0073] Finally, an output converter
518 is coupled to the output of ALU
504. The output converter
518 serves for being coupled to a lighting module
54 via output buffers
402 to output the processed vertex data thereto. All data paths except for the ILU might
be designed to be 128 bits wide or other data path widths may be used.
[0074] Figure
6 is a schematic diagram of MLU
500 of the transform module
52 of Figure
5 in accordance with one embodiment of the present invention. As shown, MLU
500 of the transform module
52 includes four multipliers
600 that are coupled in parallel.
[0075] MLU
500 of transform module
52 is capable of multiplying two four component vectors in three different ways, or
pass one four component vector. MLU
500 is capable of performing multiple operations. Table 2 illustrates such operations
associated with MLU
500 of transform module
52.
Table 2
CMLU_MULT o[0] = a[0]*b[0],o[1] = a[1]*b[1],o[2] = a[2]*b[2],o[3] = a[3]*b[3] |
CMLC_MULA o[0] = a[0]*b[0],o[1] = a[1]*b[1],o[2] = a[2]*b[2],o[3] = a[3] CMLU_MULB |
o[0] = a[0]*b[0],o[1] = a[1]*b[1],o[2] = a[2]*b[2],o[3] =b[3] |
CMLU_PASA o[0] = a[0],o[1]= a[1],o[2] = a[2],o[3] = a[3] |
CMLU_PASB o[0] = b[0],o[1] = b[1],o[2] = b[2],o[3] = b[3] |
[0076] Possible A and B inputs are shown in Table 3.
Table 3
MA_M |
MLU |
MA_V |
Input Buffer |
MA_R |
RLU (shared with MB_R) |
MB_I |
ILU |
MB_C |
Context Memory |
MB_R |
RLU (shared with MA_R) |
[0077] Table 4 illustrates a vector rotate option capable of being used for cross products.
Table 4
MR_NONE |
No change |
MR_ALBR |
Rotate A[XYZ] vector left, B[XYZ] vector right |
MR_ARBL |
Rotate A[XYZ] vector right, B[XYZ] vector left |
[0078] Figure 7 is a schematic diagram of ALU
504 of transform module
52 of Figure
5 in accordance with one embodiment of the present invention. As shown, ALU
504 of transform module
52 includes three adders
700 coupled in parallel/series. In use ALU
504 of transform module
52 can add two three component vectors, pass one four component vector, or smear a vector
component across the output. Table 5 illustrates various operations of which ALU
504 of transform module
52 is capable.
Table 5
CALU_ADDA |
o[0] = a[0]+b[0],o[1] = a[1]+b[1],o[2] = a[2]+b[2],o[3] = a[3] |
CALU_ADDB |
o[0] = a[0]+b[0],o[1] = a[1]+b[1],o[2] = a[2]+b[2],o[3] = b[3] |
CALU_SUM3B |
o[0123] = b[0] + b[1] + b[2] |
CALU_SUM4B |
o[0123] = b[0] + b[1] + b[2] + b[3] |
CALU_SMRB0 |
o[0123] b[0] |
CALU_SMRB1 |
o[0123] = b[1] |
CALU_SMRB2 |
o[0123] = b[2] |
CALU_SMRB3 |
o[0123] = b[3] |
CALU_PASA |
o[0] = a[0],o[1] = a[1],o[2] = a[2],o[3] = a[3] |
CALU_PASB |
o[0] = b[0],o[1] = b[1],o[2] = b[2],o[3] = b[3] |
[0079] Table 6 illustrates the A and B inputs of ALU
504 of transform module
52.
Table 6
AA_A |
ALU (one instruction delay) |
AA_C |
Context Memory |
AB_M |
MLU |
[0080] It is also possible to modify the sign bits of the A and B input by effecting no
change, negation of B, negation of A, absolute value A,B. It should be noted that
when ALU
504 outputs scalar vertex data, this scalar vertex data is smeared across the output
in the sense that each output represents the scalar vertex data. The pass control
signals of MLU
500 and ALU
504 are each capable of disabling all special value handling during operation.
[0081] Figure
8 is a schematic diagram of the vector register file
510 of transform module
52 of Figure
5 in accordance with one embodiment of the present invention. As shown, the vector
register file
510 includes four sets of registers
800 each having an output connected to a first input of a corresponding multiplexer
802 and an input coupled to a second input of the corresponding multiplexer
802.
[0082] In one embodiment of the present invention, the vector register file
510 is threaded. That is, there are three copies of the vector register file
510 and each thread has its own copy. In one embodiment, each copy contains eight registers,
each of which might be 128 bits in size and store four floats. The vector register
file
510 is written from ALU
504 and the output is fed back to MLU
500. The vector register file
510 has one write and one read per cycle.
[0083] In operation, it is also possible to individually mask a write operation to each
register component. The vector register file
510 exhibits zero latency when the write address is the same as the read address due
to a bypass path
511 from the input to the output. In this case, unmasked components would be taken from
the registers and masked components would be bypassed. The vector register file
510 is thus very useful for building up vectors component by component, or for changing
the order of vector components in conjunction with the ALU SMR operations (See Table
5). Temporary results might be also stored in the vector register file
510.
[0084] Figure
9 is a schematic diagram of ILU
512 of transform module
52 of Figure
5 in accordance with one embodiment of the present invention. As shown, ILU
512 of transform module
52 is capable of generating a floating-point reciprocal (1/D) and a reciprocal square
root (1/D^(1/2)). To carry out such operations, either one of two iterative processes
might be executed on a mantissa. Such processes might be executed with any desired
dedicated hardware, and are shown below:
|
Reciprocal (1/D) |
Reciprocal Square-root (1/D^(1/2)) |
|
xn+1 = xn(2-xn*D) |
xn+1 = (1/2)*xn(3-xn2*D) |
|
|
|
1) |
table look up for xn (seed) |
table look up for xn (seed) |
|
xn |
xn* xn |
|
|
|
2) |
1st iteration: multiply-add |
1st iteration: multiply-add |
|
2-xn*D |
3-xn2*D |
|
|
|
3) |
1st iteration: multiply |
1st iteration: multiply |
|
Xn(2-Xn*D) |
(1/2)*xn(3-xn2*D) |
|
|
|
4) |
2nd iteration: no-op |
2nd iteration: square |
|
pass xn+1 |
xn+12 |
|
|
|
5) |
2nd iteration: multiply-add |
2nd iteration: multiply add |
|
2-xn+1*D |
3-xn+12*D |
|
|
|
6) |
2nd iteration: multiply |
2nd iteration: multiply |
|
Xn+1 (2-xn+1*D) |
(1/2)*xn+1(3-xn+12*D) |
[0085] As shown, the two processes are similar, affording a straightforward design. It should
be noted that the iterations might be repeated until a threshold precision is met.
[0086] In operation, ILU
512 performs two basic operations including an inverse operation and inverse square root
operation. Unlike the other units, it requires six cycles to generate the output.
The input is a scalar, and so is the output. As set forth earlier, the threaded holding
register
516 at ILU
512 output is relied upon to latch the result until the next time a valid result is generated.
Further, the scalar output is smeared into a vector before being fed into MLU
500. The inverse unit
512 uses look-up tables and a two pass Newton-Raphson iteration to generate IEEE (Institute
of Electrical and Electronics Engineers) outputs accurate to within about 22 mantissa
bits. Table 7 illustrates the various operations that might be performed by ILU
512 of transform module
52.
Table 7
CILU_INV |
o = 1.0/a |
CILU_ISQ |
o = 1.0/sqrt(a) |
CILU_CINV |
o = 1.0/a (with range clamp) |
CILU_NOP |
no output |
[0087] The foregoing range clamp inversion operation of Table 7 might be used to allow clipping
operations to be handled by rasterization module
56. Coordinates are transformed directly into screen space that can result in problems
when the homogeneous clip space w is near 0.0. To avoid multiplying by 1.0/0.0 in
the perspective divide, the 1/w calculation is clamped to a minimum and a maximum
exponent.
[0088] In use the context memory
410 as shown in Figure
5 reads and writes only using quad-words. The memory can be read by MLU
500 or ALU
504 each cycle, and can be written by ALU
504. Only one memory read is allowed per cycle. If a read is necessary, it is done at
the start of an instruction and then pipelined down to ALU
504 three cycles later. Context memory
410 need not necessarily be threaded.
[0089] Figure
10 is a chart of the output addresses of output converter
518 of transform module
52 of Figure
5 in accordance with one embodiment of the present invention. The output converter
518 is responsible for directing the outputs to proper destinations, changing the bit
precision of data, and some data swizzling to increase performance. All data destined
for lighting module
54 is rounded to a 22 bit floating point format organized as S1E8M13 (one sign, eight
exponent, 13 mantissa bits). The destination buffers
402 as shown in Figure
4 in lighting module
54 are threaded.
[0090] Data swizzling is useful when generating vectors. Such technique allows the generation
of a distance vector (l,d,d*d) without penalty when producing a vector. The distance
vector is used for fog, point parameter and light attenuation. This is done with an
eye vector and light direction vectors. Table 8 illustrates the various operations
associated with such vectors. It should be noted that, in the following table, squaring
the vector refers to d
2 = dot[(x,y,z), (x,y,z)], and storing d
2 in the w component of (x,y,z).
Table 8
1. |
Square the vector |
(x,y,z,d*d) (output d*d to VBUF, 1.0 to VBUF) |
2. |
Generate inverse sqrt of d*d (1/d) |
|
3. |
Normalize vector |
(x/d,y/d,z/d,d) (output x/d,y/d,z/d to WBUF, d to VBUF) |
[0091] It should be noted that the math carried out in the present invention might not always
be IEEE compliant. For example, it might be assumed that "0" multiplied by any number
renders "0." This is particularly beneficial when dealing with the equations such
as d=d
2*1/(d
2)
1/2, where d=0. Without making the foregoing assumption, such equation would afford an
error, thus causing problems in making related computations.
[0092] Figure
11 is an illustration of the micro-code organization of transform module
52 of Figure
5 in accordance with one embodiment of the present invention. The transform module
micro-code might be arranged into 15 fields making up a total width of 44 bits. Fields
might be delayed to match the data flow of the units. MLU
500 operations are executed at a delay of zero, ALU operations are executed at a delay
of one, and RLU, output operations are executed at a delay of two. Each delay is equivalent
to three cycles.
[0093] Figure
12 is a schematic diagram of sequencer
1200 of transform module
52 of Figure
5 in accordance with one embodiment of the present invention. As shown in Figure
12, sequencer
1200 of transform module
52 includes a buffer
1202 adapted for receiving the mode bits from VAB
50 that are indicative of the status of a plurality of modes of process operations.
[0094] Also included is memory
412 capable of storing code segments that each are adapted to carry out the process operations
in accordance with the status of the modes. A sequencing module
1206 is coupled between memory
412 and a control vector module
1205 which is in turn coupled to buffer
1202 for identifying a plurality of addresses in memory
412 based on a control vector derived from mode bits
202. The sequencing module
1206 is further adapted for accessing the addresses in memory
412 for retrieving the code segments that might be used to operate transform module
52 to transfer data to an output buffer
1207.
[0095] Figure
13 is a flowchart delineating the various operations associated with use of sequencer
1200 of transform module
52 of Figure
12. As shown, sequencer
1200 is adapted for sequencing graphics-processing in a transform or lighting operation.
In operation
1320, mode bits
202 are first received which are indicative of the status of a plurality of modes of
process operations. In one embodiment, mode bits
202 might be received from a software driver.
[0096] Then, in operation
1322, pluralities of addresses are then identified in memory based on mode bits
202. Such addresses are then accessed in the memory in operation
1324 for retrieving code segments that each are adapted to carry out the process operations
in accordance with the status of the modes. The code segments are subsequently executed
with a transform or lighting module for processing vertex data. Note operation
1326.
[0097] Figure
14 is a flow diagram delineating the operation of the sequencing module
1206 of sequencer
1200 of transform module
52 of Figure
12. As shown, a plurality of mode registers
1430 each include a unique set of mode bits
202 which in turn correspond to a single vertex. It should be noted that mode registers
1430 are polled in a round robin sequence in order to allow the execution of multiple
execution threads in the manner set forth earlier during reference to Figures
4A and
4B.
[0098] Once the current execution thread is selected, a corresponding group of mode bits
202 are decoded in operation
1432. Upon mode bits
202 being decoded in operation
1432, a control vector is afforded which includes a plurality of bits each of which indicate
whether a particular code segment is to be accessed in ROM
1404 for processing the corresponding vertex data.
[0099] Upon determining whether a code segment should be accessed in ROM
1404 and executed, a pointer operation
1436 increments the current thread pointer to start the next execution thread to obtain
a second group mode bits
202 to continue a similar operation. This might be continued for each of the threads
in a round robin sequence.
[0100] Once the control vector has been formed for a particular group of mode bits
202, a priority encoder operation
1438 determines, or identifies, a next "1" or enabled, bit of the control vector. If such
a bit is found, the priority encoder operation
1438 produces an address in ROM
1404 corresponding to the enabled bit of the control vector for execution purposes.
[0101] Upon returning to the initial group of mode bits
202 after handling the remaining threads, and after the mode bits have been decoded and
the control vector is again available, a masking operation
1434 might be used to mask the previous "1", or enabled, bit that was identified earlier.
This allows analysis of all remaining bits after mask operation
1434.
[0102] The foregoing process might be illustrated using the following tables. Table 9 shows
a plurality of equations that might be executed on subject vertex data.
Table 9
R = (a ) |
R = (a + d*e ) |
R = (a + b*c + f) |
R = (a + b*c + d*e ) |
R = 1.0/(a ) |
R = 1.0/(a +1.0/(a + d*e ) |
R = 1.0/(a + b*c + f) |
R = 1.0/(a a + b*c + d*e ) |
[0103] As shown, there are four possibilities of products that might be summed in addition
to an inverse operation (a, b*c, d*e, f, and 1/x). Next, mode fields might be defined.
Table 10 illustrates a pair of mode fields, mode.y and mode.z, each having assigned
thereto a predetermined set of the operations of Table 9.
Table 10
mode.y[4] |
0: R = a |
|
1: R = a + d*e |
|
2: R = a + b*c + f |
|
3:R = a + b*c + d*e |
|
|
mode.z[2] |
0: R = R |
|
1: R = 1.0/R |
[0104] Thereafter, each of the operations might be positioned in memory with an associated
address. Table 11 illustrates a plurality of memory addresses each having an associated
operation. Also shown is a set of control vector definitions.
Table 11
ROM[0]: |
R = a |
ROM[1]: |
R=R+b*c |
ROM[2]: |
R = R + d*e ROM[3]: R = R + f |
ROM[4]: |
R = 1.0/R |
|
cv[0] = 1; |
cv[1] = (mode.y==2 ∥ mode.y=3) ? 1 : 0; |
cv[2] = (mode.y==1 ∥ mode.y==3) ? 1 : 0; |
cv[3] = (mode.y==2) ? 1 : 0; |
cv[4] = (mode.z==1) ? 1 : 0; |
[0105] Table 12 illustrates the execution of an example.
Table 12
R = a+d*e corresponds to: |
|
mode.y= 1; |
|
mode.z = 0; |
which in turn affords the following control vector:
cv[0] = 1; |
cv[1] = 0; |
cv[2] = 1; |
cv[3] = 0; |
cv[4] = 0; |
execution
first cycle:
cv[0] is TRUE so execute ROM[0] more TRUE values in control vector, so do not terminate
program
second cycle:
cv[1] is FALSE so keep looking
cv[2] is TRUE so execute ROM[2]
no more TRUE values in control vector, so terminate program
[0106] As such, sequencer
1200 of transform module
52 steps through a threaded control vector which is derived from threaded mode bits
202, and executes every ROM address whose corresponding control vector bit is set to "TRUE".
The control vector has the same length as the ROM. The sequencer
1200 is capable of stepping through an arbitrary control vector at the rate of one "1",
or enabled bit per a predetermined number of cycles. Commands that do not use mode
bits
202 might be executed by on-the-fly micro-code generation due to the simplicity thereof.
[0107] By representing such statuses by way of a unique string of mode bits
202, it is unnecessary to execute a plurality of if-then clauses in the graphics-processing
hardware to determine the statuses of the various operations. Improved performance
is thereby afforded. Conceptually, it is as if the if clauses in a program language
had been moved to sequencer
1200 which in turn instantly skips instructions with a "FALSE" condition, as indicated
by mode bits
202.
[0108] As indicated earlier, code segments are stored in the ROM which are capable of handling
the various statuses of the operations identified by the mode bits. In one embodiment
a separate code segment might be retrieved for handling each operation indicated by
the mode bits. In the alternative, a single comprehensive code segment might be written
for handling each or some combinations of operations that are possible. It should
be noted, however, that generating such large code segments for each combination of
operations requires additional code space, and it therefore might be beneficial to
modularize the code segments for only commonly used combinations of operations.
[0109] Since mode bits
202 do not change once the vertex commences execution, the control vector generation
might only have to be done once per vertex before entering the sequencer. Exceptions
to this might arise in some cases, however, such as lighting where operations might
be repeated. When the last vertex instruction is found, an end of sequence (EOS) signal
might be asserted. This in turn might be used to change the status of the input and
output buffers, and to allow the start of the next command in a manner that will be
set forth during reference to Figures
28A and
28B. It should be noted that the EOS signal is pipeline delayed for release of the destination
buffer similar to the manner in which the instructions are handled. See Figure
4B.
[0110] Figure
14A is a flow diagram illustrating the various functional components of the present invention
employed for integrating the handling of scalar and vector vertex data during graphics-processing.
As shown, one functional aspect
1440 includes inputting vector vertex data into a processing module, i.e. adder, multiplier,
etc., for outputting vector vertex data. In another functional aspect
1442, vector vertex data is processed by a vector processing module, i.e. adder, multiplier,
etc., which outputs scalar vertex data that is in turn converted, or smeared, again
into vector vertex data.
[0111] In yet another functional aspect
1444, vector vertex data is masked, thereby converted to scalar vertex data, after which
it is stored in memory, i.e. register logic unit, for the purpose of generating vector
vertex data. In still yet another functional aspect
1446, scalar vertex data is extracted by a vector processing module, i.e. adder, multiplier,
etc., which in turn is processed by a scalar processing module, i.e. inverse logic
unit, which renders scalar vertex data. This scalar vertex data is converted again
into vector vertex data.
[0112] Figure
14B is a flow diagram illustrating one possible combination
1451 of the functional components of the present invention shown in Figure
14A which corresponds to transform module
52 of Figure
5. It should be noted that functional aspects
1444 and
1446 might have delays associated therewith in a manner similar to that set forth earlier
during reference to Figure
4B. Figure
14C is a flow diagram illustrating yet another possible combination
1453 of the functional components of the present invention shown in Figure
14A.
[0113] Multiplexers might accomplish the extraction of the scalar vertex data from the vector
vertex data in the functional modules of Figures
14A-14C. Such multiplexers might also be responsible for any data swizzling that might be
required before processing by the various functional modules. In one embodiment, the
multiplexers might be capable of passing and rotating vector vertex data, and rely
on other graphics-processing modules such as an ALU for other processing. In yet another
embodiment, the multiplexers might be capable of arbitrarily rearranging attributes
independently without penalty.
[0114] Figure
14D illustrates a method in which the transform system is adapted for performing a blending,
or skinning operation during graphics-processing in a graphics pipeline via a hardware
implementation such as an application specific integrated circuit (ASIC). During processing
in the pipeline, in operation
1470, a plurality of matrices, a plurality of weight values each corresponding with one
of the matrices, and vertex data are received. It should be noted that an additional
set of matrices might be required for normal vertex data.
[0115] Subsequently, in operation
1472, a sum of a plurality of products is then calculated with each product being calculated
by the multiplication of the vertex data, one of the matrices and the weight corresponding
to the matrix. Such sum of products is then outputted in operation
1474 for additional processing.
[0116] In summary, the following sum of products might be calculated:

where
v = inputted vertex data
w = weight value
M = matrix
x = number of matrices
v' = vertex data for output to a processing module

where
n = inputted vertex data (normal vector)
w = weight value
I = inverted matrix (inverse transpose matrix)
x = number of inverted matrices
n' = vertex data for output to a procesing mdule (normal vector)

where
v" = C*v'
v' = sum of products from Equation #1
v' = [Sx, Sy, Sz, 1]' * P
P = projection matrix
vs = screen vector for display purposes
O = viewport offset
S = viewport scale
[0117] It should be noted that there are many ways to represent the weights w
i set forth hereinabove. For example, in Equations #1 and #2 above, it might be said
that i = 1...(x-1), leaving w
x (w
i where i = x) to be calculated by the equation 1-∑w
i. By representing the weights w
i in this way, it is ensured that all of the weights w sum to 1.
[0118] In one embodiment, the matrices might include model view matrices (M), and the sum
of products (v') might be outputted for additional processing by a lighting operation.
See Equation #1. This sum of products (v') might also be used to generate another
sum of products (v
s) for display purposes by using a composite matrix (C). See Equation #3. Still yet,
the matrices might include inverse matrices (I) and the vertex data might include
normal vector data (n). In such case, the additional processing might include a lighting
operation. See Equation #2.
[0119] Figure
15 is a schematic diagram of lighting module
54 in accordance with one embodiment of the present invention. As shown, lighting module
54 includes buffers
402 to which transform module
52 outputs the vertex data. As shown, buffer
408 bypasses lighting module
54 by way of the pathway
1501. Further coupled to lighting module
54 is a context memory
1500 and micro-code ROM memory
1502.
[0120] The lighting module
54 is adapted for handling lighting in addition to fog and point parameters. In use
lighting module
54 controls the buffer bypass pathway
1501, and calculates the diffuse, point size, and specular output colors as well as the
fog value. It should be noted that lighting module
54 employs the same mode bits
202 as transform module
52.
[0121] The lighting module
54 further requires less precision with respect to transform module
52, and therefore processes 22 bit floating point values (1.8.13 format) organized in
tri-words. Since the data of third buffer
408 is 128 bits, it utilizes bypass pathway
1501 around lighting module
54. The lighting module
54 is event driven and simultaneously executes three threads in a manner similar to
transform module
52 as was set forth earlier with reference to Figures
4A and
4B. It should be noted that lighting module
54 might require command launch approval from an outside source.
[0122] Figure
16 is a schematic diagram showing the functional units of lighting module
54 of Figure
15 in accordance with one embodiment of the present invention. As shown, included are
input buffers
402 adapted for being coupled to a transform system for receiving vertex data therefrom.
As set forth earlier, input buffers
402 include a first input buffer
404, a second input
406, and a third input buffer
408. An input of first buffer
404, second input buffer
406, and third input buffer
408 are coupled to an output of transform module
52. For bypass purposes, the output of third buffer
408 is coupled to the output of lighting module
54 via a delay
1608.
[0123] Further included is a MLU
1610 having a first input coupled to an output of first input buffer
404 and a second input coupled to an output of second input buffer
406. The output of MLU
1610 has a feedback loop
1612 coupled to the second input thereof. An arithmetic logic unit (ALU)
1614 has a first input coupled to an output of second input buffer
406. ALU
1614 further has a second input coupled to an output of MLU
1610. An output of ALU
1614 is coupled to the output of lighting module
54. It should be noted that the output of ALU
1614 and the output of the third input buffer
408 are coupled to the output of lighting module
54 by way of multiplexer
1616.
[0124] Next provided is a first register unit
1618 having an input coupled to the output of ALU
1614 and an output coupled to the first input of ALU
1614. A second register unit
1620 has an input coupled to the output of ALU
1614. Also, such second register
1620 has an output coupled to the first input and the second input ofMLU
1610.
[0125] A lighting logic unit (LLU)
1622 is also provided having a first input coupled to the output of ALU
1614, a second input coupled to the output of the first input buffer
404, and an output coupled to the first input of MLU
1610. It should be noted that the second input of LLU
1622 is coupled to the output of the first input buffer
404 via a delay
1624. Further, the output of LLU
1622 is coupled to the first input of MLU
1610 via a first-in first-out register unit
1626. As shown in Figure
16, the output of LLU
1622 is also coupled to the first input of MLU
1610 via a conversion module
1628. In operation, such conversion module
1628 is adapted for converting scalar vertex data to vector vertex data in a manner similar
to that of transform module
52.
[0126] Finally, memory
1500 is coupled to at least one of the inputs of MLU
1610 and the output of arithmetic logic unit
1614. In particular, memory
1610 has a read terminal coupled to the first and the second input of MLU
1610. Further, memory
1500 has a write terminal coupled to the output of ALU
1614.
[0127] The memory has stored therein a plurality of constants and variables for being used
in conjunction with input buffers
402, MLU
1610, ALU
1614, first register unit
1618, second register unit
1620, and LLU
1622 for processing the vertex data.
[0128] Figure
17 is a schematic diagram of MLU
1610 of lighting module
54 of Figure
16 in accordance with one embodiment of the present invention. As shown, MLU
1610 of lighting module
54 includes three multipliers
1700 in parallel. In operation, the present MLU
1610 is adapted to multiply two three component vectors, or pass one three component vector.
The multiplication of the three component vectors might be accomplished by way of
a dot product or a parallel multiply. Table 13 illustrates the operations that MLU
1610 of lighting module
54 is capable of performing.
Table 13
ZMLU_MULT |
o[0] = a[0]*b[0], o[1] = a[1*.b[1], o[2] = a[2]*b[2] |
ZMLU_PASA |
o[0] = a[0], o[1] =a[1], o[2] = a[2] |
ZMLU_PASB |
o[0] = b[0], o[1] = b[1], o[2] = b[2] |
[0129] Table 14 illustrates the possible A and B inputs of MLU
1610 of lighting module
54.
Table 14
MA_v |
VBUFFER |
MA_L |
LLU |
MA_R |
RLU[2,3] (shared with MB_R) |
MA_C |
Context memory (shared with MB_C) |
MB_M |
MLU |
MB_W |
WBUFFER |
MB_R |
RLU[2,3] (shared with MA_R) |
MB_C |
Context memory (shared with MA_C) |
[0130] Figure
18 is a schematic diagram of ALU
1614 of lighting module
54 of Figure
16 in accordance with one embodiment of the present invention. As shown, ALU
1614 includes three adders
1800 in parallel/series. In use ALU
1614 is capable of adding two three component vectors, or passing one three component
vector. Table 15 illustrates the various operations of which ALU
1614 of lighting module
54 is capable.
Table 15
ZALU_ADD |
o[0] = a[0]+b[0], o[1] = a[1]+b[1], o[2] = a[2]+b[2] |
ZALU_SUM3B |
o[012]=b[0]+b[1]+b[2] |
ZALU_PASA |
o[0] = a[0], o[1] = a[1], o[2] = a[2] |
ZALU_PASB |
o[0] = b[0], o[1] = b[1], o[2] = b[2] |
[0131] Table 16 illustrates the possible A and B inputs to ALU
1614 of lighting module 54.
Table 16
AA_W |
WBUFFER |
AA_R |
RLU[0,1] |
AB_M |
MLU |
[0132] Figure
19 is a schematic diagram of register units
1618 and
1620 of lighting module
54 of Figure
16 in accordance with one embodiment of the present invention. As shown, register units
1618 and
1620 each include two sets of registers
1900 each having an output connected to a first input of a corresponding multiplexer
1902 and an input coupled to a second input of multiplexer
1902.
[0133] Register units
1618 and
1620 of lighting module
54 are split into two registers for ALU
1614 and two registers for MLU
1610. In one embodiment, the registers are threaded. The register units
1618 and
1620 exhibit zero latency when a write address is the same as a read address due to a
bypass path from the input to the outputs.
[0134] Figure
20 is a schematic diagram of LLU
1622 of lighting module
54 of Figure
16 in accordance with one embodiment of the present invention. LLU
1622 is the lighting unit of lighting module
54. It is a scalar block that computes lighting coefficients later used to multiply the
light+material colors. LLU
1622 includes two MAC's, an inverter, four small memories, and a flag register.
[0135] The flag register is used to implement the conditional parts of the lighting equations.
The outputs are an ambient, diffuse, and specular coefficient. The scalar memories
contain variables used for the specular approximations and constants. The first location
of each memory contains 1.0 (for ctx0 and ctx2) and 0.0 (for ctx1 and ctx3). In one
embodiment, these are hardwired and do not need to be loaded.
[0136] In use LLU
1622 fundamentally implements the equation: (x + L) / (M*x+N). This equation is used to
approximate a specular lighting term. The inputs to LLU
1622 are from ALU
1614 of lighting module
54 and are the dot products used in the lighting equations. As set forth earlier, with
respect to Figure
16, there is an output FIFO
1626 between LLU
1622 and MLU
1610 which buffers coefficients until MLU
1610 needs them. In one embodiment, such FIFO
1626 might be threaded along with delays
1608 and
1624, and registers
1618 and
1620. Due to possible color material processing, it is unknown when the diffuse and specular
outputs are consumed by MLU
1610.
[0137] There is specially adapted hardware for dealing with the diffuse output alpha component
since lighting module
54 only deals with R,G,B components. Such specially adapted hardware is capable of outputting
two types of alpha components, namely vtx coloro [Tbuffer], and stored ctx [Ctx store].
The choice between the foregoing alpha components is governed by mode bits
202.
[0138] In operation, LLU
1622 calculates ambient (Ca), diffuse (Cde), and specular (Cs) coefficients of lighting.
These coefficients are then multiplied with the ambient, diffuse, and specular colors
to generate a light's contribution to the vertex color. Table 16A includes a list
of inputs received by LLU
1622 and the calculations carried out to generate the ambient (Ca), diffuse (Cde), and
specular (Cs) coefficients of lighting. It should be noted that any desired hardware
configuration might be employed to implement LLU
1622. In one embodiment, the specific configuration shown in Figure
20 might be employed.
Table 16A
Input definitions: |
n = normal vector |
(from transform engine) |
e = normalized eye vector |
(from transform engine) |
l = normalized light vector |
(from transform engine) |
s = spotlight vector*light vector |
(from transform engine) |
D = distance vector (1,d,d*d) |
(from transform engine) |
h = half angle vector |
(from lighting engine) |
K = attenuation constant vector (K0,K1,K2) |
(from context memory) |
The LLU might receive the following scalar data in carrying out its calculations: |
n*1 |
(from MLU/ALU) |
|
n*h |
(from MLU/ALU) |
|
K*D |
(from MLU/ALU) |
|
s |
(from transform engine) |
|
power0 |
(material exponent from ctx0-3 memory) |
|
power1 |
(spotlight exponent from ctx0-3 memory) |
|
|
range (from ctx0-3 memory) |
|
|
cutoff (from ctx0-3 memory) |
|
Infinite Light |
|
|
|
LLU Calculations: |
|
Ca= 1.0 |
|
|
Cd = n*1 |
|
|
Cs = (n*h)^power0 |
|
Local Light |
|
|
|
LLU Calculations: |
|
att = 1.0/(K*D) |
|
|
Ca = att |
|
|
Cd = att*(n*1) |
|
|
Cs = att*((n*h)^power0) |
|
Spot Light |
|
|
|
LLU Calculations: |
|
att = (s^power1)/(K*D) |
|
|
Ca = att |
|
|
Cd = att*(n*1) |
|
|
Cs = att*((n*h)^power0) |
|
[0139] As set forth above, the mode bits controlling the vertex sequencer might not necessarily
be changed by the vertex data itself or by any results derived from vertex data. To
allow vertex data to modify vertex processing, LLU
1622 employs a flag register
1623 is provided. Setting bits to TRUE in this flag register allows clamping to 0.0 of
calculation results if a flag is specified in the output control of the calculation.
Another use of the flag register
1623 would be in setting a write mask for register writes.
[0140] The flag register
1623 is provided in LLU
1622 for performing the if/then/else clamping to 0.0 in the lighting equations at no performance
penalty. The sign bit of various operands might set the flags. Table 16B illustrates
the manner in which the flags in flag register
1623 are set and the resulting clamping.
Table 16B
Infinite Light |
|
LLU Calculations: |
|
|
Dflag = sign bit of (n*l) |
|
Sflag = sign bit of (n*h) |
|
|
Clamp: |
|
|
|
|
Ca = (0 ) ? 0 : Ca; |
|
Cd = (Dflag ) ? 0 : Cd; |
|
Cs = (Dflag | Sflag) ? 0 : Cs; |
|
|
Local Light |
|
|
|
LLU Calculations: |
|
|
|
Rflag = sign bit of (range-d) |
|
Dflag = sign bit of (n*l) |
|
Sflag = sign bit of (n*h) |
|
|
Clamp: |
|
|
|
|
Ca = (Rflag ) ? 0 : Ca; |
|
Cd = (Rflag | Dflag ) ? 0 : Cd; |
|
Cs = (Rflag | Dflag | Sflag) ? 0 : Cs; |
|
|
Spot Light |
|
|
|
LLU Calculations: |
|
|
|
Cflag = sign bit of (s-cutoft) |
|
Rflag = sign bit of (range-d) |
|
Dflag = sign bit of (n*l) |
|
Sflag = sign bit of (n*h) |
|
|
Clamp: |
|
|
|
|
Ca = (Cflag | Rflag ) ? 0 : Ca; |
|
Cd = (Cflag | Rflag | Dflag ) ? 0 : Cd; |
|
Cs = (Cflag | Rflag | Dflag | Sflag) ? 0 : Cs; |
[0141] Figure
21 is an illustration of the organization of the flag register
1623 associated with lighting module
54 of Figure
16 in accordance with one embodiment of the present invention. The flag register
1623 contains
8 one bit flags and are set by the sign bit of the ALU (IFLAG) or MACO (MFLAG) outputs.
[0142] When LLU
1622 outputs a scalar value to MLU
1610 where it gets smeared into a tri-word, it specifies a mask for the flag register.
If the register & mask is true, 0.0 replaces the output. Table
17 illustrates the various flags of Figure
21 to be used in outputting ambient, diffuse, and specular attributes.
Table 17
Ambient Mask: |
C,R, U |
Diffuse Mask: |
D, C,R, U |
Specular Mask: |
D,S,C,R,T,U |
[0143] The approximation used for the specular term can go negative where the actual cos
(theta)**n would go to 0.0. As a result, it is necessary to perform a clamping operation.
For this, the T, U flags are used. Table 18 illustrates various operations of which
a functional logic unit(FLU)
1621 of LLU
1622 is capable. Note Figure
20.
Table 18
ZFLU_INV |
o = 1/a |
(mantissa accuracy - 12 bits) |
ZFLU_ISQ |
o = I/sqrt(a) |
(mantissa accuracy - 6 bits) |
ZFLU_PASS |
o=a |
|
ZFLU_PASS1 |
o = 1.0 |
|
ZFLU_MIN1 |
o = (a < 1.0) ? a : 1.0 |
|
ZFLU_NOP |
o = 0.0 |
|
[0144] Figure
22 is an illustration of the micro-code fields associated with lighting module
54 of Figure
16 in accordance with one embodiment of the present invention. As shown, the micro-code
of lighting module
54 is arranged into 33 fields making up a total width of 85 bits. Fields are delayed
to match the data flow of the units. The MLU operations are done at a delay of zero,
ALU operations are done at a delay of one, and RLU, LLU output operations are done
at a delay of two. Each delay is equivalent to three cycles.
[0145] Figure
23 is a schematic diagram of sequencer
2300 associated with lighting module
54 of Figure
16 in accordance with one embodiment of the present invention. As shown, sequencer
2300 of lighting module
54 includes an input buffer
2302 adapted for receiving mode bits
202 which are indicative of the status of a plurality of modes of process operations.
Also included is memory
1502 capable of storing code segments that each are adapted to carry out the process operations
in accordance with the status of the modes.
[0146] A sequencing module
2306 is coupled between memory
1502 and buffer
2302 for identifying a plurality of addresses in memory
1502 based on a control vector
2305 derived from the mode bits. The sequencing module
2306 is further adapted for accessing the addresses in memory
1502 for retrieving the code segments that might be used to operate lighting module
54.
[0147] The sequencer
2300 of lighting module
54 is similar to that of transform module
52. In operation, sequencer
2300 of lighting module
54 steps through a threaded control vector that is derived from threaded mode bits
202 and executes every ROM address whose corresponding control vector bit is set to "1".
The control vector has the same number of bits as the ROM has words. The sequencer
2300 can step through an arbitrary control vector at the rate of a single "1" or enabled
bit per a predetermined number of cycles for every thread. Commands that do not use
mode bits
202 are executed by on-the-fly micro-code generation. The main difference between sequencer
2300 of lighting module
54 and sequencer
1200 of transform module
52 is that sequencer
2300 of lighting module
54 can loop back and execute the lighting code up to eight times.
[0148] The sequencer
2300 of lighting module
54 has a light counter that starts at zero for each new vertex and increments by one
at the end of the micro-code sequence. If the LIS field of mode bits
202 contains a "1" in the matching bit field, sequencer
2300 goes back and starts over at the beginning of the lighting micro-code block. This
continues until a zero is found in the LIS field or eight lights have been done. Color
accumulation is done by incrementing (per light) the ALU registers that store the
diffuse and specular color. Automatic memory address indexing is done using the light
counter to fetch the correct parameters for each light.
[0149] Figure
24 is a flowchart delineating the method by which the sequencers of the transform and
lighting modules
52 and
54 are capable of controlling the input and output of the associated buffers in accordance
with one embodiment of the present invention. As shown, vertex data is initially received
in a buffer of a first set of buffers in operation
2420. The buffer in which the vertex data is received is based on a round robin sequence.
[0150] Subsequently, in operation
2422, an empty buffer of a second set of buffers is identified also based on a round robin
sequence. The transform module
52 is coupled between the first set of buffers and the second set of buffers. When the
empty buffer of the second set of buffers is identified, the vertex data is processed
in transform module and outputted from transform module to the identified empty buffer
of the second set of buffers. Note operations
2424 and
2426.
[0151] Similarly, an empty buffer of a third set of buffers, or slots or spaces in memory,
are identified based on a round robin sequence in operation
2428. The lighting module
54 is coupled between the second set of buffers and the third set of buffers. When the
empty buffer of the third set of buffers is identified, the vertex data is processed
in the lighting module, as indicated in operation
2430. The vertex data is subsequently outputted from lighting module
52 to the identified empty buffer of the third set of buffers. See operation
2432. It should be noted that the number of buffers, or slots in memory, is flexible and
might be changed.
[0152] Figure
25 is a diagram illustrating the method by which the sequencers of the transform and
lighting modules
52 and
54 are capable of controlling the input and output of the associated buffers in accordance
with the method of Figure
24. As shown, the first set of buffers, or input buffers
400, feed transform module
52 which in turn feed the second set of buffers, or intermediate buffers
404, 406. The second set of buffers
404, 406 feed lighting module
54 that drains to memory
2550.
[0153] In order carry out the method set forth in Figure
25, the slots of memory
2550 and the buffers of the first and second set are each assigned a unique identifier
upon initially receiving vertex data. Further, a current state of each buffer is tracked.
Such state might include an allocated state, a valid state, an active state, or a
done state.
[0154] The allocated state indicates that a buffer/slot is already allocated to receive
an output of the previous graphics-processing module, i.e. transform module or lighting
module. When a write pointer is scanning the buffers/slots in the round robin sequence,
a buffer/slot in the allocated state cause such write pointer to increment to the
next buffer or slot.
[0155] If a buffer/slot is in the valid state, the buffer/slot is available for receiving
vertex data. On the other hand, the active state indicates that a buffer/slot is currently
in an execution state, or receiving vertex data. This active status is maintained
until a thread is done after which a read pointer increments, thus placing the buffer/slot
back in the valid state. It should be noted that the first set of buffers
400 are only capable of being in the valid state since there is no previous graphics-processing
module to allocate them.
[0156] An example of a sequence of states will now be set forth. Upon receiving vertex data
in one of the first set of buffers
400 and a new set of command bits
200, such buffer is placed in the valid state, after which one of the second set of buffers
402, 404 is placed in the allocated state in anticipation of the output of transform module
52.
[0157] If none of the second set of buffers
404, 406 is available for allocation, the vertex data in the buffer of the first set
400 can not be processed. Further, a check might be done to determine whether the code
segments to be executed will interfere with any other code segments that are to be
simultaneously run. If so, the vertex data in the buffer of the first set
400 will not be processed and a stall condition initiated.
[0158] After one of the second set of buffers
404, 406 is placed in the allocated state, the buffer of the first set
400 is placed in the active state. When transform module
52 is finished execution, the buffer of the second set
404, 406 is read and then placed in the valid state. These state changes are similarly executed
during the transfer of vertex data between the second set
404, 406 and the slots of memory
2550.
[0159] Figure
25B illustrates the rasterizer module
56 that comprises a set-up module
57 and a traversal module
58. The rasterizer module
56 is adapted for performing area-based rasterization in an alternating manner. In particular,
a plurality of polygon-defining sense points are positioned on or near the primitive
after which line equations are evaluated at the points to determine which pixels reside
in the primitive. During operation, this evaluation is repeated as the points are
moved in an alternating manner for efficiency purposes. Further, the rasterizer module
56 might be adapted to operate without any clipping procedure.
[0160] Figure
26 illustrates a schematic of the set-up module
57 of rasterization module
56. As shown, the set-up module
57 includes a control section
61 that handles routing data and control signals to their appropriate functional units
in order to perform the desired floating-point calculations. The primitive sequencer
62 handles turning sequences of vertices into triangles, lines or points. Further, floating
point data path section
64 includes the multiplexers and floating point computation units that perform the math
required in the set-up unit.
[0161] With continuing reference to Figure
26, output formatting section
63 handles converting the internal floating point format of edge slopes and edge values
into integer formats suitable for the rasterizer since the rasterizer operates only
with integer values. Of course, in alternate embodiments, the rasterizer might use
a floating point thus obviating the need for output formatting section
63.
[0162] In operation, output formatting section
63 executes a block floating point conversion. As is well known, with a given number,
i.e. 2.34 e
10, floating point format tracks a mantissa (2.34) and an exponent (10) thereof. Block
floating point conversion essentially manipulates the decimal place of the mantissas
of incoming data such that the exponents are the same. To this end, the exponent need
not be handled in rasterizer module
56.
[0163] Figure
26A is an illustration showing the various parameters calculated by set-up module
57 of rasterizer module
56 of Figure
25B. Such parameters are required for rasterizer module
56 to perform the associated functions. Upon receipt of a primitive
2600, set-up module
57 calculates three values including slopes
2601 of the primitive
2600, a starting position
2602 and a starting value
2604.
[0164] The slopes
2601 are used to generate coefficients for line equations of the edges of the primitive
2600 to be used during rasterization. The slopes
2601 might, for example, be calculated by using equations #4 and #5 shown below.

where y
0,y
1 and x
0,x
1 are coordinates of vertices shown in Figure
26A.
[0165] It should be noted that the slopes might also be calculated using the coordinates
of the vertices by employing a simple rotation operation or the like.
[0166] The starting position
2602 indicates a starting point for area rasterization that will be set forth hereinafter
in greater detail. The starting value
2604 is equal to the area of the shaded triangle shown in Figure
26A and is also used during the area-based rasterization process. Such starting value
2604 is selected so that stepping the raster position about the screen while adding the
slope at each step will equal zero exactly when the raster position is on the edge.
Calculation of the starting value
2604 might be accomplished using Equation #6 below:

where x
s, y
s = starting position
2602
slopeA, slopeB = slopes of one of the edges based on coordinates of vertices shown in Figure 26A
x0,y0 = coordinates of one of the vertices of the edges shown in Figure 26A
[0167] It should be understood that the foregoing values might also be calculated for other
types of primitives. For example, in the case of a line, an extra slope must be calculated
for the four-sided bounding box. Such slope can be easily calculated by taking the
reciprocal of the slope of an opposite side of the bounding box. In addition to the
extra slope calculation, it is noted that another starting value needs to be calculated
in the case of the line primitive.
[0168] Figure
27 illustrates the method by which rasterizer module
56 handles one of a plurality of primitives, e.g. triangles. In particular, an initial
operation is first performed by set-up module
57 of rasterizer module
56. Upon receipt of a primitive, line equation coefficients of line equations are determined
for lines that define the primitive in operation
2700 using slopes
2601 of Figure
26A in a manner that is well known to those with ordinary skill in the art. As is well
known, three line equations are required to define a triangle. On the other hand,
a primitive such as a line is drawn as a rectangle or parallelogram with four sides
and four line equations.
[0169] Thereafter, in operation
2702, the line equation coefficients are modified if any primitive vertex(es) has a negative
W-coordinate. Additional information regarding this process will be set forth hereinafter
in greater detail with reference to Figure
32.
[0170] It should be noted that set-up module
57 of rasterizer module
56 also computes a bounding box of the primitive. For most triangles, the bounding box
includes the minimum and maximum values of the three vertexes. For lines, the four
parallelogram corners of the bounding box are calculated. For triangles or lines that
have a vertex with a negative W-coordinate, an area that is to be drawn extends beyond
the convex hull of the vertices.
[0171] One of the commands of OpenGL
® is a scissor rectangle which defines a boundary outside of which is not to be drawn.
The set-up module
57 of rasterizer module
56 calculates the intersection of the bounding box and the scissor rectangle. Since
the scissor rectangle is a rectangle, four additional line equations are afforded.
It should be noted that the line equations associated with the scissor rectangle have
a trivial form, i.e. horizontal or vertical.
[0172] Furthermore, in 3-D space, the near plane and far plane are parallel and at right
angles to the line of sight. In the case of the primitive being a triangle, three
vertexes are included which define a plane that might have any orientation. The intersections
of the plane of the primitive and the near and far planes include two lines with two
associated line equations.
[0173] Accordingly, each primitive has a total of nine or ten line equations depending on
whether it takes the form of a triangle or a line, respectively. Again, in the case
of the triangle, such line equations include the three line equations which define
the triangle, the four line equations defining the bounding box and the two line equations
which define the intersections of the plane in which the primitive resides, and near
and far planes.
[0174] With continuing reference to Figure
27, the process progresses in operation
2704 by positioning a plurality of points on or near the primitive. The starting position
2602 dictates such positioning, as shown in Figure
26A. Such points define an enclosed convex region and reside at corners of the convex
region. Figure
27A illustrates such sense points
2705 that enclose convex region
2707, e.g. a rectangle. In one embodiment, such rectangle might be 8x2 pixels in size.
Further, the points might be initially positioned to enclose a top vertex of the primitive.
As an option, this might be accomplished using truncation.
[0175] Once the primitive is positioned, the process is continued by traversal module
58 which begins in operation
2706 by processing rows of the primitive in a manner set forth below. After the processing
of each row, it is determined whether a jump position has been found in decision
2708. A jump position is a starting position for processing the next row and will be described
hereinafter in greater detail. If it is determined in decision
2708 that a jump position has been found, the sense points that define the convex region
are moved thereto in operation
2710. If, however, it is determined that a jump position has not been found, the process
is ended. It should be noted that, in an alternate embodiment, columns, diagonals
or any other type of string might be processed in operation
2706 instead of rows.
[0176] Figure
28 is a flowchart illustrating a process of the present invention associated with the
process row operation
2706 of Figure
27. As shown, the process begins by computing the sense points in operation
2800 in order to determine whether the polygon-defining sense points might be moved right
in decision
2801. Such decision is made based on the position of the rightmost sense points. If the
rightmost sense points are not positioned outside the same edge or edges of the primitive,
rightward movement is permitted and a position (X and Y coordinates) to the right
of the current position is stored as a snap location in operation
2802. If, however, both rightmost sense points are positioned outside one or more edges
of the primitive, rightward movement is not permitted and operation
2802 is skipped.
[0177] Next, the line equations are evaluated at the points of the convex region, e.g. rectangle,
in operation
2804. The evaluation includes determining if the points reside in the primitive. Such determination
as to whether the points reside in the primitive might include determining whether
the evaluation of each of the line equations renders a positive value or a negative
value at each of the sense points.
[0178] The line equations can be formulated to be positive inside the primitive and negative
outside. Inclusive edges, for which pixels that lie exactly on the edge should be
drawn, evaluate to zero and might be treated as positive. Exclusive edges, which should
not be drawn, can be made negative by initially subtracting a value of one from the
starting line equation value. Thus pixels on exclusive edges evaluate to a negative
value (-1) instead of a positive zero. This permits the sense point interpretation
to ignore the inclusive/exclusive policy and just test the line equation sign.
[0179] After the line equations are evaluated at the points, it is determined whether a
current position of the sense points constitutes a jump position in decision
2806. It should be noted that a jump position is stored only if the two bottom sense points
are not both outside an edge. If it is determined in decision
2806 that a jump position has been found, the jump position is calculated and stored (or
replaces a previously stored jump position if existent) in operation
2808. If not, however, operation
2808 is skipped.
[0180] With continuing reference to Figure
28, it is then determined in decision
2810 whether leftmost sense points are both outside an edge of the primitive. Again, this
process entails determining whether the evaluation of the line equations at both of
the leftmost sense points renders positive or negative values. In particular, upon
computation of the coefficients of the nine or ten edge equations at the pertinent
sense points, nine or ten values are rendered that have nine or ten sign bits. To
determine if the current side is completely outside any edge, for example, the present
invention AND's the ten sign bits from the two sense points together. If any bit(s)
survive, then both points are outside that edge.
[0181] If it is determined that the leftmost sense points are not both outside an edge of
the primitive, it is concluded that there still remains further portions of the primitive
to be considered in the leftward direction, and the sense points are moved left in
operation
2812. If it is determined in decision
2810 that both leftmost sense points are indeed outside the edge of the primitive, it
is concluded that there no longer remains further portions of the primitive to be
considered in the leftward direction. Next, in decision
2814, it is determined whether there is a snap location that resulted from operation
2802.
[0182] If it is determined in decision
2814 that a snap location does not exist, the process is done. If, however, a snap location
does exist, the sense points are moved to the snap location in operation
2816. Thereafter, operations similar to those of operations
2804-2812 are executed to map a right side of the primitive. This begins in operation
2818 by the line equations being evaluated at the points of the convex region.
[0183] After the line equations are evaluated at the points, it is determined whether a
current position of the sense points constitutes a jump position in decision
2820. If it is determined in decision
2806 that a jump position has been found, the jump position is calculated and stored in
operation
2822. If not, however, operation
2822 is skipped.
[0184] With continuing reference to Figure
28, it is then determined in decision
2824 whether rightmost sense points are both outside an edge of the primitive. If it is
determined that the rightmost sense points are not both outside an edge of the primitive,
it is concluded that there still remains further portions of the primitive in the
rightward direction to be considered, and the sense points are moved right in operation
2826. If it is determined in decision
2824 that both rightmost sense points are outside the edge of the primitive, it is concluded
that there no longer remains further portions of the primitive to be considered in
the rightward direction, and the instant process is done.
[0185] Figures
28A and
28B are illustrations of the sequence in which the sense points of the present invention
might be moved about the primitive
2850. It should be noted that various alterations might include determining whether the
points can go left in decision
2800 and proceeding right initially. Further, the line equations might be defined to indicate
whether the points are inside or outside the primitive in any desired way.
[0186] To avoid stepping in a repeating loop, the present invention thus employs an overall
direction of movement during rasterization. The initial implementation proceeds top-down,
visiting every convex region on a row before stepping down to the next. By processing
rows top-down as well as never stepping right then left or left then right, loops
are thus avoided.
[0187] An example of the foregoing process might be shown with reference to the polygon-defining
points, P1, P2, P3 and P4 of Figure
27A. In operation, pairs of adjacent sense points can be examined to determine whether
stepping in their direction would be productive. For example, if both P3 and P4 in
Figure
27A were outside of an edge of a polygon, but P1 and/or P2 are not, then clearly the
drawable inside region lies to the left, not to the right. Thus the sense points should
not move right. Conversely, if both P3 and P4 are inside all the edges, then there
is a drawable area just beyond P3 and P4, and stepping right is appropriate. Indeed,
if P3 and P4 were not outside the same edge or edges, stepping right would be productive.
This same logic applies to stepping upwards guided by P1 and P3, or stepping left
guided by P1 and P2, or stepping downwards based on P2 and P4.
[0188] The foregoing process thus moves, or steps, the convex region defined by the points
around the inside of the primitive, using sense points as a guide. Since the convex
region defined by the points might be large, many pixels might be tested simultaneously.
During use, if all sense points are inside all edges of the primitive, then all the
enclosed pixels must be drawable (assuming a convex primitive). A significant advantage
is afforded by testing the corners, namely the ability of proving an arbitrary area
of the primitive is inside, outside or split. Only in the latter case do the individual
pixels in the convex region defined by the points need to be tested. In such case,
the pixels in the convex region defined by the points might be tested one-by-one or
by another method in order to determine whether they reside in the primitive. Furthermore,
the sense points might reduce the amount of further testing required by defining which
edges(s) split the area and which do not.
[0189] Figure
29 is a flowchart illustrating an alternate boustrophedonic process of the present invention
associated with the process row operation
2706 of Figure
27. As shown, it is first determined in decision
2900 whether a previous movement was in a first or second direction. If there was not
any actual previous movement, a default previous movement might be assumed. If it
is determined in decision
2900 that the previous movement was in a second direction, the line equations are evaluated
at the points of the convex region, e.g. a rectangle, in operation
2902 in a manner similar to operation
2804 of Figure
28.
[0190] With continuing reference to Figure
29, it is subsequently determined in decision
2904 as to whether sense points of a first side of the rectangle are both outside an edge
of the primitive. If not, the sense points are moved or stepped in the first direction
in operation
2906. Upon it being determined that the sense points of the first side of the rectangle
are both outside an edge of the primitive, it is then determined in decision
2905 whether the points can be moved downwardly or, in other words, whether the current
position constitutes a jump position. If so, a jump position is calculated and stored
in operation
2908 after which the process is done.
[0191] On the other hand, if it is determined in decision
2900 that the previous movement was in a first direction, operations similar to those
of operation
2902-2908 are carried out. In particular, the line equations are evaluated at the points of
the convex region, e.g. a rectangle, in operation
2910. It is then determined in decision
2912 as to whether sense points of a second side of the rectangle are both outside an
edge of the primitive. If not, the sense points are moved or stepped in the second
direction in operation
2914. Upon it being determined that the sense points of the second side of the rectangle
are both outside an edge of the primitive, it is then determined in decision
2913 whether the points can be moved downwardly or, in other words, whether the current
position constitutes a jump position. If so, a jump position is calculated and stored
in operation
2916 after which the process is done.
[0192] Figure 29A is an illustration of the sequence in which the sense points of the present
invention are moved about the primitive in accordance with the boustrophedonic process
of Figure 29. The foregoing boustrophedonic rasterization constrains the sequence
to obey certain rules that offer better performance for hardware. As shown, the boustrophedonic
rasterization affords a serpentine pattern that folds back and forth. A horizontal
boustrophedonic sequence, for example, might generate all the pixels within a primitive
triangle that are on one row from left to right, and then generate the next row right
to left, and so on. Such a folded path ensures that an average distance from a generated
pixel to recently previously generated pixels is relatively small.
[0193] Generating pixels that are near recently previously generated pixels is important
when recent groups of pixels and/or their corresponding texture values are kept in
memories of a limited size. The boustrophedonic sequence more often finds the pixels
or texture values already loaded into such memories, and therefore repeating the memory
load occurs less often.
[0194] As an option, at least one boundary might be used which divides the primitive into
a plurality of portions prior to rasterization. In operation, the points might be
moved in each of the portions separately. Further, the points might be moved through
an entirety of a first one of the portions before being moved in a second one of the
portions.
[0195] Figure
30 is a flowchart illustrating an alternate boustrophedonic process using boundaries.
As an option, the decision whether to use boundaries might be based on a size of the
primitive. As shown in Figure
30, the boustrophedonic process which handles boundaries is similar to that of Figure
27 with the exception of an additional operation
3000 wherein at least one boundary is defined which divides the primitive into a plurality
of portions or swaths.
[0196] With continuing reference to Figure
30, an additional decision
3001 follows the completion of every portion of the primitive. In particular, it is determined
in decision
3001 whether a start position of an adjacent portion was found in operation
3006. If so, the convex region defined by the sense points is moved to a start position
of an adjacent portion of the primitive in operation
3002 and operations
3004-3010 are repeated for the new portion of the primitive. Further information relating to
the determination of the start position in operation 3006 will be set forth in greater
detail during reference to Figure
31.
[0197] Figure
31A is an illustration of the process by which the convex region of the present invention
is moved about the primitive in accordance with the boundary-based boustrophedonic
process of Figure
30. As shown, the first portion that is processed is that which includes the topmost
vertex of the primitive. During operation, a left neighboring portion is processed
after which the adjacent left neighboring portion is processed and so on. This is
continued until there are no remaining left neighboring portions. Next, a neighboring
portion to the right of the first portion is processed after which the adjacent right
neighboring portion is processed and so on until all of the right neighboring portions
are processed. It should be appreciated that other types of ordering schemes might
be utilized per the desires of the user.
[0198] Figure
31 is a flowchart showing the process associated with the process row operation
3006 of Figure
30. Such process is similar to the boustrophedonic process of Figure
29 with the exception of decisions
3118 through
3121. Decisions
3118 and
3120 both determine whether any of the sense points have passed any boundary. Only if
it is determined that the sense points are still within the boundaries is the respective
loop continued.
[0199] In operations
3119 and
3121, starting positions of adjacent portions of the primitive are sought and stored when
it is determined in decisions
3118 and
3120 that any sense points of the convex region have passed any boundary, respectively.
As shown in Figure
31 A, such starting positions
3126 are each defined as being the topmost point of a portion of the primitive existent
beyond a boundary. By storing this position, a starting point is provided when the
process is repeated for the adjacent boundary-defined portion of the primitive.
[0200] It should be noted that operations
3119 and
3121 are both performed while processing the first portion of the primitive. While not
expressly shown in Figure
31, only a first one of such operations is performed when processing portions to the
left of the first portion, while only a second one of such operation is performed
when processing portions to the right of the first portion. In other words, when processing
portions to the left of the first portion, starting positions are only determined
when a leftmost boundary of the currently processed portion has been exceeded. Similarly,
when processing portions to the right of the first portion, starting positions are
only determined when a rightmost boundary of the currently processed portion has been
exceeded.
[0201] Using boundaries during rasterization solves a very critical problem during pipeline
processing. If a primitive is very wide, the storage associated with the pixels of
a single row might not fit in a limited-size memory. Rasterization with boundaries
divides the triangle into limited-width rows (or columns), and generates all the pixels
within such a portion before moving on to the next portion.
[0202] For example, even if a triangle is 100 pixels wide, a limited-size pixel or texture
memory might only hold information for the previous 20 pixels. Constraining the pixel
sequence to stay within ten-pixel-wide vertical portions allows all the pixels on
the previous and current rows to fit in the memory. This means that a boustrophedonic
sequence within a boundary-defined portion would always have the previous pixel on
the current row (if any) in the memory, as well as the pixels in the row above (if
any) in the memory as well.
[0203] Most underlying memory systems transfer blocks of data with a certain overhead per
block. Small accesses to the memory system are penalized heavily by this overhead.
In order to be efficient, larger accesses are employed and the rest of the block is
maintained in case it might be used next. Beyond that, a cache memory system keeps
a plurality of these recent blocks, increasing the probability that memory accesses
can be avoided.
[0204] The boustrophedonic sequence of the present invention exploits the single-retained-block
concept when it reverses and handles pixels immediately below one end of the current
line. Further, the boustrophedonic sequence exploits cache when it limits rasterization
to portions of a particular size. Specifically, two scanlines within a portion should
fit in the cache, so throughout the second scanline, benefits might be incurred from
cache storage of the first scanline.
[0205] There is no constraint on the sequence or number of boundary-defined portions. Although
the present description uses the example of vertical portions and a horizontal boustrophedonic
pattern, similar principles might extend to horizontal portions, vertical boustrophedonic
patterns or even to diagonal portions and patterns. In one embodiment, the length
of the strings (e.g. rows, columns, diagonals, etc.) might be each limited to be less
than a dimension of the primitive along which the string resides.
[0206] Figure
32 is a flowchart showing the process associated with operation
2702 of Figure
27. The instant process is designed to handle a primitive with portions that reside behind
the eye. These outlying portions might cause problems in subsequent rasterization
operations. To accomplish this, the instant process employs a variable, W that is
commonly used for projection i.e., for viewing objects in perspective. The variable
W is a number that the other coordinates, X, Y and Z, are divided by in order to make
nearby things larger and far things smaller. The variable W is representative of a
distance between a center of projection and the corresponding vertex.
[0207] As shown in Figure
32, a primitive is first received that is defined by a plurality of vertices. Each of
such vertices includes a W-value. Upon the receipt of the primitive, the set-up module
serves to define lines that characterize the primitive based on the vertices. Note
operation
3200.
[0208] The W-values are then analyzed in decision
3202. As shown, if one of the W-values is negative, a line equation for a line opposite
the vertex having the negative value is flipped in operation 3204. In other words,
the coefficients of the line equation are multiplied by -1. Further, if two of the
W-values are negative, line equations for lines connecting the vertex having a positive
W-value and each of the vertexes having negative W-values are flipped in operation
3206. If three of the W-values are negative, a cull condition
3207 occurs where the present invention culls the triangle. Still yet, if none of the
W-values are negative, no additional action is taken.
[0209] Figures
32A - 32C illustrate the manner in which flipping line equations affects which portion of the
screen is processed. Figure
32A shows the case where none of the W-values are negative and the line equations are
left unaltered. As shown, an interior portion of the primitive is filled in such case.
[0210] Figure
32B shows the case where one of the W-values is negative and which of the line equations
is flipped accordingly. As shown, the portion of the primitive opposite the vertex
is filled in the present case. In particular, the area to be drawn is bounded by two
lines that are co-linear with the two triangle sides sharing the -W vertex, and further
bounded by a side of the triangle that shares the two +W vertexes.
[0211] Figure
32C shows the case where two of the W-values are negative and which of the line equations
are flipped accordingly. As shown, the portion of the primitive opposite the vertexes
is filled using the methods and/or processes set forth hereinabove with reference
to Figures
27-32. In other words, the area to be drawn is bounded by two lines that are co-linear with
the two triangle sides sharing the +W vertex, and further contiguous to the +W vertex.
[0212] The present invention is thus capable of handling all three of the foregoing cases.
If part of the triangle is beyond the near and/or far plane, it draws only the portion
within those planes. If the triangle has one or two negative Z vertexes, only the
correct +Z portion is drawn.
[0213] Even if all vertexes are off-screen, and the triangle extends from behind the eye
to beyond the far plane, whatever pixels are inside the triangle and on the screen
and have Z between the near and far limits. The present invention ensures that little
time is wasted exploring bad pixels. This is possible because all clipping, by screen
edge or the near or far plane, always results in a convex region on-screen which can
be explored easily.
[0214] A problem sometimes arises when the starting point is not inside the area to be filled.
This can occur if the top vertex is off-screen or is clipped by the near or far plane.
In this case, the traversal stage must search for the top point of the drawn region,
starting from above. It can do this efficiently by being guided by the signs of the
triangle edge slopes and the Z slope. It can test the triangle line equations to discover
it is outside the drawn region and why. When it knows what edge(s) and/or Z limit
it is outside of, it knows what direction(s) to step that brings it closer to that
edge or limit. By moving horizontally in preference to vertically (when there is a
choice), searching for the drawn region guarantees it finds the top drawable pixel
if there is one. This problem also occurs with external (-W) triangles that open up.
In this case, the drawn area extends above all three vertexes.
[0215] In one embodiment of the present invention, traversal proceeds from top to bottom
of the triangle. The starting point is the top vertex of the triangle if none have
a negative W-value and the top vertex is in the scissor rectangle. Otherwise, a point
on the top of the scissor rectangle is chosen. Since traversal always begins within
the scissor rectangle and never ventures out of it, only the portion of the triangle
within the scissor rectangle is ever drawn, even if the area enclosed by the edges
extends far beyond the scissor rectangle. In this way, simple scissor rectangle-edge
clipping is effected.
[0216] While various embodiments have been described above, it should be understood that
they have been presented by way of example only, and not limitation. Thus, the breadth
and scope of a preferred embodiment should not be limited by any of the above-described
exemplary embodiments, but should be defined only in accordance with the following
claims and their equivalents.