发明名称 Determining a working set of texture maps
摘要 A system and method for tracking and reporting texture map levels of detail that are computed during graphics processing allows for efficient management of texture map storage. Minimum and/or maximum pre-clamped texture map levels of detail values are tracked by a graphics processor and an array stored in memory is updated to report the minimum and/or maximum values for use by an application program. The minimum and/or maximum values may be used to determine the active set of texture map levels of detail that is loaded into graphics memory.
申请公布号 US9013498(B1) 申请公布日期 2015.04.21
申请号 US200812340499 申请日期 2008.12.19
申请人 NVIDIA Corporation 发明人 Montrym John S.;Tao Andrew J.;Moreton Henry P.;Kilgariff Emmett M.;Everitt Cass W.;Minkin Alexander L.;Anderson Eric;Tang Yan Yan;Duluk, Jr. Jerome F.
分类号 G09G5/00;G09G5/37 主分类号 G09G5/00
代理机构 Artegis Law Group, LLP 代理人 Artegis Law Group, LLP
主权项 1. A method for tracking and reporting texture map statistics, the method comprising: receiving an unclamped calculated level of detail value for a texture map; comparing the unclamped calculated level of detail value with a current level of detail limit value for the texture map; determining that the unclamped calculated level of detail value corresponds to a mipmap of the texture map that is higher resolution than a mipmap of the texture map corresponding to the current level of detail limit value; storing the unclamped calculated level of detail value as the current level of detail limit value for the texture map; for each shader included in a plurality of shaders, identifying whether the shader is enabled for texture map statistics tracking; and if the unclamped calculated level of detail value is associated with a shader included in the plurality of shaders that is enabled for texture map statistics tracking, then generating a level of detail array update that includes the unclamped calculated level of detail value, wherein the level of detail array update is used to report the unclamped calculated level of detail value as the current level of detail limit value stored in a level of detail array for the texture map, and if the unclamped calculated level of detail value is associated with a shader included in the plurality of shaders that is not enabled for texture map statistics tracking, then discarding the unclamped calculated level of detail value.
地址 Santa Clara CA US