27-05-2021 дата публикации
Номер: US20210158598A1
When processing graphics primitives in a graphics processing system, the render output is divided into a plurality of regions () for rendering, each region () comprising a respective area of the render output; and for sets of one or more primitives to be rendered, it is determined for which of the plurality of regions of the render output () the primitive(s) should be rendered; and for each region of the render output () it is determined the primitive(s) should be rendered for, geometry data for the primitive(s) is stored in memory in a respective data structure () along with an indication of state data that is to be used for rendering the primitive(s) for the region, such that the geometry data for the primitive(s) to be rendered is stored in a respective, different data structure () for each different region of the render output () it is determined the primitive(s) should be rendered for. 1. A method of processing graphics primitives using a graphics processing system comprising a memory and a graphics processor in communication with the memory , wherein the graphics processor is configured to generate a render output by rendering a plurality of primitives for the render output , wherein primitives are rendered by the graphics processor using associated primitive data including geometry data representing the primitives and state data indicative of the operations to be performed when rasterising and/or rendering the primitives , the method comprising:dividing the render output into a plurality of regions for rendering, each region comprising a respective area of the render output; andfor a set of one or more primitive(s) that is received to be processed:obtaining associated geometry data for rendering the set of one or more primitive(s);determining for which of the plurality of regions of the render output the set of one or more primitive(s) should be rendered; andfor each region of the render output it is determined the set of one or more primitive(s) should be ...
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