CN112581352A - Multi-GPU-oriented high-performance primitive split-screen grating method - Google Patents

Multi-GPU-oriented high-performance primitive split-screen grating method Download PDF

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CN112581352A
CN112581352A CN202011404080.9A CN202011404080A CN112581352A CN 112581352 A CN112581352 A CN 112581352A CN 202011404080 A CN202011404080 A CN 202011404080A CN 112581352 A CN112581352 A CN 112581352A
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陈佳
田泽
姜丽云
吴晓成
张骏
张少锋
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Xian Xiangteng Microelectronics Technology Co Ltd
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/20Processor architectures; Processor configuration, e.g. pipelining
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/40Filling a planar surface by adding surface attributes, e.g. colour or texture
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
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Abstract

The invention relates to a multi-GPU-oriented high-performance primitive split-screen grating method, which comprises the following steps: 1) acquiring the position of the GPU in a multi-GPU system; 2) acquiring a current basic primitive type; 3) obtaining the coordinates of the primitive vertexes in the multi-GPU system according to the primitive types; 4) calculating the initial and end system coordinates of the graphic primitive in the GPU according to the type of the graphic primitive; 5) rasterizing the graphics primitives in the GPU according to the graphics primitive types and calculating the relative coordinates of pixels; 6) post-raster buffer operations. The invention provides a multi-GPU-oriented high-performance primitive screen-splitting grating method which can quickly judge the screen position according to different primitives, can only rasterize the primitive part of a cross-screen primitive, which belongs to the GPU, greatly reduces unnecessary calculation amount and reduces data transmission amount.

Description

Multi-GPU-oriented high-performance primitive split-screen grating method
Technical Field
The invention belongs to the technical field of computer graphics, and relates to a multi-GPU-oriented high-performance primitive screen division grating method.
Background
In the design of a graphics processor chip (GPU for short), especially when multiple GPUs work in parallel and cooperatively, each GPU needs to correctly draw a primitive falling within its own range, especially for processing the primitive across multiple GPUs, and also needs to consider the performance problem of primitive rasterization, which are technical problems to be solved.
Disclosure of Invention
In order to solve the problems in the prior art mentioned in the background art, the invention provides a multi-GPU-oriented high-performance primitive split-screen grating method.
The technical solution of the invention is as follows:
a multi-GPU-oriented high-performance primitive split-screen grating method is characterized in that: the method comprises the following steps:
1) acquiring the position of the GPU in a multi-GPU system; the positions are the coordinates of the starting point of the GPU responsible for drawing the area and the width and height of the GPU responsible for drawing the area;
2) acquiring a current basic primitive type; the basic primitives comprise point primitives, line primitives and triangle primitives;
3) obtaining the coordinates of the primitive vertexes in the multi-GPU system according to the primitive types;
4) calculating the initial and end system coordinates of the graphic primitive in the GPU according to the type of the graphic primitive;
5) rasterizing the graphics primitives in the GPU according to the graphics primitive types and calculating the relative coordinates of pixels;
6) post-raster buffer operations.
Preferably, the method comprises the following steps: step 3) above, when the primitive type is a point primitive, acquiring a coordinate of a vertex; when the primitive type is a line drawing primitive, acquiring coordinates of two vertexes; and when the primitive type is a triangle primitive, acquiring the coordinates of the three vertexes.
Preferably, the method comprises the following steps: the step 4) above:
when the primitive type is a point diagram element, acquiring point parameter calculation point size, calculating the boundaries of the point primitive in the x direction and the y direction of the multi-GPU system according to the point size and the coordinates, and finally, calculating the coordinates of a starting system and an ending system of the point diagram element in the multi-GPU system according to the position clamping boundaries of the GPU in the x direction and the y direction;
when the primitive type is a line drawing element, calculating a linear equation according to absolute coordinates of two vertexes, then acquiring line width, calculating the boundaries of a straight line in the x direction and the y direction of the multi-GPU system according to the linear equation and the line width, and finally, clamping the boundaries in the x direction and the y direction according to the position of the GPU in the multi-GPU system, and calculating the coordinates of a starting system and an ending system of the line drawing element in the GPU;
and when the primitive type is a triangle primitive, calculating the boundaries of the triangle in the x and y directions of the multi-GPU system according to the coordinates of the three vertexes, and then calculating the coordinates of the starting system and the ending system of the triangle primitive in the GPU according to the position clamping boundaries of the GPU in the x and y directions in the multi-GPU system.
Preferably, the method comprises the following steps: step 5) above:
when the primitive type is a point primitive, rasterizing the pixels of the point primitive in the GPU by taking the coordinates of the starting system and the ending system as a range, and calculating the relative coordinates of the pixels in the GPU;
when the primitive type is a line drawing element, taking the coordinates of the starting system and the ending system of x as a range scanning line, rasterizing line drawing element pixels in the GPU according to a linear equation, and calculating the relative coordinates of the pixels in the GPU;
and when the primitive type is a triangle primitive, scanning the triangle by taking the initial and end system coordinates as a range, rasterizing the triangle primitive pixels in the GPU according to the coordinates of the three vertexes, and calculating the relative coordinates of the pixels in the GPU.
Preferably, the method comprises the following steps: the relative coordinates refer to pixel coordinates based on the GPU.
Preferably, the method comprises the following steps: the step 6) is as follows:
and performing buffer operation on the pixels after the grating, and writing the pixels into a video memory of the GPU after performing buffer operation on the pixels according to the relative coordinates.
The invention has the following specific advantages and effects:
the method solves the problem of multi-GPU primitive screen division grating, quickly calculates the primitive range of the GPU needing grating according to different primitives, can only rasterize the primitive pixels belonging to the GPU for the cross-screen primitives, reduces a large amount of grating calculation and data transmission, and accurately and efficiently realizes the multi-GPU primitive screen division grating method.
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FIG. 1 is a flow chart of the method of the present invention.
Detailed Description
The technical solution of the present invention will be clearly and completely described below with reference to the accompanying drawings and the specific embodiments. It is obvious that the described embodiments are only a part of the embodiments of the present invention, rather than the whole embodiments, and that all other embodiments, which can be derived by a person skilled in the art without inventive step based on the embodiments of the present invention, belong to the scope of protection of the present invention.
Referring to fig. 1, a multi-GPU-oriented high-performance primitive split-screen raster method includes the following steps:
1) acquiring the position of the GPU in a multi-GPU system; the positions are the coordinates of the starting point of the GPU responsible for drawing the area and the width and height of the GPU responsible for drawing the area;
2) acquiring a current basic primitive type; the basic primitives comprise point primitives, line primitives and triangle primitives;
3) obtaining the coordinates of the primitive vertexes in the multi-GPU system according to the primitive types;
4) calculating the initial and end system coordinates of the graphic primitive in the GPU according to the type of the graphic primitive;
5) rasterizing the graphics primitives in the GPU according to the graphics primitive types and calculating the relative coordinates of pixels;
6) post-raster buffer operations.
Preferably, the method comprises the following steps: step 3) above, when the primitive type is a point primitive, acquiring a coordinate of a vertex; when the primitive type is a line drawing primitive, acquiring coordinates of two vertexes; and when the primitive type is a triangle primitive, acquiring the coordinates of the three vertexes.
Preferably, the method comprises the following steps: the step 4) above:
when the primitive type is a point diagram element, acquiring point parameter calculation point size, calculating the boundaries of the point primitive in the x direction and the y direction of the multi-GPU system according to the point size and the coordinates, and finally, calculating the coordinates of a starting system and an ending system of the point diagram element in the multi-GPU system according to the position clamping boundaries of the GPU in the x direction and the y direction;
when the primitive type is a line drawing element, calculating a linear equation according to absolute coordinates of two vertexes, then acquiring line width, calculating the boundaries of a straight line in the x direction and the y direction of the multi-GPU system according to the linear equation and the line width, and finally, clamping the boundaries in the x direction and the y direction according to the position of the GPU in the multi-GPU system, and calculating the coordinates of a starting system and an ending system of the line drawing element in the GPU;
and when the primitive type is a triangle primitive, calculating the boundaries of the triangle in the x and y directions of the multi-GPU system according to the coordinates of the three vertexes, and then calculating the coordinates of the starting system and the ending system of the triangle primitive in the GPU according to the position clamping boundaries of the GPU in the x and y directions in the multi-GPU system.
Preferably, the method comprises the following steps: step 5) above:
when the primitive type is a point primitive, rasterizing the pixels of the point primitive in the GPU by taking the coordinates of the starting system and the ending system as a range, and calculating the relative coordinates of the pixels in the GPU;
when the primitive type is a line drawing element, taking the coordinates of the starting system and the ending system of x as a range scanning line, rasterizing line drawing element pixels in the GPU according to a linear equation, and calculating the relative coordinates of the pixels in the GPU;
and when the primitive type is a triangle primitive, scanning the triangle by taking the initial and end system coordinates as a range, rasterizing the triangle primitive pixels in the GPU according to the coordinates of the three vertexes, and calculating the relative coordinates of the pixels in the GPU.
Preferably, the method comprises the following steps: the relative coordinates refer to pixel coordinates based on the GPU.
Preferably, the method comprises the following steps: the step 6) is as follows:
and performing buffer operation on the pixels after the grating, and writing the pixels into a video memory of the GPU after performing buffer operation on the pixels according to the relative coordinates.
Example (b):
the invention is described in further detail below with reference to the accompanying drawings, which refer to fig. 1.
A multi-GPU-oriented high-performance primitive split-screen grating method comprises the following steps:
step one, acquiring the position of the GPU in a multi-GPU system: the method comprises the steps of obtaining the coordinates of a starting point of a region which is responsible for drawing by the GPU and the width and the height of the region which is responsible for drawing by the GPU.
Step two, obtaining the current basic primitive type: the base primitives include point primitives, line primitives, and triangle primitives.
And step three, acquiring coordinates of the primitive vertex in the multi-GPU system according to the primitive type:
3.1) if it is a dot pattern element
Acquiring a coordinate of a vertex;
3.2) if it is a line drawing element
Acquiring coordinates of two vertexes;
3.3) if it is a triangle primitive
Coordinates of three vertices are obtained.
Calculating the coordinates of the starting system and the ending system of the graphic elements in the GPU according to the graphic element types:
4.1) if it is a dot pattern element
Calculating the size of a point parameter calculation point, calculating the boundaries of a point primitive in the x direction and the y direction of the multi-GPU system according to the size of the point and coordinates, and finally, calculating the coordinates of a starting system and an ending system of the point primitive in the multi-GPU system according to the position clamping boundaries of the multi-GPU system in the x direction and the y direction;
4.2) if it is a line drawing element
Calculating a linear equation according to the absolute coordinates of the two vertexes, then acquiring the line width, calculating the boundaries of the straight line in the x direction and the y direction of the multi-GPU system according to the linear equation and the line width, and finally calculating the coordinates of a starting system and an ending system of the line graph element in the multi-GPU system according to the position clamping x direction and y direction boundaries of the GPU;
4.3) if it is a triangle primitive
And calculating the boundaries of the triangle in the x direction and the y direction of the multi-GPU system according to the three vertex coordinates, and then calculating the coordinates of the starting system and the ending system of the triangle primitive in the multi-GPU according to the position clamping boundaries of the GPU in the x direction and the y direction.
Fifthly, rasterizing the graphics primitives in the GPU according to the graphics primitive types and calculating the relative coordinates of pixels
5.1) if it is a dot pattern element
Rasterizing the pixel of the GPU inner point primitive by taking the initial and end system coordinates as a range, and calculating the relative coordinates of the pixel in the GPU;
5.2) if it is a line drawing element
Rasterizing line drawing element pixels in the GPU by taking the initial and end system coordinates of x as range scanning lines according to a linear equation, and calculating the relative coordinates of the pixels in the GPU;
5.3) if it is a triangle primitive
And scanning the triangle by taking the initial system coordinate and the final system coordinate as a range, rasterizing the triangle primitive pixel in the GPU according to the coordinates of the three vertexes, and calculating the relative coordinate of the pixel in the GPU.
The relative coordinates refer to pixel coordinates based on the GPU itself.
Sixthly, operating a buffer area after the grating:
and performing buffer operation on the pixels according to the relative coordinates and writing the pixels into a video memory of the GPU.
And finishing the multi-GPU high-performance primitive split-screen grating method.
Finally, it should be noted that the above embodiments are only used for illustrating the technical solutions of the present invention, and not for limiting the same; although the present invention has been described in detail with reference to the foregoing embodiments, it will be understood by those skilled in the art; the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.

Claims (6)

1. A multi-GPU-oriented high-performance primitive split-screen grating method is characterized by comprising the following steps: the method comprises the following steps:
1) acquiring the position of the GPU in a multi-GPU system; the position is the coordinate of the starting point of the area which is responsible for drawing by the GPU and the width and the height of the area which is responsible for drawing by the GPU;
2) acquiring a current basic primitive type; the basic primitives comprise point primitives, line primitives and triangle primitives;
3) obtaining the coordinates of the primitive vertexes in the multi-GPU system according to the primitive types;
4) calculating the initial and end system coordinates of the graphic primitive in the GPU according to the type of the graphic primitive;
5) rasterizing the graphics primitives in the GPU according to the graphics primitive types and calculating the relative coordinates of pixels;
6) post-raster buffer operations.
2. The multi-GPU high-performance primitive split-screen rasterization method of claim 1, further comprising: the step 3) when the primitive type is a point primitive, acquiring a coordinate of a vertex; when the primitive type is a line drawing primitive, acquiring coordinates of two vertexes; and when the primitive type is a triangle primitive, acquiring the coordinates of the three vertexes.
3. The multi-GPU high-performance primitive split-screen rasterization method of claim 2, further comprising: the step 4):
when the primitive type is a point diagram element, acquiring point parameter calculation point size, calculating the boundaries of the point primitive in the x direction and the y direction of the multi-GPU system according to the point size and the coordinates, and finally, calculating the coordinates of a starting system and an ending system of the point diagram element in the multi-GPU system according to the position clamping boundaries of the GPU in the x direction and the y direction;
when the primitive type is a line drawing element, calculating a linear equation according to absolute coordinates of two vertexes, then acquiring line width, calculating the boundaries of a straight line in the x direction and the y direction of the multi-GPU system according to the linear equation and the line width, and finally, clamping the boundaries in the x direction and the y direction according to the position of the GPU in the multi-GPU system, and calculating the coordinates of a starting system and an ending system of the line drawing element in the GPU;
and when the primitive type is a triangle primitive, calculating the boundaries of the triangle in the x and y directions of the multi-GPU system according to the coordinates of the three vertexes, and then calculating the coordinates of the starting system and the ending system of the triangle primitive in the GPU according to the position clamping boundaries of the GPU in the x and y directions in the multi-GPU system.
4. The multi-GPU high-performance primitive split-screen rasterization method of claim 3, wherein: the step 5):
when the primitive type is a point primitive, rasterizing the pixels of the point primitive in the GPU by taking the coordinates of the starting system and the ending system as a range, and calculating the relative coordinates of the pixels in the GPU;
when the primitive type is a line drawing element, taking the coordinates of the starting system and the ending system of x as a range scanning line, rasterizing line drawing element pixels in the GPU according to a linear equation, and calculating the relative coordinates of the pixels in the GPU;
and when the primitive type is a triangle primitive, scanning the triangle by taking the initial and end system coordinates as a range, rasterizing the triangle primitive pixels in the GPU according to the coordinates of the three vertexes, and calculating the relative coordinates of the pixels in the GPU.
5. The multi-GPU high-performance primitive split-screen rasterization method of claim 4, wherein: the relative coordinates refer to pixel coordinates based on the present GPU.
6. The multi-GPU high-performance primitive split-screen rasterization method of claim 5, wherein: the step 6) is as follows:
and performing buffer operation on the pixels after the grating, and writing the pixels into a video memory of the GPU after performing buffer operation on the pixels according to the relative coordinates.
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