CN102509323B - Video memory control and process method based on hardware acceleration rendering technology - Google Patents
Video memory control and process method based on hardware acceleration rendering technology Download PDFInfo
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- CN102509323B CN102509323B CN201110359280.1A CN201110359280A CN102509323B CN 102509323 B CN102509323 B CN 102509323B CN 201110359280 A CN201110359280 A CN 201110359280A CN 102509323 B CN102509323 B CN 102509323B
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Abstract
The invention discloses a video memory control and process method based on the hardware acceleration rendering technology, which comprises the following steps: a rendering target is inputted and cut; texture cache is created in advance, so as to judge whether the current rendering target changes or not compared with the former rendering target, and if yes, the cut rendering target is placed in a rendering queue; and when the cut rendering target appears in the rendering queue, whether the cut rendering target is registered in the video memory or not is inquired, if yes, and the registered target is directly used for rendering, and if not, the cache area is requested, and the cut rendering target is subject to updating for rendering. Through the invention, under the condition that original rich content of a game is maintained, the quantity of a display card video memory used on the game client side is controlled strictly, the occupation quantity of the game on the display card video memory is effectively reduced, and the execution efficiency is promoted.
Description
Technical field
The present invention relates to computer graphic image Rendering, particularly relate to a kind of video memory control treatment method based on hardware-accelerated Rendering.
Background technology
Existing large-scale two dimension (also referred to as 2D) game image enriches, picture amount is large, use hardware-accelerated play up mode time, the physics video memory used may exceed the maximum video memory that video card is supported, thus cause cannot normally running on the computing machine of lower or current mainstream configuration, further, be more difficult to ensure that card runs multiple game client simultaneously on the computing machine of lower or current mainstream configuration.
Summary of the invention
For solve above-mentioned existing large-scale 2D game use hardware-accelerated play up mode time, take more to video card video memory, cause the technical matters that computing machine cannot normally run, the present invention adopts following technical scheme:
Based on a video memory control treatment method for hardware-accelerated Rendering, it comprises: input rendering objects; Cutting is carried out to rendering objects; Judge whether the rendering objects of present frame changes relative to the rendering objects of previous frame, if, the rendering objects of cutting is put into render-ahead queue, when there being the rendering objects of cutting in render-ahead queue, when there being the rendering objects of cutting in render-ahead queue, inquiring about it and whether registering in video memory, if registered, registered pinup picture was directly used to play up, if not yet registered, then apply for buffer zone, play up after upgrading by the rendering objects of cutting.
Beneficial effect of the present invention is: the present invention is directed to existing large-scale 2D game use hardware-accelerated play up mode time, more problem is taken to video card video memory, proposes a set of effective solution.By in conjunction with pinup picture buffer memory and dirty rectangle technology, under the prerequisite keeping the original rich content of game, strictly control the video card video memory amount that game client uses, also the occupancy of game to video card video memory is effectively reduced, improve execution efficiency, thus while also solving permanent this field of puzzlement, run the demand that multiple game client normally works.
Accompanying drawing explanation
Fig. 1 is a kind of video memory control treatment embodiment of the method schematic flow sheet based on hardware-accelerated Rendering of the present invention.
Embodiment
The preferred embodiments of the present invention are described in detail below in conjunction with accompanying drawing.
Refer to Fig. 1, it is a kind of video memory control treatment embodiment of the method schematic flow sheet based on hardware-accelerated Rendering.
The invention provides a kind of video memory control treatment method based on hardware-accelerated Rendering, it comprises:
Step 1, input rendering objects;
Step 2, cutting is carried out to rendering objects; In the present embodiment, the method for rendering objects being carried out to cutting comprises: the display screen area of display divided by block, when rendering objects corresponds on this display screen, correspondingly carries out cutting by block;
Step 3, judge whether the rendering objects of present frame changes relative to the rendering objects of previous frame, if so, then perform step 4, otherwise, perform step 6;
Step 4, the rendering objects of cutting to be indicated, such as in the present embodiment, can the block at rendering objects place is all labeled as dirty;
Can understand like this, when the picture on certain block changes, also namely this region is dirty;
Step 5, the rendering objects of cutting is put into render-ahead queue;
Step 6, judge whether the rendering objects of cutting all carried out cutting, if so, then perform step 7, otherwise, perform step 2;
Step 7, judge the rendering objects whether having cutting in render-ahead queue, if so, then perform step 8, otherwise, perform step 11;
Step 8, search the texture playing up needs in the buffer, and judge whether to find, if so, then perform step 9, otherwise, perform step 10;
Step 9, the texture playing up needs found is sent into video card play up, then perform step 7;
Step 10, application play up the texture of needs, and copy buffer memory to, then perform step 9;
Whether step 11, determining program terminate, and if so, then perform step 12, otherwise, perform step 1;
Step 12, end.
A kind of above-mentioned video memory control treatment method based on hardware-accelerated Rendering, in the process realized, can adopt following technology:
1, pinup picture caching technology: when starting when playing, distributes the video memory page that a group is specified size in advance in video card, and the physical size of the pinup picture that the page can use according to game is split again, and such page just can place multiple pinup picture as required; In operational process, by certain strategy, aging replacement Treatment (as: least recently used algorithm) is carried out to the pinup picture in buffer memory.For each pinup picture entering buffer memory, needing to use some algorithm (as: hash etc.) to mark, required buffer memory pinup picture can be obtained by fast fetching from buffer memory when playing up, effectively avoiding data redundancy simultaneously.
2, the dirty rectangle technology of Hardware Render: first create slightly larger than a games window standby screen, then according to certain size by this standby screen piecemeal; During drafting, calculate institute's rendered object at the position of standby screen and this object block at standby screen, and carry out cutting according to the block belonging to it, the rendered object after cutting is joined successively and plays up in chained list; If the object of current drafting there occurs state change (as: position, animation are play frame etc. and changed) relative to previous frame, then, when drawing, need to notify that each piece belonging to this object is played up; After all objects needing to draw all cutting, traversal plays up chained list, search the object that all needs are played up, if the block residing for this object needs again to play up, then play up this object, otherwise do not play up, because the rendered object being cut into several part is continuous print playing up in chained list, during drafting, can play up needing the part changed to synthesize one batch, ensureing the efficiency played up.In addition, because the standby comparatively games window that shields slightly greatly, therefore when moving among a small circle, only needing the position adjusting viewport, without the need to redrawing whole standby screen, only having when viewport is beyond standby screen scope, just wiping standby screen, repaint all blocks.
Compared to prior art, the present invention is directed to existing large-scale 2D game use hardware-accelerated play up mode time, more problem is taken to video card video memory, proposes a set of effective solution.By in conjunction with pinup picture buffer memory and dirty rectangle technology, under the prerequisite keeping the original rich content of game, strictly control the video card video memory amount that game client uses, also the occupancy of game to video card video memory is effectively reduced, improve execution efficiency, thus while also solving permanent this field of puzzlement, run the demand that multiple game client normally works.
Here description of the invention and application is illustrative, not wants by scope restriction of the present invention in the above-described embodiments.Distortion and the change of embodiment disclosed are here possible, are known for the replacement of embodiment those those of ordinary skill in the art and the various parts of equivalence.Those skilled in the art are noted that when not departing from spirit of the present invention or essential characteristic, the present invention can in other forms, structure, layout, ratio, and to realize with other assembly, material and parts.When not departing from the scope of the invention and spirit, can other distortion be carried out here to disclosed embodiment and change.
Claims (5)
1., based on a video memory control treatment method for hardware-accelerated Rendering, it is characterized in that, comprising:
Input rendering objects;
Cutting is carried out to rendering objects;
Judge whether the rendering objects of present frame changes relative to the rendering objects of previous frame, if, the rendering objects of cutting is put into render-ahead queue, when there being the rendering objects of cutting in render-ahead queue, inquire about it whether to register in video memory, if registered, directly use registered pinup picture to play up, if not yet registered, then in video memory application buffer area, upgrade with the buffer zone of pinup picture data to application of the object to be rendered of cutting and then play up.
2. a kind of video memory control treatment method based on hardware-accelerated Rendering according to claim 1, it is characterized in that, the method of rendering objects being carried out to cutting comprises: the display screen area of display divided by block, when rendering objects corresponds on this display screen, correspondingly carry out cutting by block.
3. a kind of video memory control treatment method based on hardware-accelerated Rendering according to claim 1, it is characterized in that, judge whether the rendering objects of present frame changes relative to the rendering objects of previous frame described, if, before the step rendering objects of cutting being put into render-ahead queue, also comprise: the rendering objects of cutting is indicated.
4. a kind of video memory control treatment method based on hardware-accelerated Rendering according to claim 1, it is characterized in that, described judge the step whether rendering objects of present frame changes relative to the rendering objects of previous frame after, also comprise: if not, then do not play up.
5. a kind of video memory control treatment method based on hardware-accelerated Rendering according to claim 1, is characterized in that, when there being the rendering objects of non-cutting in render-ahead queue, carrying out cutting to rendering objects.
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CN102982159B (en) * | 2012-12-05 | 2016-07-06 | 上海创图网络科技发展有限公司 | A kind of three-dimensional web page many scenes fast switch over method |
CN104299253B (en) * | 2013-07-19 | 2017-05-31 | 广州欧划动画技术有限公司 | A kind of intelligent rendering intent and device towards full HD digital movie animation |
CN104740873A (en) * | 2015-04-13 | 2015-07-01 | 四川天上友嘉网络科技有限公司 | Image rendering method for game |
CN106021421B (en) * | 2016-05-13 | 2019-12-06 | 北京视博云科技有限公司 | method and device for accelerating webpage rendering |
CN107680150A (en) * | 2017-10-25 | 2018-02-09 | 苏州蜗牛数字科技股份有限公司 | A kind of two dimensional image batch render method and device |
CN111381925B (en) * | 2020-03-17 | 2024-03-26 | 广州致远电子股份有限公司 | GUI fragment type rendering method and device based on dirty rectangle mechanism |
CN113727142A (en) * | 2021-09-02 | 2021-11-30 | 北京沃东天骏信息技术有限公司 | Cloud rendering method and device and computer-storable medium |
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