The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
May. 18, 2021

Filed:

Feb. 10, 2020
Applicant:

Apple Inc., Cupertino, CA (US);

Inventors:

Michael Imbrogno, San Jose, CA (US);

Sivert Berg, London, GB;

Nicholas H. Smith, San Francisco, CA (US);

Assignee:

Apple Inc., Cupertino, CA (US);

Attorney:
Primary Examiner:
Int. Cl.
CPC ...
G06F 9/30 (2018.01); G06T 15/04 (2011.01); G06F 8/41 (2018.01); G06T 1/60 (2006.01); G06T 1/20 (2006.01); G06F 12/06 (2006.01);
U.S. Cl.
CPC ...
G06T 1/60 (2013.01); G06F 8/441 (2013.01); G06F 9/30098 (2013.01); G06F 9/30141 (2013.01); G06F 12/0646 (2013.01); G06T 1/20 (2013.01); G06T 15/04 (2013.01); G06F 2212/1041 (2013.01);
Abstract

A computer-implemented technique for accessing textures by a graphics processing unit (GPU), includes determining a frequency with which a first texture is expected to be accessed by an application executing on a GPU, determining a frequency with which a second texture is expected to be accessed by an application executing on the GPU, determining to load memory address information associated with the first texture into a GPU register when the frequency is greater than or equal to a threshold frequency value, determining to load memory address information associated with the second texture into a buffer memory when the frequency is less than the threshold frequency value, receiving a draw call utilizing the texture, rendering the draw call using the first texture by accessing the memory address information in the GPU register, and the second texture by accessing the memory address information in the buffer memory.


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