US 12,475,521 B2
Graphics processing systems for handling vertex attributes
Naveen Kumar Singh, Cambridge (GB); and Frank Klaeboe Langtind, Melhus (NO)
Assigned to Arm Limited, Cambridge (GB)
Filed by Arm Limited, Cambridge (GB)
Filed on Oct. 31, 2023, as Appl. No. 18/499,045.
Claims priority of application No. 2217204 (GB), filed on Nov. 17, 2022.
Prior Publication US 2024/0169465 A1, May 23, 2024
Int. Cl. G06T 1/20 (2006.01); G06T 1/60 (2006.01); G06T 11/40 (2006.01)
CPC G06T 1/20 (2013.01) [G06T 1/60 (2013.01); G06T 11/40 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method of operating a graphics processor when processing a sequence of one or more primitives for an output, the method comprising:
performing vertex attribute processing for vertices of primitives of the sequence of one or more primitives, to generate one or more processed vertex attributes for vertices of the primitives;
storing processed vertex attributes for vertices of the primitives in a first storage, and additionally storing processed vertex attributes for vertices of the primitives in a second storage,
wherein the processed vertex attributes are loaded into and evicted from the first storage and the second storage as respective vertex packets, each vertex packet containing processed vertex attributes for a plurality of vertices for primitives;
for a primitive of the sequence of one or more primitives, obtaining processed vertex attributes for the primitive, wherein the obtaining processed vertex attributes for the primitive comprises checking whether processed vertex attributes for the vertices of the primitive are present in the second storage, and when the processed vertex attribute for a vertex of the primitive is present in the second storage then reading the processed vertex attribute from the second storage, and when the processed vertex attribute for a vertex of the primitive is not present in the second storage then reading the processed vertex attribute from the first storage; and
providing primitives of the sequence of one or more primitives and read processed vertex attributes to a later stage of the graphics processing pipeline that is being executed by the graphics processor for processing.