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Research On The Design And Implementation Techniques Of OpenGL ES Based On SDTA

Posted on:2009-03-16Degree:MasterType:Thesis
Country:ChinaCandidate:X B GanFull Text:PDF
GTID:2178360278456790Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
In order to simplify the differences of platforms, Khronos Group has organized the international standards named OpenGL ES (OpenGL for Embedded System) for embedded graphics programming. Though OpenGL ES is conditionally transplantable between traditional and popular Operation Triggering Architectures (OTA), OpenGL ES library has different implementing versions such as Vincent OpenGL ES and J2ME-based OpenGL ES for specified architectures and systems.Synchronized Data Triggering Architecture (SDTA), based on Transport Triggering Architecture (TTA), is a high-performance data parallel architecture which is different from the OTA. Therefore, SDTA-oriented research on OpenGL ES is urgent and impotant for implementation of OpenGL ES for SDTA instruction set architecture. The innovative work in this thesis can be summarized as follows.1. Table-driven Cordic(T-Cordic)T-Cordic, which has transformed iterations in classic Cordic into simple 2×2 matrix multiplication and coeffient matrix elements can be available by looking-up tables, is designed for data-intensive instruction set architecture in reality, and proved that it can achieve high-performance significantly on SDTA.2. Optimizing functions built-in OpenGL ES based on SDTAFunctions built-in OpenGL ES is the kenel of OpenGL ES library. It is particularly important to optimize and schedule the instructions for implementing the built-in functions on SDTA. The techniques of optimization include loop unrolling, strength reduction, instruction combing and sub-word parallel.3. Design and optimization of low-level component for OpenGL ESMulti-level structure model for OpenGL ES is proposed, and entity dependency for functions and data structions is defined in this thesis. The core subset of OpenGL ES distilled according to statistic entity dependency is called low-level component for OpenGL ES. Furthermore, the sub-word parallel programming model for SDTA instruction set architecture is a key technique for implementation and optimization of low-level component of OpenGL ES.4. SDTA-oriented unified shader unitProgrammable shader unit is a prerequisite for OpenGL ES supporting programmability. Unified shader, which unified the structure and function of isolated vertex shader and fragment shader, is proposed after studies on tradional vertex shader and fragment shader.
Keywords/Search Tags:OpenGL ES, SDTA, Table-driven Cordic, Built-in Functions, Low-level Component, Optimization
PDF Full Text Request
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