Application that draw desktop, Texture produce, texture consume, You can do that with mouse sprites.. Lower latency for desktop!
Application that draw desktop, Texture produce, texture consume, You can do that with mouse sprites.. Lower latency for desktop! https://is.gd/TV_GPU25_6D4
DSC & Codec Direct Write Chunk Allocator: SMT & Hyper Threading : (c)RS 2025
To take advantage of the DSC Screen write that is written in accord with Dual Blend is to be a multiple blocks per group of scan-lines,..
Now according to codec development & PAL, NTSC Screen size estimated optimums 8x8 & 16x16,..
Now an AMD & Intel CPU goes about allocating Two threads differently because the AMD used SMT mostly & Intel used Hyper threading,..
Now these days both use Hyper threading & SMT of various forms, With offcentric processor sizes Intel & ARM often cannot align SMT,..
SMT however by my reason works fine when allocated between aligned by speed & feature on the same CU with identical cores..
What is all the SMT & Hyper threading Invention about then RS?
We are making a block allocator that Hyper Thread / SMT in multiple groups
PAL / NTSC : HD, 4K, 8K : HDR & WCG
[16x16] , [16x16] , [16x16] , [16x16] , ..
[16x16] , [16x16] , [16x16] , [16x16] , ..
[16x16] , [16x16] , [16x16] , [16x16] , ..
[16x16] , [16x16] , [16x16] , [16x16] , ..
The screen can be drawn in cubic measurements as planned in DualBlend & sent to the screen surface as texture blocks.. known as Cube-Maps,..
Latency will be low & allow us to render the screen from both the CPU & GPU
CPU SMT parallel render blocks:
A: 1, 2
B: 1, 2
GPU SiMD 2D Layer parallel render blocks:
A: 1, 2, 3, 4
B: 1, 2, 3, 4
C: 1, 2, 3, 4
D: 1, 2, 3, 4
We will be rendering the CPU into the GPU layer when we need to!
We will be rendering Audio & Graphics using SMT & parallel Compute Shading,..
With rasterization from both to final frames on GPU that are directed to the display compressed from GPU Pixel-Shaders.
Rupert S
*
Texture formats such as BC, DXT, ETC2, VP9, VVC, H265, H264, H263, JPG, PNG is an open standard : Nothing wrong with using Colour Table Interpolation : (c)RS
https://www.w3.org/TR/png-3/#4Concepts.Scaling
Colour Table Interpolation, What is it & how we use it,
What we have is 4 layers of colour RGBA & it is to be done 2 ways,..
R Red
G Green
B Blue
A Alpha
I Interleav Properties & compression standard bits,
Storage intentions, 32Bit values composed of 1 to 8Bit values in DOT
4 layers
R, R, R
G, G, G
B, B, B
A, A, A
I, I, I
High profile alteration & single colour matric compression, Fast to compress in 4 streams = 2 SMT threads or 4 parallel SiMD & pixel line scan compression,..
RGB, RGB, RGB
A , A , A
I, , I , I
Pixel Matrix
[], [], []
[], [], []
[], [], []
Compact pixel arrays that compress fast on large bit depth arrays such as 256Bit AVX & 64Bit Integers & FP on CPU,..
Interlacing is done with an additional layer containing multiple properties per pixel, Or alternatively very low bit weight feature sets,..
Allows blending of colours to averages of 1x1 to 32x32 ppi, Compression bit properties are an example use.
Rupert S
*
Colour Definition, 8 Bit & 32Bit & 64Bit quantification (c)RS
The other day I was writing about 8 Bit in terms of colour & saying the big issue with 8Bit SiMD such as Intel & AMD & NVidia have as of 2024 is defining colours in HDR & WCG
The prime colour palette of 10, 10, 10, 2 colour presents no issue to 32 Integer on ARM & CPU processors,..
Indeed 32 bit data types are perfect for 32Bit Integers & floats, Indeed my primary statement is that in terms of 10Bit, 32Bit is perfect,..
Indeed a 32 Bit type such as 9, 9, 9, 5 : RGB+BW is perfected for many scenarios,..
But as we can see 9 bits per colour & 5 Bits for BW presents quite a large palette,..
My argument for the 10, 10, 10, 2 RGB+BW palette presents quite an argument to bard, Because bard thinks that 2 bits of BW probably presents nothing much to define!
However my data set goes like this, The 2 bit represents a total of 4 states,..
That is 4 Defining variables in light to dark palette,.. 4 levels of light to dark..
So 10, 10, 10 = 30 Bit & Multiply 30 Bit * 4 Versions! Sounds like a lot doesn't it!...
Not convinced yet ? The 30Bit is still controlled by the shade of light it produces..
Gama curving the palette of the 30 Bit produces a variance in light levels over colour palette ..
Combine this with 4 Bits of BW & that is quite good.
9,9,9,5 presents the next level in light & dark in 32Bit, As you think about it,..
Presenting the case where the colour brightness, presents a total of 25 Variations in level of brightness!
8,8,8,8 RGB+BW presents an 8x8 variance of BW & yet presents a total of 32Bit..
So presenting a.. 2 operations per pixel mode should be no issue? Could we do that ?
We could present colour palettes with 2 x 32 Bit operations.. Like so:
8,8,8,8 or 9,9,9,5 or 10, 10,10, 2 & an additional operation of one of those... with additive LUT,..
In terms of screen Additive LUT ADDS 2 potential values per frame & effectively refreshes the LED 2x per refresh cycle (additive),..
Our approach to 8Bit would be the same,.. Primarily for 8Bit palette we would use 4 x operation,..
On single purez channels R , G, B, BW
Grouped 8Bit such as intel has could operate on the 4 channels in 8Bit per colour & 8Bit BW,..
Presenting the 8,8,8,8 channel arrangement = 32Bit,..
& there is our solution, Multiple refreshes per luminance cycle of LED for 32Bit * many & singularly presents an argument of how to page flip..
8Bit SiMD
32Bit
64Bit
For a total High complexity LUT package for LED
(c)Rupert S
Dual Blend & DSC low Latency Connection Proposal - texture compression formats available (c)RS
Reference
https://is.gd/SVG_DualBlend https://is.gd/MediaSecurity https://is.gd/JIT_RDMA
https://is.gd/PackedBit https://is.gd/BayerDitherPackBitDOT
https://is.gd/QuantizedFRC https://is.gd/BlendModes https://is.gd/TPM_VM_Sec
https://is.gd/IntegerMathsML https://is.gd/ML_Opt https://is.gd/OPC_ML_Opt https://is.gd/OPC_ML_QuBit https://is.gd/QuBit_GPU https://is.gd/NUMA_Thread
On the subject of how deep a personality of 4Bit, 8Bit, 16Bit is reference:
https://science.n-helix.com/2021/03/brain-bit-precision-int32-fp32-int16.html
https://science.n-helix.com/2022/10/ml.html
