... 缓存器容量 register capacity 寄存器着色 register coloring 缓存器跳跃 register dancing ...
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现在让我们来看看在顶点着色运算器中这些寄存器和指令如何被典型的运用。
Now let's see how these registers and instructions are typically used in the vertex shader ALU .
为了让图像加速卡能够知道哪些输入寄存器应该载入哪些数据,就需要使用着色器声明。
In order that the accelerator could know what data should be loaded in each input register, shader declaration is required.
利用寄存器分配原理,构造图着色模型和函数,通过修改图结点颜色实现二进制水印信息位的嵌入。
The watermarking binary is embedded by using the principle of register allocation, constructing the graph coloring model and function and changing the nodes colors in the interfere graph.
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