Texture mapping units (TMUs) Textures need to be addressed and filtered. This job is done by TMUs that work in conjunction with pixel and
vertex shader units. It is the TMU's job to apply texture operations to pixels. The number of texture units in a graphics processor is used when comparing two different cards for texturing performance. It is reasonable to assume that the card with more TMUs will be faster at processing texture information. In modern GPUs TMUs contain Texture Address Units(TA) and Texture Filtering Units(TF). Texture Address Units map texels to pixels and can perform texture addressing modes. Texture Filtering Units optionally perform hardware based
texture filtering.
Pipelines A pipeline is the graphics card's architecture, which provides a generally accurate idea of the computing power of a graphics processor. A pipeline isn't formally accepted as a technical term. There are different pipelines within a graphics processor as there are separate functions being performed at any given time. Historically, it has been referred to as a pixel processor that is attached to a dedicated TMU. A Geforce 3 had four pixel pipelines, each of which had two TMUs. The rest of the pipeline handled things like depth and blending operations. The ATI Radeon 9700 was first to break this mould, by placing a number of vertex shader engines independent of the pixel shaders. The R300 GPU used in the Radeon 9700 had four global vertex shaders, but split the rest of the rendering pipeline in half (it was, so to speak, dual core) each half, called a quad, had four pixel shaders, four TMUs and four ROPs. Some units are used more than others, and in an effort to increase the processor's entire performance, they attempted to find a "sweet spot" in the number of units needed for optimum efficiency without the need for excess silicon. In this architecture the name pixel pipeline lost its meaning as pixel processors were no longer attached to single TMUs. The vertex shader had long been decoupled, starting with the R300, but the pixel shader was not so easily done, as it required colour data (e.g. texture samples) to work with, and hence needed to be closely coupled to a TMU. Said coupling remains to this day, where the shader engine, made of units able to run either vertex or pixel data, is tightly coupled to a TMU but has a crossbar dispatcher between its output and the bank of ROPs.
Render output pipelines (ROPs) The Render Output Pipeline is an inherited term, and more often referred to as the
render output unit. Its job is to control the sampling of pixels (each pixel is a dimensionless point), so it controls
antialiasing, when more than one sample is merged into one pixel. All data rendered has to travel through the ROP in order to be written to the
framebuffer, from there it can be transmitted to the display. Therefore, the ROP is where the GPU's output is assembled into a bitmapped image ready for display.
Use in GPGPU In
GPGPU,
texture maps in 1, 2, or 3 dimensions may be used to store arbitrary data. By providing
interpolation, the texture mapping unit provides a convenient means of approximating arbitrary functions with data tables. == See also ==