Memory management system and method for allocating and...

Electrical computers and digital processing systems: memory – Storage accessing and control – Memory configuring

Reexamination Certificate

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Details

C711S156000, C711S165000, C707S793000

Reexamination Certificate

active

06701420

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates generally to memory management systems and techniques and, more particularly, to the efficient allocation and reuse of memory.
2. Related Art
Computer graphics systems are commonly used for displaying two- and three-dimensional graphical representations of objects on a two-dimensional video display screen. Current computer graphics systems provide highly detailed representations and are used in a variety of applications.
In a typical computer graphics system an object or model to be represented on the display screen is broken down into graphics primitives. Primitives are basic components of a graphics display and include, for example, points, lines, triangles, quadrilaterals, triangle strips and polygons. Typically, a hardware/software scheme is implemented to render, or draw, the graphics primitives that represent a view of one or more objects being represented on the display screen.
Generally, primitives of a three-dimensional model to be rendered are defined by a host computer in terms of primitive data. For example, the host computer may define a primitive in terms of the x, y, z, and w coordinates of its vertices, as well as the red, green, blue, and alpha color values of each vertex. Additional primitive data may be used in specific applications. Rendering hardware interprets the primitive data to compute the display screen pixels that represent each primitive, and the color values for each pixel.
A graphics interface is typically provided to enable graphics applications located on the host computer to efficiently control the graphics system. The graphics interface provides a library of specific function calls or commands that are used by a graphics application executing on the host computer to specify objects and operations, producing an interactive, three-dimensional graphics environment. Such a graphics interface is typically implemented with software drivers.
For example, the OpenGL® standard defines an application program interface (API) that provides specific commands that are used to provide interactive, three-dimensional applications. (OpenGL is a registered trademark of Silicon Graphics, Inc.). OpenGL is a streamlined, hardware-independent interface designed to be implemented on many different hardware platforms. As such, in computer systems which support OpenGL, the operating systems and graphics application software programs can make calls to the computer graphics system according to the standardized API without knowledge of the underlying hardware configuration. The OpenGL standard provides a complete library of low-level graphics manipulation commands for describing models of three-dimensional objects (the “GL” of “OpenGL” refers to “Graphics Library”). This standard was originally based on proprietary standards of Silicon Graphics, Inc., but was later transformed into an open standard which is used in high-end graphics-intensive workstations and, more recently, in high-end personal computers. The OpenGL standard is described in the OPENGL PROGRAMMING GUIDE, version 1.1 (1997), the OPENGL REFERENCE MANUAL, version 1.1 (1997), and a book by Segal and Akeley (of SGI) entitled THE OPENGL GRAPHICS SYSTEM: A SPECIFICATION (Version 1.2), all of which are hereby incorporated by reference in their entirety.
Graphics calls generated by a graphics application in accordance with the implemented API are provided to the graphics hardware in a continual stream, referred to herein as a graphics call sequence. Primitive data representing the graphics call sequences generated by a graphics application may be stored in a memory. The accumulated graphics call sequence is then executed by the graphics system to generate a display. Such graphics call sequences are commonly referred to as “display lists,” while the memory used to temporarily store the display lists is commonly referred to as a “display list memory.”
Storing primitive data, including vertex state (coordinate) and property state (color, lighting, etc.) data, in a display list requires the dynamic allocation of display list memory from system memory. As used herein, primitive data includes information descriptive of graphics calls in a graphics call sequence, including graphics commands and vertex data. In a graphics system implementing the OpenGL standard, for example, such graphics calls may include g
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Begin( ) calls (indicating the beginning of a graphics primitive data set), g
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Vertexo calls (providing vertex data for a specified graphics primitive), and g
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Endo calls (indicating the end of a graphics primitive data set).
To store a display list in the display list memory, a graphics application typically begins by issuing a display list creation call requesting the formation of a new display list. For example, the OpenGL API includes a graphics call named g
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NewList( ) that is used to invoke the creation of a new display list. In response to the issuance of a display list creation call a display list manager, using techniques described below, typically requests that a region of system memory be allocated for storage of the display list. As used herein, the display list memory allocated to a single display list is referred to as a display list memory region. More than one display list may be simultaneously stored for execution in a display list memory; thus, a display list memory may have more than one display list memory region, each storing a single display list.
After issuing the display list creation call, primitive data descriptive of the graphics calls in the graphics call sequence are stored in the allocated display list memory region. Upon completion of the generation of the display list, the graphics application issues a display list completion call. The OpenGL API, for example, includes a g
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EndList( ) call indicating that generation of the display list is complete.
Graphics applications can also delete display lists. For example, in the OpenGL API, a g
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DeleteList( ) graphics call is provided to enable a graphics application to delete a display list when the display list will no longer be used. When deleted, the memory in which the display list is stored is typically returned to system memory for future allocation.
Efficient management of display list memory is critical, particularly in high-performance graphics systems. Some graphics applications generate thousands of display lists corresponding to one or more models that are part of a single frame to be displayed in a fraction of a second. As such, display list memory regions should be acquired from system memory very quickly. It is also important in high-performance graphics systems for display lists stored in display list memory to be accessible quickly. It is critical also that the graphics system be capable of deallocating (freeing) display list memory regions quickly and efficiently when a display list is subsequently deleted.
Typically, two types of data are stored in relation to the management of a display list memory. First, the actual data (that is, a display list) is stored in the allocated memory. Second, data created by the display list manager or other device or function for managing the display list memory are also stored in memory. The latter may include, for example, pointers, addresses and size of allocated memory regions, status flags and the like. Information that is descriptive of the memory being managed will be referred to herein as “memory management data.” Efficient utilization of memory, including both display list memory used to store display lists and memory used to store memory management data, is critical because of the large amounts of data that the display list memory must be capable of storing, the variety of ways in which the display list memory maybe used, and the speed with which it must be accessed.
The above and other issues surrounding the dynamic allocation of memory and subsequent use thereof are well-known generally, as well as with regard to graphics systems. However, the display list memory must be allocated by the sy

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