參數(shù)資料
型號(hào): 82815EM
英文描述: Controller Miscellaneous - Datasheet Reference
中文描述: 控制器雜項(xiàng)-數(shù)據(jù)表參考
文件頁數(shù): 135/163頁
文件大?。?/td> 1049K
代理商: 82815EM
Intel
82815EM GMCH
R
Datasheet
135
Reduced software overhead, 2) Efficient DMA instruction fetches from graphics memory, and 3)
Software can more efficiently set up instruction packets in buffers in graphics memory (faster than
writing to FIFOs).
Figure 7. 3D/2D Pipeline Preprocessor
DMA
FIFO
Instr
Parser
3D Instructions (3D state,
3D Primitives, STRBLT,
Motion Compensation)
2D Instructions
cmd_str.vsd
3D
Engine
BLT
Engine
Instruction access and decoding
Low Priority Ring
(Graphics Memory)
Instruction
Batch Buff Instr
Batch Buffers
Instruction
Display
Engine
Overlay
Engine
Interrupt Ring
(Graphics Memory)
Instruction
Batch Buff Instr
Instruction
Batch Buffers
DMA
DMA
4.12.2.
3D Engine
The 3D engine of the GMCH2-M has been architected as a deep pipeline, where performance is
maximized by allowing each stage of the pipeline to simultaneously operate on different primitives or
portions of the same primitive. The internal graphics device of the GMCH2-M supports perspective-
correct texture mapping, bilinear, trilinear, and anisotropic MIP map filtering, Gouraud shading, alpha-
blending, colorkeying and chromakeying, full color specular shading, fogging and Z Buffering. These
features can be independently enabled or disabled via set of 3D instructions. In addition, the GMCH2-M
supports a Dynamic Video Memory Technology (D.V.M.T.) which allows the entire 3D rendering
process to take place in system memory; thus, alleviating the need for the display cache.
The main blocks of the pipeline are the Setup Engine, Scan Converter, Texture Pipeline, and Color
Calculator block. A typical programming sequence would be to send instructions to set the state of the
pipeline followed by rendering instructions containing 3D primitive vertex data.
4.12.3.
Buffers
The 2D, 3D and video capabilities of the internal graphics device of the GMCH2-M provide control over
a variety of graphics buffers which can be implemented either in display cache or system memory. To aid
the rendering process, the display cache of the GMCH2-M contains two hardware buffers—the Front
Buffer (display buffer) and the Back Buffer (rendering buffer). The image being drawn is not visible until
the scene is complete and the back buffer made visible (via an instruction) or copied to the front buffer
(via a 2D BLT operation). By rendering to one and displaying from the other, the possibility of image
tearing is removed. This also speeds up the display process over a single buffer.
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