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845GL Datasheet(PDF) 120 Page - Intel Corporation |
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845GL Datasheet(HTML) 120 Page - Intel Corporation |
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120 / 193 page ![]() Functional Description 120 Intel® 82845G/82845GL/82845GV GMCH Datasheet The entire IGD is fed with data from the memory controller. The performance of the IGD is directly related to the amount of bandwidth available. If the engines are not receiving data fast enough from the memory controller (e.g., PC133), the rest of the IGD will also be affected. The rest of this section focuses on explaining the IGD components and dependencies. 4.4.1 3D Engine The 3D engine of the GMCH has been designed with a deep pipelined architecture, where performance is maximized by allowing each stage of the pipeline to simultaneously operate on different primitives or portions of the same primitive. The GMCH supports Perspective-correct Texture Mapping, Multitextures, Bump-Mapping, Cubic Environment Maps, Bilinear, Trilinear and Anisotropic MIP mapped filtering, Gouraud shading, Alpha-blending, Vertex and Per Pixel Fog and Z/W Buffering. The 3D pipeline subsystem performs the 3D rendering acceleration. The main blocks of the pipeline are the Setup Engine, Scan Converter, Texture Pipeline, and Raster Pipeline. 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. 4.4.1.1 Setup Engine The setup stage of the pipeline takes the input data associated with each vertex of a 3D primitive and computes the various parameters required for scan conversion. In formatting this data, the GMCH maintains sub-pixel accuracy. 3D Primitives and Data Formats Support The 3D primitives rendered by GMCH are points, lines, discrete triangles, line strips, triangle strips, triangle fans, polygons, indexed vertices as well as state variables. In addition to this, the GMCH supports DirectX’s Flexible Vertex Format (FVF) that enables the application to specify a variable length of parameter list obviating the need for sending unused information to the hardware. Strips, Fans, and Indexed Vertices, as well as FVF, improves delivered vertex rate to the setup engine significantly. Pixel Accurate “Fast” Scissoring and Clipping Operation The GMCH supports 2D clipping to a scissor rectangle within the drawing window. Objects are clipped to the scissor rectangle, avoiding processing pixels that fall outside the rectangle. The GMCH’s clipping and scissoring in hardware reduce the need for software to clip objects; this improves performance. During the setup stage, the GMCH clips objects to the scissor window. A scissor rectangle accelerates the clipping process by allowing the driver to clip to a bigger region than the hardware renders to. The scissor rectangle needs to be pixel accurate, and independent of line and point width. The GMCH will support a single scissor box rectangle, which can be enabled or disabled. |
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