DatasheetQ Logo
Electronic component search and free download site. Transistors,MosFET ,Diode,Integrated circuits

AU80610006225AASLBXC 데이터 시트보기 (PDF) - Intel

부품명
상세내역
제조사
AU80610006225AASLBXC Datasheet PDF : 80 Pages
First Prev 31 32 33 34 35 36 37 38 39 40 Next Last
Functional Description
3.2.1
3.2.1.1
3.2.1.2
CPU’s 3D and 2D engines are fed with data through the memory controller. The outputs
of the engines are surfaces sent to the memory, which are then retrieved and
processed by the CPU planes.
3D Graphics Pipeline
This CPU is the next step in the evolution of integrated graphics. In addition to running
the graphics engine at 400 MHz, the GPU has two pixel pipelines.
The 3D graphics pipeline has a deep pipelined architecture in which each stage can
simultaneously operate on different primitives or on different portions of the same
primitive. The 3D graphics pipeline is broken up into four major stages: geometry
processing, setup (vertex processing), texture application and rasterization.
The graphics is optimized by using the processor for advance software based transform
and lighting (geometry processing) as defined by DirectX*. The other three stages of
3D processing are handled on the GPU. The setup stage is responsible for vertex
processing - converting vertices to pixels. The texture application stage applies
textures to pixels. The rasterization engine takes textured pixels and applies lighting
and other environment affects to produce the final pixel value. From the rasterization
stage, the final pixel value is written to the frame buffer in memory so it can be
displayed.
3D Engine
The 3D engine on the GPU has been designed with a deep pipelined architecture, where
performance is maximized by allowing each stage of the pipeline to simultaneously
operate on different primitive or portions of the same primitive. The GPU supports
Perspective-Correct Texture Mapping, Multi-textures, Bump-Mapping, Cubic
Environment Maps, Bilinear, Trilinear and Anisotropic MIP mapped filtering, ground
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 rending instructions containing 3D primitive vertex data.
The engines’ performance is dependent on the memory bandwidth available. Systems
that have more bandwidth available will outperform systems with less bandwidth. The
engines’ performance is also dependent on the core clock frequency. The higher the
frequency, the more data is processed.
Texture Engine
The GPU allows an image, pattern, or video to be placed on the surface of the 3D
polygon. The texture processor receives the texture coordinate information from the
setup engine and the texture blend information from the scan converter. The texture
processor performs texture color or ChromaKey matching, texture filtering (anisotropic,
trilinear, bilinear interoplation), and YUV-to-RGB conversions.
Datasheet
31

Share Link: 

datasheetq.com  [ Privacy Policy ]Request Datasheet ] [ Contact Us ]