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845GL bảng dữ liệu(PDF) 121 Page - Intel Corporation |
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845GL bảng dữ liệu(HTML) 121 Page - Intel Corporation |
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121 / 193 page ![]() Intel® 82845G/82845GL/82845GV GMCH Datasheet 121 Functional Description Zone Rendering Zone Rendering Technology is a unique mechanism that addresses memory bandwidth limitations by reducing the required memory bandwidth for graphics. The 3D graphics engine divides the frame buffer into rectangular zones and then sorts the triangles into memory by zone. The 3D graphics engine then completely processes the zone, writing the pixel data to memory and then proceeds to the next zone. By processing only a single zone of the frame buffer at a time, the use of on-chip memory (cache) is highly optimized and each pixel in each scene is drawn only one time. As a result, the system memory bandwidth required to render each scene is greatly reduced. Depth-Bias The GMCH supports source Depth biasing. The Depth bias value is specified in the vertex command packet on a per primitive basis. The value ranges from -1 to 1. The Depth bias value is added to the z or w value of the vertices. This is used for coplanar polygon priority. By using Depth bias, it is possible to offset the destination z value (compare value) before comparing with the new z value. Backface Culling The GMCH discards polygons from further processing, if they are facing away from or towards the user’s viewpoint. This operation, referred to as “Back Face Culling,” is accomplished based on the “clockwise” or “counter-clockwise” orientation of the vertices on a primitive. This can be enabled or disabled by the driver. 4.4.1.2 Scan Converter The Scan Converter takes the vertex and edge information is used to identify all pixels that are affected by features being rendered. It works on a per-polygon basis. Pixel Rasterization Rules The GMCH supports both OpenGL and D3D pixel rasterization rules to determine whether a pixel is filled by the triangle or line. For both D3D and OpenGL modes, a top-left filling convention for filling geometry is used. Pixel rasterization rule on rectangle primitive is also supported using the top-left fill convention. 4.4.1.3 2D Functionality The alpha stretch BLT function can stretch source data in the X and Y directions to a destination larger or smaller than the source. Stretch BLT functionality expands a region of memory into a larger or smaller region using replication and interpolation. The stretch BLT function also provides format conversion and data alignment. 4.4.1.4 Texture Engine The GMCH allows an image, pattern, or video to be placed on the surface of a 3D polygon. The texture processor performs texture color or chromakey matching, texture filtering (anisotropic, trilinear and bilinear interpolation), and YUV-to-RGB conversions. |
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