NH82810 S L7XK Intel, NH82810 S L7XK Datasheet - Page 90
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NH82810 S L7XK
Manufacturer Part Number
NH82810 S L7XK
Description
Manufacturer
Intel
Datasheet
1.NH82810_S_L7XK.pdf
(119 pages)
Specifications of NH82810 S L7XK
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Intel
4.6.2.
4.6.3.
90
®
82810E (GMCH)
3D Engine
Buffers
The 3D engine of the GMCH 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 GMCH supports perspective-correct texture mapping,
bilinear and anisotropic MIP mapping, gouraud shading, alpha-blending, fogging and Z Buffering. These
features can be independently enabled or disabled via set of 3D instructions. This frees up the display
cache for other uses (e.g., back and depth buffers, bitmaps, etc.). In addition, the GMCH supports a
Dynamic Video Memory (D.V.M.) that 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.
The 2D, 3D and video capabilities of the internal graphics device of the GMCH provide control over a
variety of graphics buffers that can be implemented either in display cache or system memory. To aid the
rendering process, the display cache of the GMCH 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.
The 3D pipeline of the GMCH operates on the Back Buffer and the Z Buffer. The pixels’ 16-bit
(or 15-bit) RGB colors are stored in the back buffer. The Z-buffer can be used to store 16-bit depth
values or 5-bit “destination alpha” values. The Instruction set of the GMCH provides a variety of
controls for the buffers (e.g., initializing, flip, clear, etc.).
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