參數(shù)資料
型號: 82815EM
英文描述: Controller Miscellaneous - Datasheet Reference
中文描述: 控制器雜項-數(shù)據(jù)表參考
文件頁數(shù): 137/163頁
文件大?。?/td> 1049K
代理商: 82815EM
Intel
82815EM GMCH
R
Datasheet
137
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 chroma-key
matching, texture filtering (anisotropic, bilinear, and trilinear interpolation), and YUV to RGB
conversions.
The GMCH2-M supports up to 11 Levels-of-Detail (LODs) ranging in size from 1024x1024 to 1x1
texels. (A texel is defined as a texture map pixel). Textures need not be square. Included in the texture
processor is a small cache, which provides efficient mip-mapping.
Nearest.
Texel with coordinates nearest to the desired pixel is used. (This is used if only one LOD
is present).
Linear.
A weighted average of a 2x2 area of texels surrounding the desired pixel are used. (This is
used if only one LOD is present).
Mip Nearest.
This is used if many LODs are present. The appropriate LOD is chosen and the texel
with coordinates nearest to the desired pixel are used.
Mip Linear.
This is used if many LODs are present. The appropriate LOD is chosen and a weighted
average of a 2x2 area of texels surrounding the desired pixel are used. This is also referred to as bi-
linear mip-mapping.
Trilinear.
Tri-linear filtering blends two mip maps of the same image to provide a smooth transition
between different mips (floor and ceiling of the calculated LOD).
Anisotropic.
This can be used if multiple LODs are present. This filtering method improves the
visual quality of texture-mapped objects when viewed at oblique angles (i.e., with a high degree of
perspective foreshortening). The improvement comes from a more accurate (anisotropic) mapping
of screen pixels onto texels -- where using bilinear or trilinear filtering can yield overly-blurred
results. Situations where anisotropic filtering demonstrates superior quality include text viewed at
an angle, lines on roadways, etc.
The GMCH2-M can store each of the above mip-maps in any of the following formats:
8bpt Surface Format
16bpt Surface Format
RGB 565
ARGB 1555
ARGB 4444
AY 88
8bpt (Indexed) Surface Format
RGB 565
ARGB 1555
ARGB 4444
AY 88
4:2:2
YCrCb, Swap Y Format
YCrCb, Normal
YCrCb, UV Swap
YCrCb, UV/Y Swap
Many texture mapping modes are supported. Perspective correct mapping is always performed. As the
map is fitted across the polygon, the map can be tiled, mirrored in either the U or V directions, or
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