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Intel
82865G/82865GV GMCH Datasheet
165
Functional Description
5.4.1
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
rending instructions containing 3D primitive vertex data.
The engines’ performance is dependent on the memory bandwidth available. Systems that have
more bandwidth available will significantly 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.
5.4.1.1
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, 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 and polygons. In addition to this, GMCH supports the Microsoft DirectX*
Flexible Vertex Format (FVF), which 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. GMCH’s
clipping and scissoring in hardware reduce the need for software to clip objects, and thus 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 supports a single scissor box rectangle that can be enabled or
disabled. The rectangle is defined as an Inclusive box. Inclusive is defined as “draw the pixel if it is
inside the scissor rectangle”.