參數(shù)資料
型號(hào): VT8501
廠商: Electronic Theatre Controls, Inc.
英文描述: APOLLO MVP4
中文描述: 阿波羅MVP4
文件頁(yè)數(shù): 15/17頁(yè)
文件大小: 243K
代理商: VT8501
VT8501 Apollo MVP4
Revision 1.3
February 1, 2000
-
9-
System Overview
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System Capabilities
The Apollo MVP4 Graphics Controller
s main system features include:
High Performance single cycle GUI
Highly Integrated RAMDAC
and Triple Clock Synthesizer
Full Feature High Performance 3D Graphics Engine
High speed internal AGP Bus Mastering data bus supporting DVD video playback & 3D
Hardware implementation of motion compensation
Dual Video Windows for Videoconferencing
TrueVideo
Processor
DirectDraw
TM
and DirectVideo
TM
Hardware Support
Versatile Motion Video Capture/Overlay/Playback Support
Flexible Frame Buffer Memory Interface
Advanced Power Management Features
CRT Power Management (VESA
DPMS)
PC99 Hardware Support
High Performance 64-bit 2D GUI
The 64-bit graphics engine of the Apollo MVP4 Graphics Controller significantly improves graphics performance through
specialized hardware that accelerates the most frequently used GUI operations and matches the high-speed requirements of CPUs.
Functions directly supported in hardware include: BitBLTs, image and text transfer, line draw, short stroke vector draw, rectangle
fills, and clipping. The graphics engine supports 256 Raster Operations (ROPs) for up to 32-bit packed pixel graphic modes. The
ROP3 Processor in the Apollo MVP4 Graphics Controller is able to perform Boolean functions which allow many additional
operations, including transparency, pattern masking, color expansion alignment, and pattern enhancement. Additionally, the
graphics engine features linear display memory addressing (up to 4GB memory space), accelerated color expansion modes for
graphics text procession, and memory-mapped I/O registers on the graphics engine for faster access time.
Graphic functions are optimized by a 64-bit internal data bus and a four-color hardware cursor/pop-up icon, operating up to a
128x128x2 pixel image, which offloads the CPU. The hardware cursor mechanism can also be used to display patterns stored in
the system memory. This pop-up icon is very useful to display user friendly information instantly through simple hot key
operations. This advanced function combination allows significant performance increases over standard Super VGA designs and
provides outstanding graphics acceleration on GUIs, such as Microsoft
Windows 95
.
Highly Integrated RAMDAC
TM
& Clock Synthesizer
The highly integrated design of the Apollo MVP4 Graphics Controller offers a
no TTL
solution for cost-effective, high-
performance PC multimedia subsystem designs. The 64-bit memory data bus supporting SDRAM and SGRAM memory provides
faster data transfer rates for improved system throughput. The Apollo MVP4 Graphics Controller has a built-in, high speed
RAMDAC
synthesizer, providing the read/write timing control for the Frame Buffer Memory and the refresh of the TV/CRT display.
TM
. The RAMDAC
TM
is composed of one 256x24 and one 256x18 color lookup table and a triple loop frequency
The integrated frequency synthesizer provides a 125MHz memory clock for high speed DRAM access and a 230MHz video clock
which supports various refresh rates up to 85Hz at 1280x1024.
Full Feature High Performance 3D Engine
The Apollo MVP4 Graphics Controller is equipped with an advanced Graphics Drawing, Single Cycle 3D Graphics Engine that
performs premium 3D functions at a high level of more than 1M triangles per second. The 3D engine supports Microsoft
Direct3D. The 3D Engine is set up to off-load the CPU from major 3D tasks including slope calculation, sub-pixel positioning,
and Tri-striping. By balancing the 3D pipeline and reducing parameter passing, the Apollo MVP4 Graphics Controller provides
very high levels of performance. The 3D engine is integrated with a triangle set-up engine that sets up triangles according to
vertex input data and accomplishes various functions for 3D rendering. Gouraud shading provides smooth shading for colors
across surfaces, perspective correction texture mapping to correct texture data based on the perspective, bi-linear texture filtering
for interpolating, alpha blending to compensate colors for the opacity of two colors blended, Z-buffering (16-bit/24-bit), video
texturing to overlay 2D video play-back onto 3D images, fogging to simulate weather effects, palletized texture mapping (1-, 4-,
or 8-bit) for memory and bandwidth reduction, and anti-aliasing to reduce or eliminate jaggies resulted from alias rendering. The
3D engine also works with the APM system, conserving power while 3D operations are suspended.
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