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Intel® 945G/945GZ/945GC/ 945P/945PL Express Chipset Family ...

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10.5 Integrated Graphics Device (Intel ®<br />

82<strong>945G</strong>/82<strong>945G</strong>C/82<strong>945G</strong>Z GMCH Only)<br />

Functional Description<br />

The major components in the Integrated Graphics Device (IGD) are the engines, planes, pipes and<br />

ports. The GMCH has a 3D/2D instruction processing unit to control the 3D and 2D engines. The<br />

IGD’s 3D and 2D engines are fed with data through the memory controller. The output of the<br />

engines are surfaces sent to memory that are then retrieved and processed by the GMCH planes.<br />

The GMCH contains a variety of planes, such as display, overlay, cursor and VGA. A plane<br />

consists of rectangular shaped image that has characteristics such as source, size, position,<br />

method, and format. These planes get attached to source surfaces that are rectangular memory<br />

surfaces with a similar set of characteristics. They are also associated with a particular destination<br />

pipe.<br />

A pipe consists of a set of combined planes and a timing generator. The GMCH has two<br />

independent display pipes, allowing for support of two independent display streams. A port is the<br />

destination for the result of the pipe. The GMCH contains three display ports; 1 analog (DAC)<br />

and two digital (SDVO ports B and C). The ports will be explained in more detail later in this<br />

section .<br />

The entire IGD is fed with data from its memory controller. The GMCH’s graphics performance<br />

is directly related to the amount of bandwidth available. If the engines are not receiving data fast<br />

enough from the memory controller (e.g., single-channel DDR2 533), the rest of the IGD will also<br />

be affected.<br />

The rest of this section will focus on explaining the IGD components, their limitations, and<br />

dependencies.<br />

10.5.1 3D Graphics Pipeline<br />

The GMCH graphics is the next step in the evolution of integrated graphics. In addition to<br />

running the graphics engine at 400 MHz, the GMCH graphics has four pixel pipelines that<br />

provide a 1.3 GB/s fill rate that enables an excellent consumer gaming experience.<br />

The 3D graphics pipeline for the GMCH has a deep pipelined architecture in which each stage<br />

can simultaneously operate on different primitives or on different portions of the same primitive.<br />

The 3D graphics pipeline is divided into four major stages: geometry processing, setup (vertex<br />

processing), texture application, and rasterization.<br />

The GMCH graphics is optimized for use with current and future Intel ® processors for advance<br />

software based transform and lighting techniques (geometry processing) as defined by the<br />

Microsoft Direct X* API. The other three stages of 3D processing are handled on the integrated<br />

graphics device. The setup stage is responsible for vertex processing; converting vertices to<br />

pixels. The texture application stage applies textures to pixels. The rasterization engine takes<br />

textured pixels and applies lighting and other environmental affects to produce the final pixel<br />

value. From the rasterization stage, the final pixel value is written to the frame buffer in memory<br />

so it can be displayed.<br />

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