Intel® 945G/945GZ/945GC/ 945P/945PL Express Chipset Family ...
Intel® 945G/945GZ/945GC/ 945P/945PL Express Chipset Family ... Intel® 945G/945GZ/945GC/ 945P/945PL Express Chipset Family ...
Functional Description 10.5.5.9 Depth Buffer The raster engine will be able to read and write from this buffer and use the data in per fragment operations that determine whether resultant color and depth value of the pixel for the fragment are to be updated or not. Typical applications for entertainment or visual simulations with exterior scenes require far/near ratios of 1000 to 10000. At 1000, 98% of the range is spent on the first 2% of the depth. This can cause hidden surface artifacts in distant objects, especially when using 16-bit depth buffers. A 24-bit Z-buffer provides 16 million Z-values, as opposed to only 64 K with a 16-bit Z buffer. With lower Z-resolution, two distant overlapping objects may be assigned the same Z-value. As a result, the rendering hardware may have a problem resolving the order of the objects, and the object in the back may appear through the object in the front. By contrast, when W (or eye-relative Z) is used, the buffer bits can be more evenly allocated between the near and far clip planes in world space. The key benefit is that the ratio of far and near is no longer an issue, allowing applications to support a maximum range of miles, yet still get reasonably accurate depth buffering within inches of the eye point. The GMCH supports a flexible format for the floating-point W buffer, wherein the number of exponent bits is programmable. This allows the driver to determine variable precision as a function of the dynamic range of the W (screen-space Z) parameter. The selection of depth buffer size is relatively independent of the color buffer. A 16-bit Z/W or 24-bit Z/W buffer can be selected with a 16-bit color buffer. Z buffer is not supported in 8-bit mode. 10.5.5.10 Stencil Buffer The raster engine will provide 8-bit stencil buffer storage in 32-bit mode and the ability to perform stencil testing. Stencil testing controls 3D drawing on a per pixel basis, conditionally eliminating a pixel on the outcome of a comparison between a stencil reference value and the value in the stencil buffer at the location of the source pixel being processed. They are typically used in multipass algorithms to achieve special effects (such as, decals, outlining, shadows and constructive solid geometry rendering). 10.5.5.11 Projective Textures The GMCH supports two, simultaneous projective textures at full rate processing, and four textures at half rate. These textures require three floating point texture coordinates to be included in the Flexible Vertex Format (FVF). Projective textures enable special effects such as projecting spot light textures obliquely onto walls, etc. 248
10.5.6 2D Engine Functional Description The GMCH contains BLT functionality, and an extensive set of 2D instructions. To take advantage of the 3D drawing engine’s functionality, some BLT functions (such as, Alpha BLTs, arithmetic (bilinear) stretch BLTs, rotations, transposing pixel maps, limited color space conversion, and DIBs) make use of the 3D renderer. 10.5.6.1 GMCH VGA Registers The 2D registers are a combination of registers defined by IBM when the Video Graphics Array (VGA) was first introduced and others that Intel has added to support graphics modes that have color depths, resolutions, and hardware acceleration features that go beyond the original VGA standard. 10.5.6.2 Logical 128-bit Fixed BLT and 256 Fill Engine Use of this BLT engine accelerates the Graphical User Interface (GUI) of Microsoft Windows* operating systems. The 128-bit GMCH BLT engine provides hardware acceleration of block transfers of pixel data for many common Windows operations. The term BLT refers to a block transfer of pixel data between memory locations. The BLT engine can be used for the following: � Move rectangular blocks of data between memory locations � Data Alignment � Perform logical operations (raster ops) The rectangular block of data does not change as it is transferred between memory locations. The allowable memory transfers are between: cacheable system memory and frame buffer memory, frame buffer memory and frame buffer memory, and within system memory. Data to be transferred can consist of regions of memory, patterns, or solid color fills. A pattern will always be 8x8 pixels wide and may be 8, 16, or 32 bits per pixel. The GMCH BLT engine has the ability to expand monochrome data into a color depth of 8, 16, or 32 bits. BLTs can be either opaque or transparent. Opaque transfers move the data specified to the destination. Transparent transfers compare destination color to source color and write according to the mode of transparency selected. Data is horizontally and vertically aligned at the destination. If the destination for the BLT overlaps with the source memory location, the GMCH can specify which area in memory to begin the BLT transfer. Hardware is included for all 256 raster operations (Source, Pattern, and Destination) defined by Microsoft, including transparent BLT. The GMCH has instructions to invoke BLT and stretch BLT operations, permitting software to set up instruction buffers and use batch processing. The GMCH can perform hardware clipping during BLTs. 249
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Functional Description<br />
10.5.5.9 Depth Buffer<br />
The raster engine will be able to read and write from this buffer and use the data in per fragment<br />
operations that determine whether resultant color and depth value of the pixel for the fragment are<br />
to be updated or not.<br />
Typical applications for entertainment or visual simulations with exterior scenes require far/near<br />
ratios of 1000 to 10000. At 1000, 98% of the range is spent on the first 2% of the depth. This can<br />
cause hidden surface artifacts in distant objects, especially when using 16-bit depth buffers. A<br />
24-bit Z-buffer provides 16 million Z-values, as opposed to only 64 K with a 16-bit Z buffer.<br />
With lower Z-resolution, two distant overlapping objects may be assigned the same Z-value. As a<br />
result, the rendering hardware may have a problem resolving the order of the objects, and the<br />
object in the back may appear through the object in the front.<br />
By contrast, when W (or eye-relative Z) is used, the buffer bits can be more evenly allocated<br />
between the near and far clip planes in world space. The key benefit is that the ratio of far and<br />
near is no longer an issue, allowing applications to support a maximum range of miles, yet still get<br />
reasonably accurate depth buffering within inches of the eye point.<br />
The GMCH supports a flexible format for the floating-point W buffer, wherein the number of<br />
exponent bits is programmable. This allows the driver to determine variable precision as a<br />
function of the dynamic range of the W (screen-space Z) parameter.<br />
The selection of depth buffer size is relatively independent of the color buffer. A 16-bit Z/W or<br />
24-bit Z/W buffer can be selected with a 16-bit color buffer. Z buffer is not supported in 8-bit<br />
mode.<br />
10.5.5.10 Stencil Buffer<br />
The raster engine will provide 8-bit stencil buffer storage in 32-bit mode and the ability to<br />
perform stencil testing. Stencil testing controls 3D drawing on a per pixel basis, conditionally<br />
eliminating a pixel on the outcome of a comparison between a stencil reference value and the<br />
value in the stencil buffer at the location of the source pixel being processed. They are typically<br />
used in multipass algorithms to achieve special effects (such as, decals, outlining, shadows and<br />
constructive solid geometry rendering).<br />
10.5.5.11 Projective Textures<br />
The GMCH supports two, simultaneous projective textures at full rate processing, and four<br />
textures at half rate. These textures require three floating point texture coordinates to be included<br />
in the Flexible Vertex Format (FVF). Projective textures enable special effects such as projecting<br />
spot light textures obliquely onto walls, etc.<br />
248