Graphics, Video, and Display (D2:F0)
9 Graphics, Video, and Display
(D2:F0)
9.1
Graphics Overview
9.1.1
3-D Core Key Features
Two pipe scaleable unified shader implementation.
— 3-D Peak Performance
— Fill Rate: 2 Pixels per clock
— Vertex Rate: One Triangle 15 clocks (Transform Only)
— Vertex/Triangle Ratio average = 1 vtx/tri, peak 0.5 vtx/tri
• Texture max size = 2048 x 2048
• Programmable 4x multi-sampling anti-aliasing (MSAA)
— Rotated grid
— ISP performance related to AA mode, TSP performance unaffected by AA mode
• Optimized memory efficiency using multi-level cache architecture
9.1.2
Shading Engine Key Features
The unified pixel/vertex shader engine supports a broad range of instructions.
• Unified programming model
— Multi-threaded with four concurrently running threads
— Zero-cost swapping in/out of threads
— Cached program execution model – unlimited program size
— Dedicated pixel processing instructions
— Dedicated vertex processing instructions
— 2048 32-bit registers
• SIMD pipeline supporting operations in:
— 32-Bit IEEE Float
— 2-way, 16-bit fixed point
— 4-way, 8-bit integer
— 32-bit, bit-wise (logical only)
• Static and Dynamic flow control
— Subroutine calls
— Loops
— Conditional branches
— Zero-cost instruction predication
• Procedural Geometry
— Allows generation of more primitives on output compared with input data
— Effective geometry compression
— High order surface support
• External data access
— Permits reads from main memory by cache (can be bypassed)
— Permits writes to main memory
— Data fence facility provided
— Dependent texture reads
Datasheet
95