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319537-003US 参数 Datasheet PDF下载

319537-003US图片预览
型号: 319537-003US
PDF下载: 下载PDF文件 查看货源
内容描述: 英特尔系统控制器中心 [Intel System Controller Hub]
分类和应用: 控制器
文件页数/大小: 450 页 / 2593 K
品牌: INTEL [ INTEL ]
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Graphics, Video, and Display (D2:F0)  
9.1.4  
Pixel Processing  
After vertices are transformed and lit by the vertex processing pipeline, the pixel  
processor takes the vertex information and generates the final rasterized pixels to be  
displayed. The steps of this process include removing hidden surfaces, applying  
textures and shading, and converting pixels to the final display format. The vertex/pixel  
shader engine is described in Section 9.1.5.  
The pixel processing operations also have their own data scheduling function that  
controls image processor functions and the texture and shader routines.  
9.1.4.1  
Hidden Surface Removal  
The image processor takes the floating-point results of the vertex processing and  
further converts them to polygons for rasterization and depth processing. During depth  
processing, the relative positions of objects in a scene, relative to the camera, are  
determined. The surfaces of objects hidden behind other objects are then removed  
from the scene, thus preventing the processing of un-seen pixels. This improves the  
efficiency of subsequent pixel-processing.  
9.1.4.2  
9.1.4.3  
Applying Textures and Shading  
After hidden surfaces are removed, textures and shading are applied. Texture maps are  
fetched, mipmaps calculated, and either is applied to the polygons. Complex pixel-  
shader functions are also applied at this stage.  
Final Pixel Formatting  
The pixel formatting module is the final stage of the pixel-processing pipeline and  
controls the format of the final pixel data sent to the memory. It supplies the unified  
shader with an address into the output buffer, and the shader core returns the relevant  
pixel data. The pixel formatting module also contains scaling functions, as well as a  
dithering and data format packing function.  
9.1.5  
Unified Shader  
The unified shader engine contains a specialized programmable microcontroller with  
capabilities specifically suited for efficient processing of graphics geometries (vertex  
shading), graphics pixels (pixel shading), and general-purpose video and image  
processing programs. In addition to data processing operations, the unified shader  
engine has a rich set of program-control functions permitting complex branches,  
subroutine calls, tests, etc., for run-time program execution.  
The unified shader core also has a task and thread manager which tries to maintain  
maximum performance utilization by using a 16-deep task queue to keep the 16  
threads full.  
The unified store contains 16 banks of 128 registers. These 32-bit registers contain all  
temporary and output data, as well as attribute information. The store employs  
features which reduce data collisions such as data forwarding, pre-fetching of a source  
argument from the subsequent instruction. It also contains a write back queue.  
Like the register store, the arithmetic logic unit (ALU) pipelines are 32-bits wide. For  
floating-point instructions, these correlate to IEEE floating point values. However, for  
integer instructions, they can be considered as one 32-bit value, two 16-bit values, or  
four 8-bit values. When considered as four 8-bit values, the integer unit effectively acts  
like a four-way SIMD ALU, performing four operations per clock. It is expected that in  
legacy applications pixel processing will be done on 8-bit integers, roughly quadrupling  
the pixel throughput compared to processing on float formats.  
Datasheet  
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