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910GL датащи(PDF) 243 Page - Intel Corporation |
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910GL датащи(HTML) 243 Page - Intel Corporation |
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243 / 426 page ![]() Functional Description R Datasheet 243 12.6.4.10 Stencil Buffer The Raster Engine provides 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. 12.6.4.11 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.). 12.6.5 2D Engine 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. 12.6.5.1 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. 12.6.5.2 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 |
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