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82G33 Datasheet(PDF) 360 Page - Intel Corporation

Part # 82G33
Description  Graphics and Memory Controller Hub
PDF  437 Pages
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Manufacturer  INTEL [Intel Corporation]
Direct Link  http://www.intel.com
Logo INTEL - Intel Corporation

82G33 Datasheet(HTML) 360 Page - Intel Corporation

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Functional Description
360
Datasheet
10.5
Integrated Graphics Controller (Intel® 82Q35,
82Q33, 82G33 GMCH Only)
The major components in the Integrated Graphics Device (IGD) are the engines,
planes, pipes, and ports. The GMCH has a 3D/2D instruction processing unit to control
the 3D and 2D engines. The IGD’s 3D and 2D engines are fed with data through the
memory controller. The output of the engines are surfaces sent to memory that are
then retrieved and processed by the GMCH planes.
The GMCH contains a variety of planes, such as display, overlay, cursor and VGA. A
plane consists of rectangular shaped image that has characteristics such as source,
size, position, method, and format. These planes get attached to source surfaces that
are rectangular memory surfaces with a similar set of characteristics. They are also
associated with a particular destination pipe.
A pipe consists of a set of combined planes and a timing generator. The GMCH has
two independent display pipes, allowing for support of two independent display
streams. A port is the destination for the result of the pipe. The GMCH contains three
display ports; 1 analog (DAC) and two digital (SDVO ports B and C). The ports will be
explained in more detail later in this chapter.
The entire IGD is fed with data from its memory controller. The GMCH’s graphics
performance is directly related to the amount of bandwidth available. If the engines
are not receiving data fast enough from the memory controller (e.g., single-channel
DDR3 1066), the rest of the IGD will also be affected.
The rest of this chapter will focus on explaining the IGD components, their limitations,
and dependencies.
10.5.1
3D Graphics Pipeline
The GMCH graphics is the next step in the evolution of integrated graphics. In addition
to running the graphics engine at 400 MHz, the GMCH graphics has two pixel pipelines
that provide a 1.3 GB/s fill rate that enables an excellent consumer gaming
experience.
The 3D graphics pipeline for the GMCH has a deep pipelined architecture in which each
stage can simultaneously operate on different primitives or on different portions of the
same primitive. The 3D graphics pipeline is divided into four major stages: geometry
processing, setup (vertex processing), texture application, and rasterization.
The GMCH graphics is optimized for use with current and future Intel® processors for
advance software based transform and lighting techniques (geometry processing) as
defined by the Microsoft DirectX* API. The other three stages of 3D processing are
handled on the integrated graphics device. The setup stage is responsible for vertex
processing; converting vertices to pixels. The texture application stage applies
textures to pixels. The rasterization engine takes textured pixels and applies lighting
and other environmental affects to produce the final pixel value. From the
rasterization stage, the final pixel value is written to the frame buffer in memory so it
can be displayed.



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