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Graphics, Video and Display
Intel
®
 Atom™ Processor E3800 Product Family
Datasheet
415
14.7.1
3D Engine Execution Units
The EUs perform 128-bit wide execution per clock.
Support SIMD8 instructions for vertex processing and SIMD16 instructions for pixel 
processing.
14.7.2
3D Pipeline
14.7.2.1
Vertex Fetch (VF) Stage
The VF stage executes 3DPRIMITIVE commands. Some enhancements have been 
included to better support legacy D3D APIs as well as SGI OpenGL*.
14.7.2.2
Vertex Shader (VS) Stage
The VS stage performs shading of vertices output by the VF function. The VS unit 
produces an output vertex reference for every input vertex reference received from the 
VF unit, in the order received.
14.7.2.3
Geometry Shader (GS) Stage
The GS stage receives inputs from the VS stage. Compiled application-provided GS 
programs, specifying an algorithm to convert the vertices of an input object into some 
output primitives. For example, a GS shader may convert lines of a line strip into 
polygons representing a corresponding segment of a blade of grass centered on the 
line. Or it could use adjacency information to detect silhouette edges of triangles and 
output polygons extruding out from the edges. 
14.7.2.4
Clip Stage
The Clip stage performs general processing on incoming 3D objects. However, it also 
includes specialized logic to perform a Clip Test function on incoming objects. The Clip 
Test optimizes generalized 3D Clipping. The Clip unit examines the position of incoming 
vertices, and accepts/rejects 3D objects based on its Clip algorithm.
14.7.2.5
Strips and Fans (SF) Stage
The SF stage performs setup operations required to rasterize 3D objects. The outputs 
from the SF stage to the Windower stage contain implementation-specific information 
required for the rasterization of objects and also supports clipping of primitives to some 
extent.
14.7.2.6
Windower/IZ (WIZ) Stage
The WIZ unit performs an early depth test, which removes failing pixels and eliminates 
unnecessary processing overhead.