Intel D525 AU80610006225AA User Manual

Product codes
AU80610006225AA
Page of 79
Datasheet
31
Functional Description
CPU’s 3D and 2D engines are fed with data through the memory controller. The outputs 
of the engines are surfaces sent to the memory, which are then retrieved and 
processed by the CPU planes. 
3.2.1
3D Graphics Pipeline
This CPU is the next step in the evolution of integrated graphics. In addition to running 
the graphics engine at 400 MHz, the GPU has two pixel pipelines.
The 3D graphics pipeline 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 broken up into four major stages: geometry 
processing, setup (vertex processing), texture application and rasterization.
The graphics is optimized by using the processor for advance software based transform 
and lighting (geometry processing) as defined by DirectX*. The other three stages of 
3D processing are handled on the GPU. 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 environment 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.
3.2.1.1
3D Engine
The 3D engine on the GPU has been designed with a deep pipelined architecture, where 
performance is maximized by allowing each stage of the pipeline to simultaneously 
operate on different primitive or portions of the same primitive. The GPU supports 
Perspective-Correct Texture Mapping, Multi-textures, Bump-Mapping, Cubic 
Environment Maps, Bilinear, Trilinear and Anisotropic MIP mapped filtering, ground 
shading, Alpha-blending, Vertex and Per Pixel Fog and Z/W Buffering.
The 3D Pipeline subsystem performs the 3D rendering acceleration. The main blocks of 
the pipeline are the setup engine, scan converter, texture pipeline, and raster pipeline. 
A typical programming sequence would be to send instructions to set the state of the 
pipeline followed by rending instructions containing 3D primitive vertex data.
The engines’ performance is dependent on the memory bandwidth available. Systems 
that have more bandwidth available will outperform systems with less bandwidth. The 
engines’ performance is also dependent on the core clock frequency. The higher the 
frequency, the more data is processed.
3.2.1.2
Texture Engine
The GPU allows an image, pattern, or video to be placed on the surface of the 3D 
polygon. The texture processor receives the texture coordinate information from the 
setup engine and the texture blend information from the scan converter. The texture 
processor performs texture color or ChromaKey matching, texture filtering (anisotropic, 
trilinear, bilinear interoplation), and YUV-to-RGB conversions.