Intel G870 CM8062307260115 User Manual

Product codes
CM8062307260115
Page of 102
Datasheet, Volume 1
29
Interfaces
2.4.1.2.3
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. 
2.4.1.2.4
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.
2.4.1.2.5
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.
2.4.1.2.6
Windower/IZ (WIZ) Stage
The WIZ unit performs an early depth test, which removes failing pixels and eliminates 
unnecessary processing overhead. 
The Windower uses the parameters provided by the SF unit in the object-specific 
rasterization algorithms. The WIZ unit rasterizes objects into the corresponding set of 
pixels. The Windower is also capable of performing dithering, whereby the illusion of a 
higher resolution when using low-bpp channels in color buffers is possible. Color 
dithering diffuses the sharp color bands seen on smooth-shaded objects.
2.4.1.3
Video Engine
The Video Engine handles the non-3D (media/video) applications. It includes support 
for VLD and MPEG2 decode in hardware. 
2.4.1.4
2D Engine
The 2D Engine contains BLT (Block Level Transfer) functionality and an extensive set of 
2D instructions. To take advantage of the 3D during engine’s functionality, some BLT 
functions make use of the 3D renderer.
2.4.1.4.1
Integrated Graphics VGA Registers
The 2D registers consists of original VGA registers and others to support graphics 
modes that have color depths, resolutions, and hardware acceleration features that go 
beyond the original VGA standard.