Intel N450 AU80610004653AA ユーザーズマニュアル
製品コード
AU80610004653AA
Functional Description
28
Datasheet
3.2
Integrated Graphics Controller
This section details the integrated graphics engines (3D, 2D and video), 3D pipeline,
and the respective capabilities.
and the respective capabilities.
The processor’s graphics processing unit (GPU) contains several types of components.
The major components in the GPU are the engines, planes, pipes and ports. The GPU
has a 3D/2D instruction processing unit to control the 3D and 2D engines respectively.
The processor’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 processor planes.
The major components in the GPU are the engines, planes, pipes and ports. The GPU
has a 3D/2D instruction processing unit to control the 3D and 2D engines respectively.
The processor’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 processor planes.
3.2.1
3D Graphics Pipeline
This GPU runs the graphics engine at 200 MHz and has two pixel pipelines.
The 3D graphics pipeline has a deep pipeline 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.
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 Microsoft 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.
and lighting (geometry processing) as defined by Microsoft 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 pipeline 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, Multitextures, Bump-Mapping, Cubic
Environment Maps, Bilinear, Trilinear and Anisotropic MIP mapped filtering, Gouraud
shading, Alpha-blending, Vertex and Per Pixel Fog and Z/W Buffering.
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, Multitextures, Bump-Mapping, Cubic
Environment Maps, Bilinear, Trilinear and Anisotropic MIP mapped filtering, Gouraud
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 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.
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.