Intel 815 manual Position Mask, Bias, Primitive Rendering Instruction Format

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Intel® 815 Chipset: Graphics Controller PRM, Rev 1.0

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13.1.3.Position Mask

In Variable vertex format, a position mask is sent to indicate the present of X, Y, Z, and 1/W parameters. If 1/W (RHW) is declared not present in the vertex packet, hardware forces 1/w equal to 1. In the case Z is declared not present, the Z value of the last triangle from the last vertex instruction packet will be used for the triangles in this packet.

13.1.4.Bias

A Z bias value can be included in the vertex instruction packet as a per polygon basis. This value is a floating point number that ranges from -1 to 1. The Z bias value is added to the Z value and then clamped to between 0 to 1 before primitive setup calculation. In triangle or line primitive type, Z bias of the last vertex (3rd in triangle, 2nd in line) will be used to add to all the vertices of the primitive and the Z bias value on the other vertices will be ignored. In triangle strip and fan, the Z bias value on the 3rd vertex will be used for the first triangle and the Z bias value on subsequent vertex which defined a triangle will be used for that triangle.

13.1.5.Primitive Rendering Instruction Format

DWord

Bits

 

Description

 

 

 

0

31:29

Client : 03h – Rendering Engine

 

 

 

 

28:24

Rendering Primitive : 1Fh

 

 

 

 

23

Reserved: 00h

 

 

 

 

22:18

Primitive Type:

 

 

0h

= Triangle or Triangle List

 

 

1h

= Triangle Strip

 

 

2h

= Triangle Strip with Reverse Winding Order

 

 

3h

= Triangle Fan

 

 

4h

= Polygon(Triangle Fan with Common Flat Shaded Vtx)

 

 

5h

= Line or Line List

 

 

6h

= Line Strip

 

 

7h

= Rectangle or Rectangle List (must be axis aligned)

 

 

8h–1Fh = Reserved

 

 

 

 

17:0

DWord Count

 

 

 

1

N/A

Primitive[0] Vertex[0]: GFXVERTEX

 

 

 

 

N/A

Primitive[0] Vertex[1]: GFXVERTEX

 

 

 

 

 

:

 

:

 

 

 

Variable

N/A

Primitive[n] Vertex[2]: GFXVERTEX

 

 

Last DWORD of last vertex of last primitive

 

 

 

 

Refer to GFXVERTEX section for details on defining primitive vertex.

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Intel 815 manual Position Mask, Bias, Primitive Rendering Instruction Format