Intel® 815 Chipset: Graphics Controller PRM, Rev 1.0

R

 

 

12.2.6.

TEXT_Immediate_BLT

169

 

 

12.2.7.

COLOR_BLT

170

 

 

12.2.8.

PAT_BLT

171

 

 

12.2.9.

MONO_PAT_BLT

172

 

 

12.2.10.

SRC_COPY_BLT

173

 

 

12.2.11.

MONO_SRC_COPY_BLT

174

 

 

12.2.12.

MONO_SRC_COPY_IMMEDIATE_BLT

175

 

 

12.2.13.

FULL_BLT

177

 

 

12.2.14.

FULL_MONO_SRC_BLT

178

 

 

12.2.15.

FULL_MONO_PATTERN_BLT

180

 

 

12.2.16.

FULL_MONO_PATTERN_MONO_SRC_BLT

182

 

12.3.

BLT Engine Instruction Definitions

184

 

 

12.3.1.

BR00—BLT Opcode and Control

184

 

 

12.3.2.

BR01—Setup BLT Raster OP, Control, and Destination Offset

186

 

 

12.3.3.

BR02—Clip Rectangle Y1 Address

188

 

 

12.3.4.

BR03—Clip Rectangle Y2 Address

188

 

 

12.3.5.

BR04—Clip Rectangle X1 and X2

189

 

 

12.3.6.

BR05—Setup Expansion Background Color

190

 

 

12.3.7.

BR06—Setup Expansion Foreground Color

190

 

 

12.3.8.

BR07—Setup Color Pattern Address

191

 

 

12.3.9.

BR08—Destination X1 and X2

192

 

 

12.3.10.

BR09—Destination Address and Destination Y1 Address

193

 

 

12.3.11.

BR10—Destination Y2 Address

193

 

 

12.3.12.

BR11—BLT Source Pitch (Offset) or Monochrome Source Quadwords ..

194

 

 

12.3.13.

BR12—Source Address

195

 

 

12.3.14.

BR13—BLT Raster OP, Control, and Destination Pitch

196

 

 

12.3.15.

BR14—Destination Width & Height

198

 

 

12.3.16.

BR15—Color Pattern Address

199

 

 

12.3.17.

BR16—Pattern Expansion Background & Solid Pattern Color

200

 

 

12.3.18.

BR17—Pattern Expansion Foreground Color

200

 

 

12.3.19.

BR18—Source Expansion Background, and Destination Color

201

 

 

12.3.20.

BR19—Source Expansion Foreground Color

201

 

 

12.3.21.

S_SLADD—Source Scan Line Address

202

 

 

12.3.22.

D_SLH—Destination Scan Line Height

202

 

 

12.3.23.

D_SLRADD—Destination Scan Line Read Address

203

13.

Rendering Engine Instructions

205

 

13.1.

GFXPRIMITIVE

205

 

 

13.1.1.

Axis Aligned Rectangles

205

 

 

13.1.2.

Primitive Winding Order

205

 

 

13.1.3.

Position Mask

206

 

 

13.1.4.

Bias

206

 

 

13.1.5.

Primitive Rendering Instruction Format

206

 

 

13.1.6.

Variable Length Vertex Formats for Rendering Instructions

207

 

 

13.1.7.

GFXVERTEX

208

 

13.2. GFXRENDERSTATE_VERTEX_FORMAT

209

 

13.3.

GFXBLOCK

210

 

 

13.3.1.

Motion Vector Format

213

 

13.4.

Non-pipelined State Variables

213

 

13.5. GFXRENDERSTATE_MAP_TEXELS

214

 

13.6. GFXRENDERSTATE_MAP_COORD_SETS

215

 

13.7. GFXRENDERSTATE_MAP_INFO

217

 

13.8.

GFXRENDERSTATE_MAP_FILTER

222

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Intel 815 manual Monosrccopyimmediateblt