Vertex Shader (VS) Stage
The VS stage performs shading of vertices output by the VF function. The VS unit produces an output vertex reference for every input vertex reference received from the VF unit, in the order received.
Geometry Shader (GS) Stage
The GS stage receives inputs from the VS stage. Compiled
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.
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
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
Video Engine
The Video Engine handles the
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.
Processor 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.
| Intel® Xeon® Processor |
June 2013 | Datasheet – Volume 1 of 2 |
Order No.: | 29 |