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2. Graphics Accelerator Technology2.1 BasicsThis section gives a very cursory overview of computer graphics accelerator technology, in order to help you understand the concepts used later in the document. You should consult e.g. a book on OpenGL in order to learn more.
2.2 Hardware configurationGraphics accelerators come in different flavors: either as a separate PCI board that is able to pass through the video signal of a (possibly 2D or video accelerated) VGA board, or as a PCI board that does both VGA and 3D graphics (effectively replacing older VGA controllers). The 3Dfx boards based on the Voodoo Graphics (tm) belong to the former category. We will get into this again later. If there is no address conflict, any 3D accelerator board could be present under Linux without interfering, but in order to access the accelerator, you will need a driver. A combined 2D/3D accelerator might behave differently.
2.3 A bit of Voodoo Graphics (tm) architectureUsually, accessing texture memory and frame/depth buffer is a major bottleneck. For each pixel on the screen, there are at least one (nearest), four (bi-linear), or eight (tri-linear mipmapped) read accesses to texture memory, plus a read/write to the depth buffer, and a read/write to frame buffer memory. The Voodoo Graphics (tm) architecture separates texture memory from frame/depth buffer memory by introducing two separate rendering stages, with two corresponding units (Pixelfx and Texelfx), each having a separate memory interface to dedicated memory. This gives an above-average fill rate, paid for restrictions in memory management (e.g. unused framebuffer memory can not be used for texture caching). Moreover, a Voodoo Graphics (tm) could use two TMU's (texture management or texelfx units), and finally, two Voodoo Graphics (tm) could be combined with a mechanism called Scan-Line Interleaving (SLI). SLI essentially means that each Pixelfx unit effectively provides only every other scanline, which decreases bandwidth impact on each Pixelfx' framebuffer memory.
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