| Electronic Components Datasheet Search |
|
RIVA128ZX Datasheet(PDF) 14 Page - STMicroelectronics |
|
|
|||||||||||||||||||||||||||||
RIVA128ZX Datasheet(HTML) 14 Page - STMicroelectronics |
|
14 / 85 page ![]() 128-BIT 3D MULTIMEDIA ACCELERATOR RIVA128ZX 14/85 4 ACCELERATED GRAPHICS PORT (AGP) INTERFACE The Accelerated Graphics Port (AGP) is a high performance, component level interconnect targeted at 3D graphical display applications and based on performance enhancements to the PCI local bus. Figure 1. System block diagram showing relationship between AGP and PCI buses Background to AGP Although 3D graphics acceleration is becoming a standard feature of multimedia PC platforms, 3D rendering generally has a voracious appetite for memory bandwidth. Consequently there is upward pressure on the PC’s memory requirement leading to higher bill of material costs. These trends will in- crease, requiring high speed access to larger amounts of memory. The primary motivation for AGP therefore was to contain these costs whilst enabling performance improvements. By providing significant bandwidth improvement between the graphics accelerator and system memory, some of the 3D rendering data structures can be shifted into main memory, thus relieving the pressure to increase the cost of the local graphics memory. Texture data are the first structures targeted for shifting to system memory for four reasons: 1 Textures are generally read only, and therefore do not have special access ordering or coher- ency problems. 2 Shifting textures balances the bandwidth load between system memory and local graphics memory, since a well cached host processor has much lower memory bandwidth require- ments than a 3D rendering engine. Texture ac- cess comprises perhaps the largest single com- ponent of rendering memory bandwidth (com- pared with rendering, display and Z buffers), so avoiding loading or caching textures in graphics local memory saves not only this component of local memory bandwidth, but also the band- width necessary to load the texture store in the first place. Furthermore, this data must pass through main memory anyway as it is loaded from a mass store device. 3 Texture size is dependent upon application quality rather than on display resolution, and therefore subject to the greatest pressure for growth. 4 Texture data is not persistent; it resides in memory only for the duration of the application, so any system memory spent on texture stor- age can be returned to the free memory heap when the application finishes (unlike display buffers which remain in use). Other data structures can be moved to main mem- ory but the biggest gain results from moving tex- ture data. Relationship of AGP to PCI AGP is a superset of the 66MHz PCI Specification (Revision 2.1) with performance enhancements optimized for high performance 3D graphics appli- cations. The PCI Specification is unmodified by AGP and ‘reserved’ PCI fields, encodings and pins, etc. are not used. AGP does not replace the need for the PCI bus in the system and the two are physically, logically, and electrically independent. As shown in Figure 1 AGP chipset RIVA128ZX System memory CPU I/O I/O I/O PCI AGP |
|
Link URL |
| Does ALLDATASHEET help your business so far? [ DONATE ] |
About Alldatasheet | Advertisement | Contact us | Privacy Policy | Link to Datasheet | Link Exchange | Manufacturer List All Rights Reserved©Alldatasheet.com |
| Russian : Alldatasheetru.com | Korean : Alldatasheet.co.kr | Spanish : Alldatasheet.es | French : Alldatasheet.fr | Italian : Alldatasheetit.com Portuguese : Alldatasheetpt.com | Polish : Alldatasheet.pl | Vietnamese : Alldatasheet.vn Indian : Alldatasheet.in | Mexican : Alldatasheet.com.mx | British : Alldatasheet.co.uk | New Zealand : Alldatasheet.co.nz |
|
Family Site : ic2ic.com |
icmetro.com |