S5PC110_UM
5 4BG3D
5-8
5.1.5.9 Vertex Processing
There are three main processes within the PowerVR architecture that must be performed to generate 3D graphics.
•
To create screen space representation, triangle information in the form of vertices must be transformed and
be lit.
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To create display lists in memory, these transformed and lit vertices are passed through a tiling engine.
•
To create the final image in the Pixel Processing pipeline, the display list in memory is rasterized on a tile-by-
tile basis. The transform and light and tiling operation together can be regarded as the vertex-processing
pipeline.
5.1.5.10 Transform and Lighting
A 3D object is expressed in terms of triangles, each of which is made up of three vertices with a minimum of X, Y,
and Z coordinates. The basic steps to transform a typical 3D application are explained below, along with a brief
description of lighting models. The transform and lighting (TNL) process within SGX540 is performed by data
moving through VDM, PDS, and USSE respectively.
5.1.5.11 Macro Tiling Engine
The Macro Tiling Engine (MTE) takes in vertex and index data from the USSE and PDS, and generates a macro-
tiled block of vertex index data. This data is written to memory after removing the redundant data. In addition to
this, the MTE generates a set of primitive blocks for the tiling engine. A primitive block is a list of primitives, where
each primitive consists of its indices and fixed point x,y of the vertices.
5.1.5.12 Tiling Engine
The Tiling Engine (TE) accepts blocks of primitive data from the MTE, and performs two incremental tiling
algorithms, namely, the bounding box and perfect tiling algorithms. These algorithms produce a minimal list of tiles
containing the primitives. Information about the primitives contained within the tiles is written as a control stream
(display list) to memory, which is dynamically allocated by the Dynamic Parameter Management (DPM) block.
5.1.5.13 Dynamic Parameter Management
DPM ensures that SGX540 is able to render arbitrarily complex scenes. During tiling, the DPM allocates memory
from a parameter memory pool, and after rasterization releases it. SGX540 breaks down the display list into
groups of tiles (macro tiles), and each macro tile is rendered separately (“Partial Rendering”). As each macro tile
is rendered, the results are merged with the render results from a previous macro tile to produce the correct final
image.
Summary of Contents for S5PC110
Page 4: ...Section 1 OVERVIEW ...
Page 28: ...Section 2 SYSTEM ...
Page 374: ...S5PC110_UM 4 POWER MANAGEMENT 4 14 4 Let DRAMs exit from self refresh mode ...
Page 473: ...S5PC110_UM 6 BOOTING SEQUENCE 6 10 Figure 6 3 Secure Booting Diagram ...
Page 474: ...Section 3 BUS ...
Page 491: ...S5PC110_UM 2 CORESIGHT Figure 2 4 Structure of the Coresight DAP Components 2 8 ...
Page 506: ...Section 4 INTERRUPT ...
Page 537: ...Section 5 MEMORY ...
Page 540: ......
Page 703: ...Section 6 DMA ...
Page 705: ...List of Figures Figure Title Page Number Number Figure 1 1 Two DMA Tops 1 1 ...
Page 737: ...Section 7 TIMER ...
Page 795: ...Section 8 CONNECTIVITY STORAGE ...
Page 883: ...S5PC110_UM 5 USB2 0 HS OTG 5 7 5 6 3 OTG FIFO ADDRESS MAPPING Figure 5 3 OTG FIFO Mapping ...
Page 1100: ...Section 9 MULTIMEDIA ...
Page 1116: ...S5PC110_UM 1 0BDISPLAY CONTROLLER 1 5 Figure 1 2 Block Diagram of the Data Flow ...
Page 1125: ...S5PC110_UM 1 0BDISPLAY CONTROLLER 1 14 1 3 3 2 7 16BPP Display 1555 P1 P2 P3 P4 P5 LCD Panel ...
Page 1145: ...S5PC110_UM 1 0BDISPLAY CONTROLLER 1 34 Figure 1 10 Blending Decision Diagram ...
Page 1149: ...S5PC110_UM 1 0BDISPLAY CONTROLLER 1 38 Figure 1 14 Hue Control Block Diagram ...
Page 1184: ...S5PC110_UM 1 0BDISPLAY CONTROLLER 1 73 ...
Page 1226: ...S5PC110_UM 1 0BDISPLAY CONTROLLER 1 115 ...
Page 1328: ...S5PC110_UM 2 1BCAMERA INTERFACE 2 81 ...
Page 1369: ...S5PC110_UM 4 3BMIPI CSIS 4 2 4 2 BLOCK DIAGRAM Figure 4 1 MIPI CSI System Block Diagram ...
Page 1381: ...S5PC110_UM 4 3BMIPI CSIS 4 14 ...
Page 1431: ...S5PC110_UM 6 5BMULTI FORMAT CODEC 6 39 ...
Page 1471: ...S5PC110_UM 6 5BMULTI FORMAT CODEC 6 79 Figure 6 7 VC1 Parameters ...
Page 1626: ...S5PC110_UM 10 9BHIGH DEFINITION MULTIMEDIA INTERFACE 10 17 Figure 10 10 Channel Status Block ...
Page 1775: ...S5PC110_UM 13 12BG2D 13 6 FIMG 2D FIMG 2D FIMG 2D Figure 13 3 Rotation and Flip Example ...
Page 1798: ...Section 10 AUDIO ETC ...
Page 1803: ...S5PC110_UM 1 AUDIO SUBSYSTEM 1 2 Figure 8 7 Keypad I F Block Diagram 8 8 ...
Page 1951: ...Section 11 SECURITY ...
Page 1954: ...List of Tables Table Title Page Number Number Table 1 1 Security Features of S5PC110 1 2 ...
Page 1964: ...S5PC110_UM 2 ADVANCED CRYPTO ENGINE Figure 2 9 DES Byte Swapping Scheme 2 9 ...
Page 2005: ...Section 12 ETC ...
Page 2039: ...Section 13 SIZE BALL MAP ...