TVP4020
Programmers Reference Manual
Memory I/O and Organization
29
•
As a collection of one or more color components. All the processing of
color components, except for the final writemask and logical ops are
done using the internal color format . The final stage before writemask
and logical ops processing converts the internal color format to that
required by the physical configuration of the framebuffer and video
logic. The range of supported formats are given in table 4.1. The
nomenclature n@m means this component is n bits wide and starts at
bit position m in the framebuffer. The least significant bit position is 0
and a dash in a column indicates that this component does not exist
for this mode.
Some important points to note:
•
The alpha channel, when present, is always associated with the RGB
color channels rather than being a separate buffer. This allows it to
be moved in parallel and to work correctly in multi-buffer updates and
double buffering.
•
For the Front and Back modes the data value is duplicated in both
buffers. In general, if the data format does not take 32 bits the data is
repeated in the empty bit planes. If the data format requires 8 bits,
the same value is repeated in all four bytes of the word. The pixel size
then determines how many of the bytes are written to memory. If a 16
bit format is chosen (e.g. 5:5:5:1) then the data is repeated in the
upper and lower halves of the word. If the pixel size is set to 16 bits
then only half the word is written to memory; if the pixel size is set to
32 bits then both halves are written, with the same data in each. A
writemask can be used to select which bits are written. This is used
for certain types of double buffering. The front and back modes are
used in the alpha blend unit to extract the appropriate buffer.
•
The offset modes (10 and 11) format the colors into a 7 bit value and
then add 64 to the result. This avoids reserved entries in window
system color tables.
•
YUV formats are only available as textures. P
ERMEDIA
can convert
YUV textures to RGB and apply them to polygons; it cannot convert
RGB to YUV for storage. If a YUV texture is being loaded into the chip
it should be done as raw data or converted to RGB as it is loaded.
•
The CI4 format is only available as a texture.
•
When reading the framebuffer, RGBA components are scaled to their
internal width if needed for alpha blending.
•
The color format of the framebuffer is independent of the color format
of the texture buffer; the texture buffer supports the same formats as
the framebuffer plus some for YUV color formats
Color information is stored as values of red, green and blue (RGB) with
or without alpha values. Alternatively, it can be stored as a color index
Summary of Contents for TVP4020 PERMEDIA 2
Page 1: ...Texas Instruments TVP4020 PERMEDIA 2 Programmer s Reference Manual Issue 4 ...
Page 284: ...TVP4020 Programmers Reference Manual A Gouraud Shaded Triangle 275 ...
Page 292: ...TVP4020 Programmers Reference Manual Register Tables 283 ...
Page 314: ...TVP4020 Programmers Reference Manual Index 305 ...
Page 315: ...Index TVP4020 Programmers Reference Manual 306 Index ...
Page 323: ...Index TVP4020 Programmers Reference Manual 314 ...