diff options
author | steph@localhost.localdomain <steph@localhost.localdomain> | 2010-09-26 18:10:20 -0700 |
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committer | steph@localhost.localdomain <steph@localhost.localdomain> | 2010-09-26 18:10:20 -0700 |
commit | a44698c70a45cd0262554d4750c8152f9e7936ed (patch) | |
tree | ca2a3c772f6e758a1c1ecb96d41e09b6e267661f | |
parent | fecfd13ce4d8e0f157f654d63d8a8ab25e87a137 (diff) |
Small changes.
-rw-r--r-- | linuxgraphicsdrivers.lyx | 143 |
1 files changed, 142 insertions, 1 deletions
diff --git a/linuxgraphicsdrivers.lyx b/linuxgraphicsdrivers.lyx index 96bc603..6ed03d0 100644 --- a/linuxgraphicsdrivers.lyx +++ b/linuxgraphicsdrivers.lyx @@ -2605,7 +2605,8 @@ reference "fig:Overlapping-blit-inside" Therefore, the notion of blitting direction was introduced into the blitters. In this case, for a proper copy a bottom to top copy is required. Some cards will determine the blitting direction automatically according - to surface overlap (for example nvidia GPUs), and others will not. + to surface overlap (for example nvidia GPUs), and others will not, in which + case this has to be handled by the driver. \end_layout \begin_layout Standard @@ -5813,6 +5814,146 @@ OpenGL ARB, khronos, bla bla... The OpenGL Rendering Pipeline \end_layout +\begin_layout Standard +\begin_inset Float figure +placement tbh +wide false +sideways false +status open + +\begin_layout Plain Layout +\noindent +\align center +\begin_inset ERT +status open + +\begin_layout Plain Layout + + +\backslash +begin{tikzpicture}[node distance=1cm, auto] +\end_layout + +\begin_layout Plain Layout + + +\backslash +tikzset{ mynode/.style={rectangle,rounded corners,draw=black, top color=white +, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text + centered, drop shadow}, myarrow/.style={->, >=latex', shorten >=1pt, + thick}, mylabel/.style={text width=7em, text centered} } +\end_layout + +\begin_layout Plain Layout + + +\backslash +node[mynode] (vertex) {Vertex Shader}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +node[mynode, right=1cm of vertex] (geom) {Geometry Shader}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +node[mynode, right=1cm of geom] (rast) {Rasterization}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +node[mynode, right=1cm of rast] (frag) {Fragment Shader}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +draw[myarrow] (vertex.east) -> (geom.west); +\end_layout + +\begin_layout Plain Layout + + +\backslash +draw[myarrow] (geom.east) -> (rast.west); +\end_layout + +\begin_layout Plain Layout + + +\backslash +draw[myarrow] (rast.east) -> (frag.west); +\end_layout + +\begin_layout Plain Layout + + +\backslash +node at (4,-1.5) {GPU Address}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +node at (-1.5,-1.5) {Virtual Address}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +node at (-1.5,-4.5) {Physical Address}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +node at (4,-4.5) {Physical Address}; +\end_layout + +\begin_layout Plain Layout + + +\backslash +end{tikzpicture} +\end_layout + +\begin_layout Plain Layout + +\end_layout + +\end_inset + + +\end_layout + +\begin_layout Plain Layout +\begin_inset Caption + +\begin_layout Plain Layout +The OpenGL pipeline. +\end_layout + +\end_inset + + +\end_layout + +\end_inset + + +\end_layout + \begin_layout Subsection Vertex processing \end_layout |