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Accelerator Port
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The data path that renders highly used primitives that the Leo Accelerator is
optimized to accelerate. The primitives accelerated include dots, lines, and
triangles.
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ASIC
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Application Specific Integrated Circuit
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Alpha Transparency
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Alpha transparency blends a fraction of the pixel color being written into the
color of the pixel from other objects. It thus provides improved visual results.
However, it but requires two passes through the display list. The first pass
renders opaque objects with the z-buffer enabled. Then the z-buffer is made
read-only. The second pass draws transparent objects using the appropriate
blending with z-buffer HLHSR (hidden line and hidden surface removal), but
does not write the z-buffer. Only one pass is required if the user organizes
posted structure networks such that all opaque objects precede all transparent
objects. See Screen-Door Transparency.
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BG
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Background color.
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CDBus
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Command-Draw Bus. This is a 16-bit data bus that connects LeoCommand, the
LeoFloats, and the LeoDraws. LeoCommand controls all data transfer over the
bus. The LeoDraws and LeoFloats send status signals to LeoCommand, which
sends commands to these chips.
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CFBus
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Command-Float Bus. This is a 16-bit data bus that connect input signals from
LeoCommand to the LeoFloats.
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CLUT
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Color Look Up Table.
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Cursor, Hardware
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The LX chip stores cursor information for up 32 \xb4 32 pixels. Larger cursors can
be rendered by software.
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CXBus
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Command-Cross Bus. This is an 8-bit input/output data bus that connect
LeoCommand to LeoCross.
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DDA
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See Digital Differential Analyzer.
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Digital Differential Analyzer
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This is an algorithm for calculating pixel positions when rendering lines.
Basically, unit steps are taken along the major coordinate and the step value
along the minor coordinate is calculated for plotting each succeeding position
on the line. The major coordinate is the coordinate that has the largest distance
between the end points of the line along that coordinate.
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Direct Port
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The data path that controls direct access to most Leo devices via the CDBus. It
is mainily used by the window system and as a path for loading complex
primitives (derived by the host is pixel form) into the Frame Buffer.
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Facet Normal
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A vector perpendicular to a plannar facet (face) of an object. A facet normal
defines the orientation of the facet in space, which is needed for lighting
calculations.
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Global Registers
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Global registers are registers whose values have the same meaning for both
State Set 0 and 1.
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HSPA
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Horizontal Sync Pulse Adjustment register.
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HSR
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Hidden Surface Removal
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LC
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See "LeoCommand" chip.
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LD
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See "LeoDraw" chip.
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LF
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See "LeoFloat" chip.
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LUT
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Look Up Table.
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LX
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See "LeoCross" chip.
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LeoCommand Chip
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This chip is the controller for all Leo ASICs. It communicates with the Host cpu
via the SBus.
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LeoCross Chip
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This chip takes data from the Frame Buffer, matches WIDs with the correct
CLUTs, and generates pixels to a RAMDAC that drives a raster monitor. It is
also responsible for generating video timing for supporting various display
resolutions. Five interleave circuits are used in parallel on the chip to minimize
the pixel clock frequency.
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LeoDraw Chip
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This chip is the rendering engine that draws dots, line, and triangles into the
Frame Buffer. It performs edge walking, span interpolation, and pixel
processing.
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LeoFloat Chip
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This chip is the floating point engine. It performs graphics transformation,
clipping, and lighting that produces the necessary information for the LDs to
render pixels. Three LFs are used in parallel to increase the floating point
performance.
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Packet
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Graphics data is passed to the Leo Graphics Accelerator in groups of 32-bit
words called packets. The packet size, which is specified by the "Input Packet
Size" field of the "Vertex Mode Control" register, must be between three and 32
words. There are two types of packets: Vertex Packets and Pass-through
Packets.
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Pass-through List
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One or more Pass-throught Packets. The number of packets in a list is specified
by the "Input Packet Field" of the "Vertex Mode Register" register.
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Pass-through Packet
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A packet that contains a header and data that are transparent to and by-pass
packet processing functions.
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Screen Door Transparency
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Screen-door transparency is faster than alpha transparency, but the display
quality is not as good. It allows certain pixels to be overwritten, but leaves
other pixels under the area untouched (not overwritten). The fraction of the
pixels written is the user's transparency coefficient. Screen-door transparency
normally spreads out the pixels of each kind "at random".
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SRAM
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Static Random Access Memory.
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State Set 0
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The Leo hardware maintains two State Sets for some registers: State Set 0 and
1. These two state sets support randomly intermixed frame buffer accesses
from two sets of processes. State Set 0 is used by unaccelerated (Direct Port)
processes. Normally the Host uses State Set 0.
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State Set 1
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The Leo hardware maintains two State Sets: State Set 0 and 1. These two state
sets support randomly intermixed frame buffer accesses from two sets of
processes. State Set 1 is used by accelerated (Accelerator Port) processes.
Normally the LeoCommand chip uses State Set 1.
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VCS
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Vertex Control Sequencer.
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Vertex
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Specifies a dot, one end of a line, or one point of a triangle. A vertex is defined
by x, y, and z coordinates; optional red, green, and blue colors; and optional
normal components.
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Vertex List
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One or more Vertex Packets. The number of packets in a list is specified by the
"Input Packet Field" of the "Vertex Mode Register" register.
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Vertex Normal
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A vector perpendicular to the surface of a polygon at the point of the vertex.
Vertex normals define the orientation of the vertex in space, which is needed
for lighting calculations.
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Vertex Packet
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A packet that contains vertex data for a graphic primitive. The type of graphic
primitive (triangle, vector, or dot) is specified by the "Vertex Type" field of the
"Vertex Mode Control" register. A Vertex Packet contains a header and one or
more vertices.
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VINT OPS
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Vertical Interval Operations. These are operations that take place during the
vertical blanking interval.
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VRAM
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Video Random Access Memory.