We are trying to configure the Intel embedded graphics driver (both IEGD 8.0
or 9.0 BETA) for Windows CE 6.0 and directX mobile. The target resolution is
1200X768 but we have also tested 1024x768 and 800x600. To date we have
attempted a variety of static and dynamic video memory configurations. Our
gut feeling is we prefer a static memory configuration but at this point a
working video driver is first priority. Using D3DMobileDoctor we have
confirmed that our target device is running the IEGD driver but the d3dm
properties do not meet expectation. Mainly, there are discrepancies between
d3dm properties using the default flat driver and IEGD (max simultaneous
textures among others).

Biggest issue is we are unable to render a d3dm texture with a simple sprite
application. Load texture and sprite draw calls do not produce errors, but
texture is not rendered to screen. Same application successfully renders
texture to screen using x86 emulator and the default flat display driver. The
last data point is we are able to render a shaded triangle using
drawprimitive and rotate triangle by changing perspective with IEGD. So it
seems like all the test results are pointing to a video memory or d3dm
texture issue. Probably a memory configuration problem in a .bib or .reg, but
we just have not had any success changing the configuration.

Also we have run a more complex D3D application on same device in Windows XP
(GMA driver) with great results. We think we should see similar performance
between IEGD and GMA driver using basic d3dm functionality (in terms of MAX
simultaneous textures, frame rate, sprite support)?.

Does anyone out there have any experience with this driver and configuring
it? Does anyone out there have any experience creating a CEPC with direct-x
support I might be able to let my app developers use until I can work out the
issues with our target hardware? Thanks in advance to anyone who can offer
some advice.

RE: Intel Embedded Graphics Driver by Werner

Werner
Sat Jun 14 07:25:02 PDT 2008

You need to get in touch with Intel and sign an NDA. Try to get some help
from them, but if you don't sell zillions of their devices, there is little
change you get any attention.
Periodically they update their internal beta drivers (months) before the
officail one that you can download from their site. But you will only get
them from an official representative after you signed the NDA.

Werner

RE: Intel Embedded Graphics Driver by Dj

Dj
Mon Jul 14 07:15:01 PDT 2008

authorwj

Using the sprite function practically means you asking the d3dm engine
generate the relevant D3D command which saves the programmer time but you are
at the mercy how d3dm would like translate your sprite call to d3dm command
operations. There are differences between D3D-XP vs D3DM-WinCE with
transformation and lightning being one of them. So there is a chance there
would be different behavior on XP compare to WinCE since IEGD-WinCE is
required to do more processing compare to IEGD-XP.

I would suggest that you get in touch with an IEGD contact and request for
the latest "beta" driver version which should have a solution for this as
they are aware of this issue. You may encounter some stability problem since
it isn't gold version but that should give your developer something to work
on.

"authorwjf" wrote:

> We are trying to configure the Intel embedded graphics driver (both IEGD 8.0
> or 9.0 BETA) for Windows CE 6.0 and directX mobile. The target resolution is
> 1200X768 but we have also tested 1024x768 and 800x600. To date we have
> attempted a variety of static and dynamic video memory configurations. Our
> gut feeling is we prefer a static memory configuration but at this point a
> working video driver is first priority. Using D3DMobileDoctor we have
> confirmed that our target device is running the IEGD driver but the d3dm
> properties do not meet expectation. Mainly, there are discrepancies between
> d3dm properties using the default flat driver and IEGD (max simultaneous
> textures among others).
>
> Biggest issue is we are unable to render a d3dm texture with a simple sprite
> application. Load texture and sprite draw calls do not produce errors, but
> texture is not rendered to screen. Same application successfully renders
> texture to screen using x86 emulator and the default flat display driver. The
> last data point is we are able to render a shaded triangle using
> drawprimitive and rotate triangle by changing perspective with IEGD. So it
> seems like all the test results are pointing to a video memory or d3dm
> texture issue. Probably a memory configuration problem in a .bib or .reg, but
> we just have not had any success changing the configuration.
>
> Also we have run a more complex D3D application on same device in Windows XP
> (GMA driver) with great results. We think we should see similar performance
> between IEGD and GMA driver using basic d3dm functionality (in terms of MAX
> simultaneous textures, frame rate, sprite support)?.
>
> Does anyone out there have any experience with this driver and configuring
> it? Does anyone out there have any experience creating a CEPC with direct-x
> support I might be able to let my app developers use until I can work out the
> issues with our target hardware? Thanks in advance to anyone who can offer
> some advice.
>