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Shader model 3.0 wikipedia
Shader model 3.0 wikipedia






shader model 3.0 wikipedia
  1. #Shader model 3.0 wikipedia driver
  2. #Shader model 3.0 wikipedia series

Direct3D 10.1 introduced effect-framework profile fx_4_1.

shader model 3.0 wikipedia

  • Direct3D 10 introduced effect-framework profile fx_4_0.
  • Direct3D 9 introduced effect-framework profiles fx_1_0 and fx_2_0.
  • Direct3D 10.1 introduced shader model 4.1.Īn effect profile is the target for compiling an effect/shader this table lists the effect profiles that are supported by each version of Direct3D.
  • Direct3D 9 introduced shader models 1, 2, and 3.
  • Shader ProfilesĪ shader profile is the target for compiling a shader this table lists the shader profiles that are supported by each shader model.

    #Shader model 3.0 wikipedia driver

    It does however require the Windows Driver Model which is only available on the Windows Vista (or later) operating system. It allows unlimited instructions and constants (within hardware constraints of your machine), has templated objects to make texture sampling cleaner and more efficient, and has the fewest restrictions of any shader model. Starting with Windows Vista, shader model 4 is a complete redesign. They are much more powerful than shader model 1, but still carry some of the existing limitations of the first shader model. Shader model 2 and 3 greatly expanded on the number of instructions, and constants shaders could use. This model has many limitations caused by early programmable shader hardware. Shader model 1 started with DirectX 8 and included assembly level and C-like instructions. '32 + 64' for Executed Instructions means '32 texture instructions and 64 arithmetic instructions. PS 2.0b ATI Radeon X700, X800, X850 shader model, DirectX 9.0b. PS 2.0a NVIDIA GeForce FX-optimized model. Tesla (G80+): DirectX 10, Shader Model 4.0, ch Single Precision (FP32) c sn cho CUDA v OpenCL Tesla 2 (GT2xx): DirectX 10.1, Shader Model 4.1, Single Precision (FP32) c sn cho CUDA v OpenCL (Double Precision (FP64) c sn cho CUDA v OpenCL ch cho GT200 vi CUDA Compute Capability 1. Each shader model builds on the capabilities of the model before it, implementing more functionality with fewer restrictions. PS 2.0 DirectX 9.0 original Shader Model 2 specification. Using HLSL, you can create C-like programmable shaders for the Direct3D pipeline.

    #Shader model 3.0 wikipedia series

    The High Level Shading Language for DirectX implements a series of shader models.








    Shader model 3.0 wikipedia