[信息与通信]Direct3D Shader Models.pdf

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[信息与通信]Direct3D Shader Models

Direct3D Shader Models Jason Mitchell 3D Application Research Group ATI Research, Inc. Outline • Vertex Shaders – Static and Dynamic Flow control • Pixel Shaders – ps_2_x – ps_3_0 Shader Model Continuum ps_2_0 ps_1_1 – ps_1_3 ps_2_b ps_3_0 ps_1_4 ps_2_a vs_2_0 vs_1_1 vs_2_a vs_3_0 You Are Here Tiered Experience • PC developers have always had to scale the experience of their game across a range of platform capabilities • Often, developers pick discrete tiers of experience – DirectX 7, DirectX 8, DirectX 9 is one example • Shader-only games are in development • Starting to see developers target the three levels of shader support as the distinguishing factor among the tiered experience for their users Caps in addition to Shader Models • In DirectX 9, devices can express their abilities via a base shader version plus some optional caps • At this point, the only “base” shader versions beyond 1.x are the 2.0 and 3.0 shader versions • Other differences are expressed via caps: – D3DCAPS9.PS20Caps – D3DCAPS9.VS20Caps – D3DCAPS9.MaxPixelShader30InstructionSlots – D3DCAPS9.MaxVertexShader30InstructionSlots • This may seem messy, but it’s not that hard to manage given that you all are writing in HLSL and there are a finite number of device variations in the marketplace • Can easily determine the level of support on the device by using the D3DXGet*ShaderProfile() routines Compile Targets /

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