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  • Directx 9 0 Shader Model 3 0
    카테고리 없음 2021. 1. 23. 04:44


    To create an image on the screen, the CPU provides the necessary information of the objects: coordinates, color and alpha channel values, textures etc. From these data the Graphical Processing Unit (GPU) calculates the image through complex operations. The exact architecture may vary by manufacturers and by GPU families as well, but the general ideas are the same. The DirectX 10 pipeline stages to produce an image are:

    • NVIDIA CineFX 4.0 EngineDelivers advanced visual effects at unimaginable speeds. Full support for Microsoft DirectX 9.0 Shader Model 3.0 enables stunning and complex special effects. Next-generation shader architecture with new texture unit design smoothes texture processing for faster and smoother gameplay.
    • Installed directx latest version but still wont support shader 3.0 so but im not to mad because i was gone while it downloaded Last edited by Afsfsfs; August 21st, 2011 at 05:22 PM.
    • Re: Getting DirectX 9.0 shader model 2 working with Vista SP 2 guest. Mikero Sep 14, 2009 2:48 PM (in response to ScottDaviesVMware).

    The Dynamic Shader Linkage 11 sample demonstrates use of Shader Model 5 shader interfaces and Direct3D 11 support for linking shader interface methods at runtime. The HDRToneMappingCS11 sample demonstrates how to setup and run the Compute Shader(CS for short later on), which is one of the most exciting new features of Direct3D 11.

    1. Input-Assembler Stage - Gets the input data (the vertex information) of the virtual world.
    2. Vertex-Shader Stage - Transforms the vertices to camera-space, lighting calculations, optimizations etc.
    3. Geometry-Shader Stage - For limited transformation of the vertex-geometry.
    4. Stream-Output Stage - Makes for Executed Instructions means '32 texture instructions and 64 arithmetic instructions.'
      Vertex shader comparison
      VS_2_0VS_2_aVS_3_0VS_4_0
      # of instruction slots256256≥ 5124096
      Max # of instructions executed65536655366553665536
      Instruction PredicationNoYesYesYes
      Temp Registers1213324096
      # constant registers≥ 256≥ 256≥ 25616x4096
      Static Flow ControlYesYesYesYes
      Dynamic Flow ControlNoYesYesYes
      Dynamic Flow Control DepthNo2424Yes
      Vertex Texture FetchNoNoYesYes
      # of texture samplersN/AN/A4128
      Geometry instancing supportNoNoYesYes
      Bitwise OperatorsNoNoNoYes
      Native IntegersNoNoNoYes

      VS_2_0 = DirectX 9.0 original Shader Model 2 specification.
      VS_2_a = NVIDIA GeForce FX-optimized model.
      VS_3_0 = Shader Model 3.
      VS_4_0 = Shader Model 4.

      The source of the comparison tables is Wikipedia.
      Intrinsic Functions (DirectX HLSL) (Source: MSDN)

      The following table lists the intrinsic functions available in HLSL. https://tioplanocex.tistory.com/6. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.

      NameSyntaxDescription
      absabs(x)Absolute value (per component).
      acosacos(x)Returns the arccosine of each component of x.
      allall(x)Test if all components of x are nonzero.
      anyany(x)Test if any component of x is nonzero.
      asdoubleasdouble(x)Convert the input type to a double.
      asfloatasfloat(x)Convert the input type to a float.
      asinasin(x)Returns the arcsine of each component of x.
      asintasint(x)Convert the input type to an integer.
      asuintasuint(x)Convert the input type to an unsigned integer.
      atanatan(x)Returns the arctangent of x.
      atan2atan2(y, x)Returns the arctangent of of two values (x,y).
      ceilceil(x)Returns the smallest integer which is greater than or equal to x.
      clampclamp(x, min, max)Clamps x to the range [min, max].
      clipclip(x)Discards the current pixel, if any component of x is less than zero.
      coscos(x)Returns the cosine of x.
      coshcosh(x)Returns the hyperbolic cosine of x.
      crosscross(x, y)Returns the cross product of two 3D vectors.
      D3DCOLORtoUBYTE4D3DCOLORtoUBYTE4(x)Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware.
      ddxddx(x)Returns the partial derivative of x with respect to the screen-space x-coordinate.
      ddyddy(x)Returns the partial derivative of x with respect to the screen-space y-coordinate.
      degreesdegrees(x)Converts x from radians to degrees.
      determinantdeterminant(m)Returns the determinant of the square matrix m.
      distancedistance(x, y)Returns the distance between two points.
      dotdot(x, y)Returns the dot product of two vectors.
      expexp(x)Returns the base-e exponent.
      exp2exp2(x)Base 2 exponent (per component).
      faceforwardfaceforward(n, i, ng)Returns -n * sign(•(i, ng)).
      floorfloor(x)Returns the greatest integer which is less than or equal to x.
      fmodfmod(x, y)Returns the floating point remainder of x/y.
      fracfrac(x)Returns the fractional part of x.
      frexpfrexp(x, exp)Returns the mantissa and exponent of x.
      fwidthfwidth(x)Returns abs(ddx(x)) + abs(ddy(x))
      GetRenderTargetSampleCountGetRenderTargetSampleCount()Returns the number of render-target samples.
      GetRenderTargetSamplePositionGetRenderTargetSamplePosition(x)Returns a sample position (x,y) for a given sample index.
      isfiniteisfinite(x)Returns true if x is finite, false otherwise.
      isinfisinf(x)Returns true if x is +INF or -INF, false otherwise.
      isnanisnan(x)Returns true if x is NAN or QNAN, false otherwise.
      ldexpldexp(x, exp)Returns x * 2exp
      lengthlength(v)Returns the length of the vector v.
      lerplerp(x, y, s)Returns x + s(y - x).
      litlit(n • l, n • h, m)Returns a lighting vector (ambient, diffuse, specular, 1)
      loglog(x)Returns the base-e logarithm of x.
      log10log10(x)Returns the base-10 logarithm of x.
      log2log2(x)Returns the base-2 logarithm of x.
      maxmax(x, y)Selects the greater of x and y.
      minmin(x, y)Selects the lesser of x and y.
      modfmodf(x, out ip)Splits the value x into fractional and integer parts.
      mulmul(x, y)Performs matrix multiplication using x and y.
      noisenoise(x)Generates a random value using the Perlin-noise algorithm.
      normalizenormalize(x)Returns a normalized vector.
      powpow(x, y)Returns xy.
      radiansradians(x)Converts x from degrees to radians.
      reflectreflect(i, n)Returns a reflection vector.
      refractrefract(i, n, R)Returns the refraction vector.
      roundround(x)Rounds x to the nearest integer
      rsqrtrsqrt(x)Returns 1 / sqrt(x)
      saturatesaturate(x)Clamps x to the range [0, 1]
      signsign(x)Computes the sign of x.
      sinsin(x)Returns the sine of x
      sincossincos(x, out s, out c)Returns the sine and cosine of x.
      sinhsinh(x)Returns the hyperbolic sine of x
      smoothstepsmoothstep(min, max, x)Returns a smooth Hermite interpolation between 0 and 1.
      sqrtsqrt(x)Square root (per component)
      stepstep(a, x)Returns (x >= a) ? 1 : 0
      tantan(x)Returns the tangent of x
      tanhtanh(x)Returns the hyperbolic tangent of x
      tex1Dtex1D(s, t)1D texture lookup.
      tex1Dbiastex1Dbias(s, t)1D texture lookup with bias.
      tex1Dgradtex1Dgrad(s, t, ddx, ddy)1D texture lookup with a gradient.
      tex1Dlodtex1Dlod(s, t)1D texture lookup with LOD.
      tex1Dprojtex1Dproj(s, t)1D texture lookup with projective divide.
      tex2Dtex2D(s, t)2D texture lookup.
      tex2Dbiastex2Dbias(s, t)2D texture lookup with bias.
      tex2Dgradtex2Dgrad(s, t, ddx, ddy)2D texture lookup with a gradient.
      tex2Dlodtex2Dlod(s, t)2D texture lookup with LOD.
      tex2Dprojtex2Dproj(s, t)2D texture lookup with projective divide.
      tex3Dtex3D(s, t)3D texture lookup.
      tex3Dbiastex3Dbias(s, t)3D texture lookup with bias.
      tex3Dgradtex3Dgrad(s, t, ddx, ddy)3D texture lookup with a gradient.
      tex3Dlodtex3Dlod(s, t)3D texture lookup with LOD.
      tex3Dprojtex3Dproj(s, t)3D texture lookup with projective divide.
      texCUBEtexCUBE(s, t)Cube texture lookup.
      texCUBEbiastexCUBEbias(s, t)Cube texture lookup with bias.
      texCUBEgradtexCUBEgrad(s, t, ddx, ddy)Cube texture lookup with a gradient.
      texCUBElodtex3Dlod(s, t)Cube texture lookup with LOD.
      texCUBEprojtexCUBEproj(s, t)Cube texture lookup with projective divide.
      transposetranspose(m)Returns the transpose of the matrix m.
      trunctrunc(x)Truncates floating-point value(s) to integer value(s)

      Download app through itunes. Links:

      1. Uni Düsseldorf - Geometry Shaders - full source reference
      2. Craig Peeper, Jason L. Mitchell: Introduction to the DirectX® 9 High Level Shading Language
      4. HLSL Introduction
      6. Bryan Dudash: Next Generation Shading and Rendering
      7. James C. Leiterman: Learn Vertex and Pixel Shader Programming with DirectX® 9
      8. Ron Fosner: Real-Time Shader Programming (Morgan Kaufmann Publishers © 2003)
    -->

    To handle the diversity of video cards in new and existing machines, Microsoft Direct3D 11 introduces the concept of feature levels. This topic discusses Direct3D feature levels.

    Each video card implements a certain level of Microsoft DirectX (DX) functionality depending on the graphics processing units (GPUs) installed. In prior versions of Microsoft Direct3D, you could find out the version of Direct3D the video card implemented, and then program your application accordingly.

    With Direct3D 11, a new paradigm is introduced called feature levels. A feature level is a well-defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11.

    Now when you create a device, you can attempt to create a device for the feature level that you want to request. If the device creation works, that feature level exists, if not, the hardware does not support that feature level. You can either try to recreate a device at a lower feature level or you can choose to exit the application. For more info about creating a device, see the D3D11CreateDevice function.

    Using feature levels, you can develop an application for Direct3D 9, Microsoft Direct3D 10, or Direct3D 11, and then run it on 9, 10 or 11 hardware (with some exceptions; for example, new 11 features will not run on an existing 9 card). Here is a couple of other basic properties of feature levels:

    • A GPU that allows a device to be created meets or exceeds the functionality of that feature level.
    • A feature level always includes the functionality of previous or lower feature levels.
    • A feature level does not imply performance, only functionality. Performance is dependent on hardware implementation.
    • Choose a feature level when you create a Direct3D 11 device.

    For information about limitations creating nonhardware-type devices on certain feature levels, see Limitations Creating WARP and Reference Devices.

    Bernie mac download. To assist you in deciding what feature level to design with, compare the features for each feature level.

    The 10Level9 Reference section lists the differences between how various ID3D11Device and ID3D11DeviceContext methods behave at various 10Level9 feature levels. Turnitin free download for mac.

    Formats of version numbers

    There are three formats for Direct3D versions, shader models, and feature levels.

    • Direct3D versions use a period; for example, Direct3D 12.0.
    • Shader models use a period; for example, shader model 5.1.
    • Feature levels use an underscore; for example, feature level 12_0.

    Feature support for feature levels 12_1 through 9_3

    The following features are available for the feature levels listed. The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features. Also see Footnotes for the tables.

    Directx 9 0 Shader Model 3 0Directx
    Feature Feature Level12_1012_0011_1111_010_110_09_37
    Shader Model (D3D11)5.025.025.025.024.x4.02.0 (4_0_level_9_3) [vs_2_a/ps_2_x]5
    Shader Model (D3D12)5.125.125.125.12N/AN/AN/A
    Tiled resourcesTier26Tier26OptionalOptionalNoNoNo
    Conservative RasterizationTier16OptionalOptionalNoNoNoNo
    Rasterizer Order ViewsYesOptionalOptionalNoNoNoNo
    Min/Max FiltersYesYesOptionalNoNoNoNo
    Map Default BufferOptionalOptionalOptionalOptionalNoNoNo
    Shader Specified Stencil Reference ValueOptionalOptionalOptionalNoNoNoNo
    Typed Unordered Access View Loads18 formats, more optional18 formats, more optional3 formats, more optional3 formats, more optionalNoNoNo
    Geometry ShaderYesYesYesYesYesYesNo
    Stream OutYesYesYesYesYesYesNo
    DirectCompute / Compute ShaderYesYesYesYesOptionalOptionalN/A
    Feature Feature Level12_1012_0011_1111_010_110_09_37
    Hull and Domain ShadersYesYesYesYesNoNoNo
    Texture Resource ArraysYesYesYesYesYesYesNo
    Cubemap Resource ArraysYesYesYesYesYesNoNo
    BC4/BC5 CompressionYesYesYesYesYesYesNo
    BC6H/BC7 CompressionYesYesYesYesNoNoNo
    Alpha-to-coverageYesYesYesYesYesYesNo
    Extended Formats (BGRA, and so on)YesYesYesYesOptionalOptionalYes
    10-bit XR High Color FormatYesYesYesYesOptionalOptionalN/A
    Logic Operations (Output Merger)YesYesYesOptional1Optional1Optional1No
    Target-independent rasterizationYesYesYesNoNoNoNo
    Multiple render target(MRT) with ForcedSampleCount 1YesYesYesOptional1Optional1Optional1No
    UAV slots646464811N/A
    Feature Feature Level12_1012_0011_1111_010_110_09_37
    UAVs at every stageYesYesYesNoNoNoN/A
    Max forced sample count for UAV-only rendering1616168N/AN/AN/A
    Constant buffer offsetting and partial updatesYesYesYesOptional1Optional1Optional1Yes1
    16 bits per pixel (bpp) formatsYesYesYesOptional1Optional1Optional1Optional1
    Max Texture Dimension16384163841638416384819281924096
    Max Cubemap Dimension16384163841638416384819281924096
    Max Volume Extent204820482048204820482048256
    Max Texture Repeat16384163841638416384819281928192
    Max Anisotropy16161616161616
    Max Primitive Count2^32 – 12^32 – 12^32 – 12^32 – 12^32 – 12^32 – 11048575
    Max Vertex Index2^32 – 12^32 – 12^32 – 12^32 – 12^32 – 12^32 – 11048575
    Max Input Slots32323232321616
    Simultaneous Render Targets8888884
    Occlusion QueriesYesYesYesYesYesYesYes
    Feature Feature Level12_1012_0011_1111_010_110_09_37
    Separate Alpha BlendYesYesYesYesYesYesYes
    Mirror OnceYesYesYesYesYesYesYes
    Overlapping Vertex ElementsYesYesYesYesYesYesYes
    Independent Write MasksYesYesYesYesYesYesYes
    InstancingYesYesYesYesYesYesYes7
    Nonpowers-of-2 conditionally3NoNoNoNoNoNoYes
    Nonpowers-of-2 unconditionally4YesYesYesYesYesYesNo

    Feature support for feature levels 9_2 and 9_1

    The following features are available for the feature levels listed. The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features. Also see Footnotes for the tables.

    Feature Feature Level9_29_1
    Shader Model (D3D11)2.0 (4_0_level_9_1)2.0 (4_0_level_9_1)
    Shader Model (D3D12)N/AN/A
    Tiled resourcesNoNo
    Conservative RasterizationNoNo
    Rasterizer Order ViewsNoNo
    Min/Max FiltersNoNo
    Map Default BufferNoNo
    Shader Specified Stencil Reference ValueNoNo
    Typed Unordered Access View LoadsNoNo
    Geometry ShaderNoNo
    Stream OutNoNo
    DirectCompute / Compute ShaderN/AN/A
    Hull and Domain ShadersNoNo
    Texture Resource ArraysNoNo
    Cubemap Resource ArraysNoNo
    BC4/BC5 CompressionNoNo
    Feature Feature Level9_29_1
    BC6H/BC7 CompressionNoNo
    Alpha-to-coverageNoNo
    Extended Formats (BGRA, and so on)YesYes
    10-bit XR High Color FormatN/AN/A
    Logic Operations (Output Merger)NoNo
    Target-independent rasterizationNoNo
    Multiple render target(MRT) with ForcedSampleCount 1NoNo
    UAV slotsN/AN/A
    UAVs at every stageN/AN/A
    Max forced sample count for UAV-only renderingN/AN/A
    Constant buffer offsetting and partial updatesYes1Yes1
    16 bits per pixel (bpp) formatsOptional1Optional1
    Max Texture Dimension20482048
    Max Cubemap Dimension512512
    Max Volume Extent256256
    Max Texture Repeat2048128
    Feature Feature Level9_29_1
    Max Anisotropy162
    Max Primitive Count104857565535
    Max Vertex Index104857565534
    Max Input Slots1616
    Simultaneous Render Targets11
    Occlusion QueriesYesNo
    Separate Alpha BlendYesNo
    Mirror OnceYesNo
    Overlapping Vertex ElementsYesNo
    Independent Write MasksNoNo
    InstancingNoNo
    Nonpowers-of-2 conditionally3YesYes
    Nonpowers-of-2 unconditionally4NoNo

    Footnotes for the tables

    0 Requires the Direct3D 11.3 or Direct3D 12 runtime.

    1 Requires the Direct3D 11.1 runtime.

    2 Shader model 5.0 and above can optionally support double-precision shaders, extended double-precision shaders, the SAD4 shader instruction, and partial-precision shaders. To determine the shader model 5.0 options that are available for DirectX 11, call ID3D11Device::CheckFeatureSupport. Some compatibility depends on what hardware you are running on. Shader model 5.1 and above are only supported through the DirectX 12 API, regardless of the feature level that's being used. DirectX 11 only supports up to shader model 5.0. The DirectX 12 API only goes down to feature level 11_0.

    3 At feature levels 9_1, 9_2 and 9_3, the display device supports the use of 2-D textures with dimensions that are not powers of two under two conditions. First, only one MIP-map level for each texture can be created, and second, no wrap sampler modes for textures are allowed (that is, the AddressU, AddressV, and AddressW members of D3D11_SAMPLER_DESC cannot be set to D3D11_TEXTURE_ADDRESS_WRAP).

    4 At feature levels 10_0, 10_1 and 11_0, the display device unconditionally supports the use of 2-D textures with dimensions that are not powers of two.

    Directx 9.0 Shader Model 3.0

    5 Vertex Shader 2a with 256 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, and D3DVS20CAPS_PREDICATION. Pixel Shader 2x with 512 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, D3DPS20CAPS_ARBITRARYSWIZZLE, D3DPS20CAPS_GRADIENTINSTRUCTIONS, D3DPS20CAPS_PREDICATION, D3DPS20CAPS_NODEPENDENTREADLIMIT, and D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT.

    6 Higher tiers optional.

    Directx 9 0 Shader Model 3 03.0

    Directx Runtime Download Windows 10 X64

    7 For Feature Level 9_3, the only rendering methods supported are Draw, DrawIndexed, and DrawIndexInstanced. Also for Feature Level 9_3, point list rendering is supported only for rendering via Draw.

    For details of format support at different hardware feature levels, refer to:

    Related topics





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