![]() Later shader models (2.x and 3.0) reduced the differences, approaching Unified Shader Model. Įarly shader models (Shader Model 1.x) used very different instruction sets for vertex and pixel shaders, with vertex shaders having much more flexible instruction set. However, the instruction set is not completely the same between different shader types - for example, only the pixel shader can read textures with implicit coordinate gradients only the geometry shader can emit extra rendering primitives and so on. All shader types have almost the same capabilities - they can read from textures, data buffers and perform the same set of arithmetic instructions. The Unified Shader Model, known in DirectX 10 as Shader Model 4.0, uses a consistent instruction set across all shader types cite web | url=(VS.85).aspx| title=Common Shader Core (DirectX HLSL) | publisher=Microsoft | accessdate=]. Unified Shader Model term is used to describe two similar but separate concepts: Unified Shading Architecture and Unified Shader Model. ![]()
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