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Shader Model 3.0 - No Limits Updated: April 5, 2004 By D. Sim Dietrich Jr., Nvidia Microsoft® DirectX® 9.0 introduced several new standards for advanced vertex and pixel shader technology, version 2.0 and version 3.0. Shader Model 2.0 hardware has been available for over a year, and both hardware and software support is growing rapidly. Shader Model 3 added additional capabilities to shader model 2. Feature: Capability: Instruction Set: HLSL functions; Assembly instructions (see ps30 Instructions, Instructions - vs30); Register Set. Full Microsoft DirectX 9.0 Shader Model 3.0 support combined with the CineFX 4.0 Engine to deliver advanced visual effects at unimaginable speeds Features Nvidia PureVideo technology that delivers unprecedented picture clarity, smooth video, accurate color. Download SwiftShader 3.0 Full version HD download is an advanced software renderer with Direct3D 8/9 class features, including shaders to play latest game on old graphic card computer. This is the best of SwiftShader or swift shader 3.0 download Version you can get. If I have to choose between 4.0 and 3.0 version I will choose 3.0 version.
*256 Mb Directx 9.0-compliant Card With Shader Model 3.0
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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:
*Input-Assembler Stage - Gets the input data (the vertex information) of the virtual world.
*Vertex-Shader Stage - Transforms the vertices to camera-space, lighting calculations, optimizations etc.
*Geometry-Shader Stage - For limited transformation of the vertex-geometry.
*Stream-Output Stage - Makes for Executed Instructions means ’32 texture instructions and 64 arithmetic instructions.’
Vertex shader comparisonVS_2_0VS_2_aVS_3_0VS_4_0# of instruction slots256256≥ 5124096Max # of instructions executed65536655366553665536Instruction PredicationNoYesYesYesTemp Registers1213324096# constant registers≥ 256≥ 256≥ 25616x4096Static Flow ControlYesYesYesYesDynamic Flow ControlNoYesYesYesDynamic Flow Control DepthNo2424YesVertex Texture FetchNoNoYesYes# of texture samplersN/AN/A4128Geometry instancing supportNoNoYesYesBitwise OperatorsNoNoNoYesNative 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. Mac operating system upgrade. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.
NameSyntaxDescriptionabsabs(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 * 2explengthlength(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 integerrsqrtrsqrt(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 xsincossincos(x, out s, out c)Returns the sine and cosine of x.sinhsinh(x)Returns the hyperbolic sine of xsmoothstepsmoothstep(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 : 0tantan(x)Returns the tangent of xtanhtanh(x)Returns the hyperbolic tangent of xtex1Dtex1D(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)
Links:1. Uni Düsseldorf - Geometry Shaders - full source reference2. Craig Peeper, Jason L. Mitchell: Introduction to the DirectX® 9 High Level Shading Language4. HLSL Introduction6. Bryan Dudash: Next Generation Shading and Rendering7. James C. Leiterman: Learn Vertex and Pixel Shader Programming with DirectX® 98. Ron Fosner: Real-Time Shader Programming (Morgan Kaufmann Publishers © 2003)
ATI is banking on new texture map compression technology to drive demand for its Radeon X800 graphics chips - aka R420 - rather than support for the DirectX 9.0 API’s most up-to-date shader systems.
And, as anticipated, the Radeon X800 Pro, which ATI launched today, does not support DirectX 9’s Pixel Shader 3.0 - unlike its rival, the GeForce 6800, unveiled by Nvidia last month.
Instead, ATI believes that its 3Dc technology will prove of more use to games developers and games players alike.
The new code allows games developers to compress ’normal maps’ by a factor of four to one. Normal maps are used to apply a high level of detail to 3D characters, allowing developers to produce visually complex entities without the need to construct them out of large, processor-unfriendly and memory-consuming numbers of polygons.
Normal maps are increasingly being harnessed by games developers - the likes of Doom 3 and Half Life 2 make extensive use of the technology - but memory limitations remain. ATI believes that 3Dc will allow coders to exploit normal map technology to the full.Serious Sam 2 with 3Dc enabled (left) and disabled (right)
That, the company claims, will be far more value to developers than version three shaders, which provide no visual enhancements over version two and so far only promise a performance gain over their predecessors.
Unlike ATI, Nvidia has put version three shaders at the heart of its next-generation chip, NV40, the basis for the GeForce 6800 and 6800 Ultra. Games that support Pixel and Vertex Shader 3.0 are a long way off - far enough, ATI hopes, for it to focus on enhancing the performance of Pixel and Vertex Shader 2.0.
ATI claims X800 chips process pixels faster than the GeForce 6800 series, particularly as pixel shader routines become more complex. That leaves Nvidia relying heavily on whatever performance gains Shader 3.0 can yield, and that is unproven, ATI European developer relations chief Richard Huddy told The Register.256 Mb Directx 9.0-compliant Card With Shader Model 3.0
And it’s likely to remain unproven for some time, if what games developers tell him is anything to go by. His personal hunch is that games developers will not go beyond Shader 2.0 technology until Shader 4.0 arrives with the next major Windows revision, ’Longhorn’, and that may not happen until 2006.Microsoft Directx 9.0 Shader Model 3.0 Support Download
That still leaves Nvidia with an advantage: NV40 is future proof, and it coffers are large enough to encompass enticements to persuade games developers to support Shader 3.0. The visual benefits may be limited, but there is value in being able to say you’re at the forefront of games technology.
Even if that happens, ATI is assuming it has still time within its on-going launch schedule to offer a Shader 3.0 supporting GPU - and it will have had a longer time than Nvidia has to perfect it. ®3d Shader Model 3.0 DownloadRelated storiesDirectx 9.0 Shader Model 3.0
ATI launches R420
ATI ’drops pixel, vertex shader 3.0 support’ from R420
ATI R420 slips from April to May
ATI ’to ship R420 as Radeon X800’
ATI targets Nvidia’s 60% desktop chip shareGet ourTech Resources
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