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GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.
10.1 11.1 Windows 8+ FL10_1 3.1 Windows 3.3 macOS [25] 3.3 Linux ES 3.0 Linux: No 21.3 1720 No Desktop Celeron G4x0 Celeron G5x0 Celeron G530T Pentium G6xx Pentium G6x0T Pentium G8x0 650–1100 HD Graphics 2000: Desktop: Core i3-2102 Core i3-21x0 Core i3-21x0T Core i5-2xx0 Core i5-2x00S Core i5-2xx0T Core i7-2600 Core i7-2600S: 0102: 650–1350 ...
GLSL 1.5, Geometry Shader, Multi-sampled textures [53] 3.3 March 11, 2010 GLSL 3.30, Backports as much function as possible from the OpenGL 4.0 specification 4.0 March 11, 2010 GLSL 4.00, Tessellation on GPU, shaders with 64-bit precision [54] 4.1 July 26, 2010 GLSL 4.10, Developer-friendly debug outputs [a], compatibility with OpenGL ES 2.0 ...
The new driver model requires the graphics hardware to have Shader Model 2.0 support at least, since the fixed function pipeline is now translated to 2.0 shaders. However, according to Microsoft as of 2009, only about 1–2 percent of the hardware running Windows Vista used the XDDM, [10] with the rest already WDDM
2020-05-27: Mesa 20.1 released NIR vectorisation support and shared virtual memory support for OpenCL in Clover 2020-11-30: Mesa 20.3 full support of OpenCL 1.2 in Clover [41] 2021-03-11: Mesa 21.0 initial support of "D3D12“: Direct 3D 12 for WSL2 in Windows 10 with OpenGL 3.3+, ARM Freedreno: OpenGL 3.3+
In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with WDDM drivers.. There are seven feature levels provided by D3D_FEATURE_LEVEL structure; levels 9_1, 9_2 and 9_3 (collectively known as Direct3D 10 Level 9) re-encapsulate various features of popular Direct3D 9 cards conforming to Shader Model 2.0, while ...
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.
Shader Model 2.0b — Radeon X700-X850 shader model, DirectX 9.0b. Shader Model 3.0 — Radeon X1000 and GeForce 6, DirectX 9.0c. Shader Model 4.0 — Radeon HD 2000 and GeForce 8, DirectX 10. Shader Model 4.1 — Radeon HD 3000 and GeForce 200, DirectX 10.1. Shader Model 5.0 — Radeon HD 5000 and GeForce 400, DirectX 11.
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