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The first shader-capable GPUs only supported pixel shading, but vertex shaders were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia GeForce 3 (NV20), released in 2001. [3] Geometry shaders were introduced with Direct3D 10 and OpenGL 3.2.
Pixel pipelines Shader model (vertex/pixel) API support [4] Memory bandwidth DVMT Hardware acceleration Direct3D OpenGL OpenCL MPEG-2 VC-1 AVC; Extreme Graphics 2002 Desktop 845G 845GE 845GL 845GV Brookdale 2562 200 2 3.0 (SW) / No 6.0 (full) 9.0 (some features, no hardware shaders) 1.3 ES 1.1 Linux: No 2.1 64 MC No No 2001 Mobile 830M 830MG ...
Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in operations/s. Measured in operations/s. Vertex operations - The amount of geometry operations that can be processed on the vertex shaders in one second (only applies to Direct3D 9.0c and older GPUs).
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.
The primary change between the R580 and the R520 is that ATI changed the pixel shader processor-to-texture processor ratio. The X1900 cards have three pixel shaders on each pipeline instead of one, giving a total of 48 pixel shader units. ATI took this step with the expectation that future 3D software will be more pixel shader intensive. [15]
Shader Memory Size Bandwidth DRAM type Bus width Pixel (GP/s) Texture (GT/s) Single precision; GeForce 310 November 27, 2009 GT218 TSMC 40 nm 260 57 PCIe 2.0 x16 589 1402 1000 16:8:4 512 8 DDR2 64 2.356 4.712 44.8 30.5 OEM Card, similar to Geforce 210 GeForce 315 February 2010 GT216 486 100 475 1100 1580 48:16:4 512
The AGP version of the video card contains four masked pixel pipelines and one masked vertex shader, which are potentially unlockable through software mods. PCI-Express 6800 cards are incapable of such modifications, because the masked pixel pipelines and vertex buffers are nonexistent. The 6800 XT varies greatly depending on manufacturer.
Cards from such vendors differ on implementing data-format support, such as integer and floating-point formats (32-bit and 64-bit). Microsoft introduced a Shader Model standard, to help rank the various features of graphic cards into a simple Shader Model version number (1.0, 2.0, 3.0, etc.).