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HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. [ citation needed ] HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders , geometry shaders , compute shaders , tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray ...
The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions:
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.
3D shaders act on 3D models or other geometry but may also access the colors and textures used to draw the model or mesh. Vertex shaders are the oldest type of 3D shader, generally making modifications on a per-vertex basis. Newer geometry shaders can generate new vertices from within the shader.
[1] In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is ...
On March 6, 2000, AMD demonstrated passing the 1 GHz milestone a few days ahead of Intel shipping 1 GHz in systems. In 2002, an Intel Pentium 4 model was introduced as the first CPU with a clock rate of 3 GHz (three billion cycles per second corresponding to ~ 0.33 nanoseconds per cycle). Since then, the clock rate of production processors has ...
To combat this, a just-in-time (JIT) compiler was introduced into Java 1.1. Due to the high cost of compiling, an added system called HotSpot was introduced in Java 1.2 and was made the default in Java 1.3. Using this framework, the Java virtual machine continually analyses program performance for hot spots which are executed frequently or ...
The Time Stamp Counter was once a high-resolution, low-overhead way for a program to get CPU timing information. With the advent of multi-core/hyper-threaded CPUs, systems with multiple CPUs, and hibernating operating systems, the TSC cannot be relied upon to provide accurate results — unless great care is taken to correct the possible flaws: rate of tick and whether all cores (processors ...