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  2. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

  3. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Pixel shaders range from simply always outputting the same color, to applying a lighting value, to doing bump mapping, shadows, specular highlights, translucency and other phenomena. They can alter the depth of the fragment (for Z-buffering), or output more than one color if multiple render targets are active. In 3D graphics, a pixel shader ...

  4. Direct3D - Wikipedia

    en.wikipedia.org/wiki/Direct3D

    Direct3D 11.0 features include: Support for Shader Model 5.0, Dynamic shader linking, addressable resources, additional resource types, [72] subroutines, geometry instancing, coverage as pixel shader input, programmable interpolation of inputs, new texture compression formats (1 new LDR format and 1 new HDR format), texture clamps to limit WDDM ...

  5. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    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.

  6. Feature levels in Direct3D - Wikipedia

    en.wikipedia.org/wiki/Feature_levels_in_Direct3D

    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 ...

  7. List of Nvidia graphics processing units - Wikipedia

    en.wikipedia.org/wiki/List_of_Nvidia_graphics...

    Shader Memory Size Bandwidth Bus type Bus width Pixel (GP/s) Texture (GT/s) Single precision Direct3D OpenGL; GeForce 9300 mGPU October 2008 MCP7A-S 65 nm 282 162 PCIe 2.0 x16 450 1200 400 666 16:8:4 Up to 512 from system memory 6.4/12.8 10.664/21.328 DDR2 DDR3 64 128 1.8 3.6 57.6 10.0 3.3 Un­known based on 8400 GS

  8. List of AMD graphics processing units - Wikipedia

    en.wikipedia.org/wiki/List_of_AMD_graphics...

    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).

  9. Radeon 8000 series - Wikipedia

    en.wikipedia.org/wiki/Radeon_8000_Series

    Pixel Shader 1.1 DirectX 8.1 Pixel Shader 1.4; Max. Texture Inputs: 4 6 Max. Program Length: 12 instructions (up to 4 texture sampling, 8 color blending) 22 instructions (up to 6 texture sampling, 8 texture addressing, 8 color blending) Instruction Set: 13 address operations, 8 color operations 12 address / color operations Texture Addressing ...