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ID [3] RAMDAC clock Pixel pipelines Shader model (vertex/pixel) API support Memory bandwidth DVMT Hardware acceleration Direct3D OpenGL OpenCL MPEG-2 VC-1 AVC; i740 1998 Desktop stand-alone Auburn 7800 220 1 3.0 (SW) / No 5.0 1.1 No 0.8 2–8 Optional external MPEG-2 decoder via Video Module Interface No No i752 1999 Portola 1240 250 6.0 (full)
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.
In general, a fragment can be thought of as the data needed to shade the pixel, plus the data needed to test whether the fragment survives to become a pixel (depth, alpha, stencil, scissor, window ID, etc.). Shading a fragment is done through a fragment shader (or pixel shaders in Direct3D). [2]
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 ...
SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.
The most important shader units are vertex shaders, geometry shaders, and pixel shaders. The Unified Shader has been introduced to take full advantage of all units. This gives a single large pool of shader units. As required, the pool is divided into different groups of shaders. A strict separation between the shader types is therefore no ...
Version 2 (as defined in 861-A) added the capability to designate a number of DTDs as "native" (i.e., matching the resolution of the display) and also included some "basic discovery" functionality for whether the display device contains support for "basic audio", YC B C R pixel formats, and underscan.
The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.