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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. Feature levels in Direct3D - Wikipedia

    en.wikipedia.org/wiki/Feature_levels_in_Direct3D

    [1] "10 Level 9" feature levels contain a subset of the Direct3D 10/11 API [9] and require shaders to be written in HLSL conforming to Shader Model 4.0 4_0_LEVEL_9_x compiler profiles, and not in the actual "shader assembly" language [10] of Shader Model 1.1/2.0; SM 3.0 (vs_3_0/ps_3_0) has been omitted deliberately in Direct3D 10 Level 9. [3]

  4. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    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.

  5. 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 ...

  6. Cg (programming language) - Wikipedia

    en.wikipedia.org/wiki/Cg_(programming_language)

    Cg programs are merely vertex and pixel shaders, and they need supporting programs that handle the rest of the rendering process. Cg can be used with two graphics APIs : OpenGL or DirectX . Each has its own set of Cg functions to communicate with the Cg program, like setting the current Cg shader, passing parameters, and such tasks.

  7. Radeon X1000 series - Wikipedia

    en.wikipedia.org/wiki/Radeon_X1000_Series

    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]

  8. List of AMD graphics processing units - Wikipedia

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

    1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units ... 4.5 1.2 ~50 Radeon HD 5550 Feb 9, 2010: Redwood LE 627 104 PCIe 2.1 x16: 550 550

  9. Radeon HD 6000 series - Wikipedia

    en.wikipedia.org/wiki/Radeon_HD_6000_Series

    4.5 1.2 — Un­known 65 E2 Radeon HD 6410D ... Programmable pixel & vertex pipelines Unified shader model: Direct3D — 5.0 6.0 7.0 8.1 9.0 11 9.0b 11