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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 ...
GeForce FX 5200. GeForce FX is an architecture designed with DirectX 7, 8 and 9 software in mind. Its performance for DirectX 7 and 8 was generally equal to ATI's competing products with the mainstream versions of the chips, and somewhat faster in the case of the 5900 and 5950 models, but it is much less competitive across the entire range for software that primarily uses DirectX 9 features.
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 ...
However, standard ARB assembly language is only at the level of Pixel Shader 2.0 and predates GLSL, so it has very few features.
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) 8.0 (some features, no hardware ...
Shader Memory Pixel (GP/s) Texture (GT/s) Size Bandwidth (GB/s) Bus type Bus width DirectX OpenGL Vulkan; GeForce G210M June 15, 2009 GT218 40 PCIe 2.0 x16 16:8:4 625 1500 1600 2.5 5 512 12.8 GDDR3 64 10.1 3.3 — 72 14 Lower clocked versions of the GT218 core is also known as Nvidia ION 2: GeForce GT 220M 2009 G96b 55
The ability to write shaders that can be used on any hardware vendor's graphics card that supports the OpenGL Shading Language. ... 2.5), abs(vec3(0.1, -0.2, 0.3 ...
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.