10/14/2020 What Is Shader Model 3.0
Shader Model 3.0 at all price points Full support for shader model 3.0 Vertex Texture Fetch / Long programs / Pixel Shader flow control Full speed fp32 shading OpenEXR High Dynamic Range Rendering Floating point frame buffer blending Floating point texture filtering Except 6200 6800 Ultra/GT specs 222M xtors / 0.13um 6 vertex units / 16 pixel. Dec 17, 2018 I bought a game in APPSTORE yesterday. At the first launch, a message about the absence of 'SHADER MODEL 3.0' popped out. I have an AMD Radeon HD 6750M graphics card. There is no card on the driver page. How do I start the game? My computer is an iMac 21,5' from 2011 with the latest operating system. I belive shader model 3.0 is a graphics card for your computer. It is in some way installed into your computer and it makes the graphics look a lot better. BUT some graphic hardware doesn't support shader model 3.0 ( even with installing proper directx ), the thing is i want to determine it by checking the hardware. Thanks in advance. EDIT: OK I did figure it out( Thanks to people on gamedev) Using GPU-Z, Command line. Gpu-z.exe -dump gpuz.xml.
(Redirected from High Level Shader Language)
A scene containing several different 2D HLSL shaders. Distortion of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. The square in the background has been transformed and rotated. The partial transparency and reflection of the water in the foreground are added by a shader applied finally to the entire scene.
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.
HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the NvidiaCg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently.[3] 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 raytracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's tangent, binormal and normal vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterization.
Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer.
D3D11.3 and D3D12 introduced Shader Model 5.1[4] and later 6.0.[5]
Shader model comparison[edit]What Is Shader Model 3.0 Download
GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline.
Pixel shader comparison[edit]
'32 + 64' for Executed Instructions means '32 texture instructions and 64 arithmetic instructions.'
Vertex shader comparison[edit]
See also[edit]Footnotes[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=High-Level_Shading_Language&oldid=971333527'
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Vertex shaders and pixel shaders are simplified considerably from earlier shader versions. If you are implementing shaders in hardware, you may not use vs_3_0 or ps_3_0 with any other shader versions, and you may not use either shader type with the fixed function pipeline. These changes make it possible to simplify drivers and the runtime. The only exception is that software-only vs_3_0 shaders may be used with any pixel shader version. In addition, if you are using a software-only vs_3_0 shader with a previous pixel shader version, the vertex shader can only use output semantics that are compatible with flexible vertex format (FVF) codes.
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The semantics used on vertex shader outputs must be used on pixel shader inputs. The semantics are used to map the vertex shader outputs to the pixel shader inputs, similar to the way the vertex declaration is mapped to the vertex shader input registers and previous shader models. See Match Semantics on vs 3.0 and ps 3.0 Shaders.
Additional wrap mode render states have been added to cover the possibility of additional texture coordinates in this new scheme. Attributes with D3DDECLUSAGE_TEXCOORD and usage index from 0 to 15 are interpolated in wrap mode when the corresponding D3DRS_WRAP* is set.
Vertex Shader Model 3 Features
The vertex shader output register types have been collapsed into twelve registers (see Output Registers). Each register that is used needs to be declared using the dcl instruction and a semantic (for example, dcl_color0 o0.xyzw).
The 3_0 vertex shader model (vs_3_0) expands on the features of vs_2_0 with more powerful register indexing, a set of simplified output registers, the ability to sample a texture in a vertex shader, and the ability to control the rate at which shader inputs are initialized.
Index Any Register
All registers( Input Register and Output Registers) can be indexed using Loop Counter Register (only constant registers could be indexed in earlier versions.)
You must declare input and output registers before indexing them. However, you may not index any output register that has been declared with a position or point size semantic. In fact, if indexing is used the position and psize semantics have to be declared in the o0 and o1 registers respectively.
You are only allowed to index a continuous range of registers; that is, you cannot index across registers that have not been declared. While this restriction may be inconvenient, it permits hardware optimization to take place. Attempting to index across non-contiguous registers will produce undefined results. Shader validation does not enforce this restriction.
Simplify Output Registers
All the various types of output registers have been collapsed into twelve output registers: 1 for position, 2 for color, 8 for texture, and 1 for fog or point size. These registers will interpolate any data they contain for the pixel shader. Output register declarations are required and semantics are assigned to each register.
The registers can be broken down as follows:
For a listing of the registers, see Registers - vs_3_0.
Texture Sample in a Vertex Shader
Vertex shader 3_0 supports texture lookup in the vertex shader using texldl - vs.
Pixel Shader Model 3 Features
The pixel shader color and texture registers have been collapsed into ten input registers (see Input Register Types). The Face Register is a floating point scalar register. Only the sign of this register is valid. If the sign is negative the primitive is a back face. This can be used inside a pixel shader to achieve two-sided lighting, for instance. The Position Register references the current (x,y) pixels.
Shader Model 3.0 Install
The shader constant registers can be set using:
Match Semantics on vs_3_0 and ps_3_0 Shaders
There are some restrictions on semantic usage with vs_3_0 and ps_3_0. In general, you need to be careful when using a semantic for a shader input that matches a semantic used on a shader output.
For instance, this pixel shader packs multiple names into one register:
Each register has a different semantic. Notice that you can also name v0.x and v0.yz with different (multiple) semantics because of the use of the write mask.
Shader Model 5.0 Free Download
Given the pixel shader, the following vs_3_0 shader cannot be paired with it:
These two shaders conflict with their use of the D3DDECLUSAGE_TEXCOORD0 And D3DDECLUSAGE_TEXCOORD1 semantics.
Rewrite the vertex shader like this to avoid the semantic collision:
Similarly, a semantic name declared on different input registers in the pixel shader (v0 and v1 in the pixel shader) cannot be used in a single output register in this vertex shader. For instance, this vertex shader cannot be paired with the pixel shader because D3DDECLUSAGE_TEXCOORD1 is used for both pixel shader input registers (v0, v1) and the vertex shader output register o3.
On the other hand, this vertex shader cannot be paired with the pixel shader because the output mask for a parameter with a given semantic does not provide the data that is requested by the pixel shader:
This vertex shader does not provide an output with one of the semantic names requested by the pixel shader, so the shader pairing is invalid:
Fog, Depth, and Shading Mode Changes
When D3DRS_SHADEMODE is set for flat shading during clipping and triangle rasterization, attributes with D3DDECLUSAGE_COLOR are interpolated as flat shaded. If any components of a register are declared with a color semantic but other components of the same register are given different semantics, flat shading interpolation (linear vs. flat) will be undefined on the components in that register without a color semantic.
Shader Model 3.0 Windows 10
If fog rendering is desired, vs_3_0 and ps_3_0 shaders must implement fog. No fog calculations are done outside of the shaders. There is no fog register in vs_3_0, and additional semantics D3DDECLUSAGE_FOG (for fog blend factor computed per vertex) and D3DDECLUSAGE_DEPTH (for passing in a depth value to the pixel shader to compute the fog blend factor) have been added.
Texture stage state D3DTSS_TEXCOORDINDEX is ignored when using pixel shader 3.0.
The following values have been added to accommodate these changes:
Floating Point and Integer Conversions
Floating point math happens at different precision and ranges (16-bit, 24-bit, and 32-bit) in different parts of the pipeline. A value greater than the dynamic range of the pipeline that enters that pipeline (for example, a 32-bit float texture map is sampled into a 24-bit float pipeline in ps_2_0) creates an undefined result. For predictable behavior, you should clamp such a value to the dynamic range maximum.
Conversion from a floating point value to an integer happens in several places such as:
Specifying Full or Partial Precision
Both ps_3_0 and ps_2_x provide support for two levels of precision:
ps_3_0 supports more precision than ps_2_0 does. By default, all operations occur at the full precision level.
Partial precision (see Pixel Shader Register Modifiers) is requested by adding the _pp modifier to shader code (provided that the underlying implementation supports it). Implementations are always free to ignore the modifier and perform the affected operations in full precision.
The _pp modifier can occur in two contexts:
An application might deliberately choose to trade off precision for performance. There are several kinds of shader input data which are natural candidates for partial precision processing:
In all these cases the developer may choose to specify partial precision to process the data, knowing that no input data precision is lost. In some cases, a shader may require that the internal steps of a calculation be performed at full precision even when input and final output values do not have more than partial precision.
Software Vertex and Pixel Shaders
Software implementations (run-time and reference for vertex shaders and reference for pixel shaders) of version 2_0 shaders and above have some validation relaxed. This is useful for debugging and prototyping purposes. The application indicates to the runtime/assembler that it needs some of the validation relaxed using the _sw flag in the assembler (for example, vs_2_sw). A software shader will not work with hardware.
vs_2_sw is a relaxation to the maximum caps of vs_2_x; similarly, ps_2_sw is a relaxation to the maximum caps of ps_2_x. Specifically, the following validations are relaxed:
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