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[信息与通信]Direct3D Shader Models
Direct3D Shader Models
Jason Mitchell
3D Application Research Group
ATI Research, Inc.
Outline
• Vertex Shaders
– Static and Dynamic Flow control
• Pixel Shaders
– ps_2_x
– ps_3_0
Shader Model Continuum
ps_2_0
ps_1_1 – ps_1_3
ps_2_b ps_3_0
ps_1_4 ps_2_a
vs_2_0
vs_1_1 vs_2_a vs_3_0
You Are Here
Tiered Experience
• PC developers have always had to scale the experience
of their game across a range of platform capabilities
• Often, developers pick discrete tiers of experience
– DirectX 7, DirectX 8, DirectX 9 is one example
• Shader-only games are in development
• Starting to see developers target the three levels of
shader support as the distinguishing factor among the
tiered experience for their users
Caps in addition to Shader Models
• In DirectX 9, devices can express their abilities via a base shader
version plus some optional caps
• At this point, the only “base” shader versions beyond 1.x are the
2.0 and 3.0 shader versions
• Other differences are expressed via caps:
– D3DCAPS9.PS20Caps
– D3DCAPS9.VS20Caps
– D3DCAPS9.MaxPixelShader30InstructionSlots
– D3DCAPS9.MaxVertexShader30InstructionSlots
• This may seem messy, but it’s not that hard to manage given that
you all are writing in HLSL and there are a finite number of device
variations in the marketplace
• Can easily determine the level of support on the device by using
the D3DXGet*ShaderProfile() routines
Compile Targets /
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