Introduction to the DirectX 9 Shader Models - Nvidia
Introduction to the DirectX 9 Shader Models - Nvidia Introduction to the DirectX 9 Shader Models - Nvidia
What’s with all the asm? • We’ll show a lot of asm in this section to introduce the virtual machine • Later sections will focus on HLSL since that is what we expect most developers will prefer to use • Familiarity with the asm is useful, however • Also, the currently-available HLSL compiler does not support flow-control, though that is coming in a future revision. Microsoft will discuss more details of this in their event tomorrow.
vs_2_0 • Longer programs • Integration with declarations • Some new instructions • Control flow – New instructions – New registers
- Page 1 and 2: Introduction to the DirectX 9 Shade
- Page 3: Legacy 1.x Shaders • No discussio
- Page 7 and 8: vs_2_0 • Old reliable ALU instruc
- Page 9 and 10: Changes to the VS numbers • 256 i
- Page 11 and 12: And some smaller details • Loadin
- Page 13 and 14: Setting Vertex Shader Registers •
- Page 15 and 16: Swizzles & Modifiers
- Page 17 and 18: Control Flow Instructions • Subro
- Page 19 and 20: Loops
- Page 21 and 22: HLSL and Conditionals • Initial r
- Page 23 and 24: Original HLSL Compiler Results vs_2
- Page 25 and 26: Begin Sim VS Sim
- Page 27 and 28: Caps for vs_2_x Sim • New D3DVSHA
- Page 29 and 30: Vertex Shader Predication - HLSL Si
- Page 31 and 32: Vertex Shader Predication Details S
- Page 33 and 34: Nested Static Flow Control Sim •
- Page 35 and 36: Dynamic Flow Control - HLSL Sim for
- Page 37 and 38: End Sim VS Sim
- Page 39 and 40: 2.0 Pixel Shader Instruction Set
- Page 41 and 42: Argument Swizzles •.r, .rrrr, .xx
- Page 43 and 44: ps.2.0 Review - Comparison with ps.
- Page 45 and 46: Caps for Pixel Shader 2.x D3DCAPS9
- Page 47 and 48: Pixel Shader 2.x • 512 instructio
- Page 49 and 50: Single Pass Lighting? • Sometimes
- Page 51 and 52: Single-Pass Lighting ? • Detailed
- Page 53 and 54: Single Pass Lighting? • Putting m
What’s with all <strong>the</strong> asm?<br />
• We’ll show a lot of asm in this section <strong>to</strong><br />
introduce <strong>the</strong> virtual machine<br />
• Later sections will focus on HLSL since that<br />
is what we expect most developers will<br />
prefer <strong>to</strong> use<br />
• Familiarity with <strong>the</strong> asm is useful, however<br />
• Also, <strong>the</strong> currently-available HLSL compiler<br />
does not support flow-control, though that<br />
is coming in a future revision. Microsoft will<br />
discuss more details of this in <strong>the</strong>ir event<br />
<strong>to</strong>morrow.