Introduction to the DirectX 9 Shader Models - Nvidia
Introduction to the DirectX 9 Shader Models - Nvidia Introduction to the DirectX 9 Shader Models - Nvidia
Lighting Render Loop • On DirectX8 HW – Passes are as listed • On DirectX9 HW – Passes L + 1 and L + 2 can be combined – Fog Pass can be collapsed into Pass 0 • Due to not needing dest alpha for attenuation & mask • Perform Lighting passes with black fog – Pass L + 2 might have better lighting • Due to per-pixel calculation of H or R and real exponents for specular • Various more complex lighting models possible
Lighting Render Loop Summary • Good solution for D3D8 / D3D9 scalability • For shadowed scenes, use single light at a time – Easier than packing mulitple lights into one pass – Scales linearly • DirectX9 lets you do all lighting in one pass – But for shadows and similarity to DirectX8 path, use one pass per light
- 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
- Page 55 and 56: Single Pass Lighting? • It doesn
- Page 57 and 58: Lighting Render Loop • Per Light
- Page 59: Lighting Render Loop • Per-Object
- Page 63 and 64: Predication • Essentially a desti
- Page 65 and 66: Caveats for Conditional Instruction
- Page 67 and 68: Texture fetch with gradients • Gr
- Page 69 and 70: Arbitrary swizzling • Extremely u
- Page 71 and 72: Pixel Shader Precision • Low Prec
- Page 73 and 74: How to use fp16 • In HLSL or Cg,
- Page 75 and 76: Precision Pitfalls • An IEEE-like
- Page 77 and 78: Precision Pitfalls • Most precisi
- Page 79 and 80: Fully Fragment Shading? • Doing t
- Page 81 and 82: Precision Pitfalls • Avoid precis
- Page 83 and 84: Precision Summary • If high-preci
- Page 85 and 86: vs_3_0 • More flow-control • In
- Page 87 and 88: vs_3_0 inputs
- Page 89 and 90: vs_3_0 Output example vs_3_0 dcl_co
- Page 91 and 92: ps_3_0
- Page 93: Lunch Break We will start back up a
Lighting Render Loop<br />
• On <strong>DirectX</strong>8 HW<br />
– Passes are as listed<br />
• On <strong>DirectX</strong>9 HW<br />
– Passes L + 1 and L + 2 can be combined<br />
– Fog Pass can be collapsed in<strong>to</strong> Pass 0<br />
• Due <strong>to</strong> not needing dest alpha for attenuation &<br />
mask<br />
• Perform Lighting passes with black fog<br />
– Pass L + 2 might have better lighting<br />
• Due <strong>to</strong> per-pixel calculation of H or R and real<br />
exponents for specular<br />
• Various more complex lighting models possible