Introduction to the DirectX 9 Shader Models - Nvidia
Introduction to the DirectX 9 Shader Models - Nvidia Introduction to the DirectX 9 Shader Models - Nvidia
Gradient Instructions • Useful for shader anti-aliasing • DSX, DSY compute derivative of a vector wrt screen space position ds dx dt dx dr dx ds dy dt dy dr dy • • • • Use derivatives with TEXLDD...
Texture fetch with gradients • Gradients used to calculate texture LOD – Custom Mipmapping – Anisotropic filtering • LOD clamping and constant biasing still apply • Example – Calculate per-pixel vector for environment map – Find derivative of vector wrt X,Y – Fetch envmap using TEXLDD to bias mip level
- 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 and 60: Lighting Render Loop • Per-Object
- Page 61 and 62: Lighting Render Loop Summary • Go
- Page 63 and 64: Predication • Essentially a desti
- Page 65: Caveats for Conditional Instruction
- 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
Texture fetch with gradients<br />
• Gradients used <strong>to</strong> calculate texture LOD<br />
– Cus<strong>to</strong>m Mipmapping<br />
– Anisotropic filtering<br />
• LOD clamping and constant biasing still apply<br />
• Example<br />
– Calculate per-pixel vec<strong>to</strong>r for environment map<br />
– Find derivative of vec<strong>to</strong>r wrt X,Y<br />
– Fetch envmap using TEXLDD <strong>to</strong> bias mip level