This lowered the cost of implementation of the GPU as a whole, and allowed more shaders in total on a single unit. History Įarlier GPUs generally included two types of shader hardware, with the vertex shaders having considerably more instructions than the simpler pixel shaders. They can all read textures and buffers, and they use instruction sets that are almost identical. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as " Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities. The unified shader model uses the same hardware resources for both vertex and fragment processing.
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