Views will basically give developers the ability to share resources between pipeline stages more easily. For instance, a pixel shader could render vertex data to a texture, and then a vertex shader could use a view to interpret the data as vertex buffer. The combination of 8Kx8K texture sizes with all this texture storage space will offer a huge boost in texturing ability to DX10 based games and hardware.Ī new construct called a "view" is being introduced in DX10 which will allow resources to be used as more than one type of thing at the same time. 512 equally sized textures can be stored in a texture array, and each shader is allowed 128 texture arrays (as opposed to 16 textures in DX9). Similar to constant buffers, texture arrays are also available in order to allow for much more data to be stored for use with a shader program. This hugely reduces the overhead of managing a lot of input for shader programs to use. Each buffer can be updated in one function call. These objects can quickly change all state information without multiple calls to set the state per attribute.Ĭonstant buffers have also been added to hold data for use in shader programs.Įach shader program has access to 16 buffers of 4096 constants. There are 5 state objects in DX10: InputLayout (vertex buffer layout), Sampler, Rasterizer, DepthStencil, and Blend. With DX10, we will see the addition of state objects which hold all of the state information for a given pipeline stage. Under DX9, state change and draw calls are made quite often and can generate so much overhead that the API becomes the limiting factor in performance. One of the major performance improvements we will see from DX10 is a reduction in overhead. More Efficient State and Object Management In the mean time we will absolutely be able to talk about what the latest installment of Microsoft's pervasive graphics API will bring to the table. This will allow developers to do more with SM3.0 and DX9 while we all wait for the transition to DX10. Of course, we will see full DX9 support, encompassing everything we've come to know and love about the current generation of hardware.Įven though we won't get to see any of the new features of DX10 and Shader Model 4.0, the performance of G80 will shine through due to its unified shader model. In the mean time, we can only look at our shiny new hardware as it performs under DX9. Well, the hardware is finally here, but much like the situation we saw with the launch of ATI's Radeon 9700 Pro, the hardware precedes the new API. There has been quite a lot of talk about what DirectX 10 will bring to the table, and what we can expect from DX10 class hardware. These massive architecture updates generally coincide with the release of a new DirectX, and guess what we've got? Thus we begin today's review not with discussions of pixel shaders and transistors, but about DirectX and what it will mean for the next-generation of graphics hardware, including G80. Changes like this only come along once every few years, so we will be sure to savor the joy that discovering a new architecture brings, and this one is big. But today, G80 ushers in a new class of GPU architecture that truly surpasses everything currently on the market. Fundamentally, not much has changed since the introduction of DX9 class hardware. NV40 evolved from NV30, G70 was just a step up from NV40, and the same is true with ATI as well. For the past few years, we've really just been seeing reworked versions of old parts. It does not store any personal data.We always get very excited when we see a new GPU architecture come down the pipe from ATI or NVIDIA. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. The cookie is used to store the user consent for the cookies in the category "Performance". This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Other. The cookies is used to store the user consent for the cookies in the category "Necessary". The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". The cookie is used to store the user consent for the cookies in the category "Analytics". These cookies ensure basic functionalities and security features of the website, anonymously. Necessary cookies are absolutely essential for the website to function properly.
0 Comments
Leave a Reply. |