青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

concentrate on c/c++ related technology

plan,refactor,daily-build, self-discipline,

  C++博客 :: 首頁 :: 聯系 :: 聚合  :: 管理
  37 Posts :: 1 Stories :: 12 Comments :: 0 Trackbacks

常用鏈接

留言簿(9)

我參與的團隊

搜索

  •  

最新評論

閱讀排行榜

評論排行榜

samplers: a windows into video memory with associated state defining things like filtering, and texture coordination addressing mode.

 

in DXSDK version 8.0 or earlier, the application can pass human-reable assembly code to D3D library via D3DXAssembleShader and get back a binary representation of the shader which can be passed to Direct3D via CreateVertexShader/CreatePixelShader.

 

in DXSDK version 9 now, the application can pass HLSL shader to to D3DX via D3DXAssembleShader API and gets back a binary representation of the compiled shader,which in turn is passed to Direct3D via CreateVertexShader/CreatePixelShader.

the binary asm code generated is a function only of the compiler target chosen,not the specific graphics device in user's or developer's system.

and it will independent on platforms mostly.

Direct3d runtime itself doesn;t know anything about HLSL., only the binary assemble shader models.HLSL compiler can be updated independent of Direct3D runtime.

 

an application calls D3DX to compile a HLSL shader to binary asm code via D3DXAssembleShader .

one parameter in D3DXAssembleShader defines the specific compile target(assembly language model), which the HLSL compiler use.

 

if an application is doing an HLSL shader compilation at runtime(not offline), the application will examine the capabilities of Direct3D device and select the compiler target to match, if it the algorithm in the HLSL shader is too complex to execute in the selected compiler target, then the compilation will fail.

 

failure of a given HLSL shader to compile for a particular compile target is an indication that the shader is too complex for the compile target.

another common source of compilation failure is exceeding the maximum instruction count of the chosen compile target.

an algorithm expressed in HLSL may require too many instructions to be executed by the compile target.

 

a convenient utility which allows the developers to compile shaders offline is the fxc command line compiler which is provided in the DX SDK 9.0.

 

this utility has a number of convenient options that u can use to not only compile your shaders on the commandline but also generate disassembled code for the specific compile target.

 

scale type

half 16-bit code.

integer operations that go outside the range of integers that can be expressed as floats on these platforms are not guaranteed to function as expected.

 

vector type

declare vector type in this way:

vector. the default dimension is 4.

vector<type, size> .

once defined such a vector, u may access the its individual components by using the array access syntax or using swizzle.

in the swizzle case, the components must come from either {x,y,z,w},or {r,g,b,a},or name space.

ps_2_0 and lower pixel shader donot have native support for arbitrary swizzle.

concise high level code which uses swizzles can result in fairly nasty binary asm when compiling to target.

 

matrix type

 matrix also can be accessed by array notation.

type modifiers

row_major and col_major type modifiers can be used to specify the expected layout of a matrix within the hardware constant store.

row_major indicates that each row of the matrix will be stored in a single constant register.

col_major indicates that each col of the matrix will be stored in a single constant register.

 

storage class modifiers

at global scope, the static storage class modifiers indicate that the variable is only to be accessed by the shader not by the application via API. static storage class in the local scope, means that it only persists between the invocations of declaring the function.

extern modifiers can be used in a global variable to indicate that it can be modified outside the shader via the API.

shared modifier is used to specify that a given global variable is to be shared between effects.

uniform modifier is to have been set externally to the HLSL shader.

 

external float translucency;

const float gloss_bais

static float gloss_scale

float diffuse

diffuse/translucency: can be settable by Set*ShaderConstant, and can be modified by the shader itself.

gloss_bais: can be settable by Set*ShaderConstant, and can not be modified by the shader code.

gloss_scale: can not be settable by Set*ShaderConstant api, and can be modified within the shader code only.

 

constructor

constructors are commonly used when a shader writer wants to temporarially define a quantity with literal values.

or when a shader writer wants to explicitly pack smaller datatypes together.

 

type casting

type casting often happens in order to promote or demote a given variable to match a variable to which it is assigned.

 

type casting   casting behavior

scalar-to-scalar always valid.

scalar-to-vector always valid, replicate the scalar to fill the vector.

scalar-to-matrix always valid, replicate the scalar to fill the matrix.

scalar-to-structure always valid, replicate the scalar to fill the structure.

 

vector-to-scalar always valid, it will select the first component of the vector.

vector-to-vecor always valid, the destination vector must not larger then the source vector.

vector-to-matrix size of the vector must equal to the size of the matrix.

vector-to-structure valid if the structure is not larger than the vector,and all components of the structure is numeric.

 

matrix-to-scalar always valid. it will select the upper-left component of the matrix.

matrix-to-vector the size of the matrix must equal the size of the vector.

matrix-to-matrix the destination matrix must not larger than the source vector.

matrix-to-structure valid if the structure is not larger than the vector, and all components of the structure is numeric.

 

structure-to-scalar the structure should at least contain one element.

structure-to-vector the structure should at least the size of the vector, the first components must be numeric, up to the size.

structure-to-matrix the structure should be at least the size of the matrix, the first components must be numeric, up to the size.

structure-to-object the structure should be contain at least one member,the type of this member must be identical to the type of the object

structure-to-structure the destination must not larger than the source structure.

 

samples: for each different texture map that u plan to sample in a pixel shader, you must declare a sampler.

a HLSL sampler has a very direct mapping to the API concept of a sampler and in turn, to the actual silicon in the graphic processor which is responsible for addressing and filtering textures. a sampler must be defined for every texture map that u plan to access in a given shader, but u may use a given sampler multiple times in a shader.

 

Texture sampling intrinsics

there are four types of textures(1D,2D,3D,and cube map),and four types of load(regular, with derivatives, projective, and biased) with each for 16 combination.

tex1D, tex2D and tex3D and texCube

the texture loading intrinsics which take ddx and ddy parameters compute texture LOD using these explicit derivative, which would typically have been preciously calculated with the ddx and ddy intrinsics.

 

tex*proj intrinsics are used to do projective texture reads, where the texture coordinates used to sample the texture are divided by the last component prior to accessing the texture.

tex*bias intrinsics are used to perform biased texture sampling, where the bias can be computed per pixel.

 

shader input

vertex and pixel shaders have two types of input data , varying and uniform,

the varying input is the data that unique to each execution of the shader. for a vertex shader, the varying data comes from the vertex streams.

the uniform data is constant for multiple executions of a shader.

uniform input

uniform data can be specified by two methods in HLSL.

first : declare global variables and use them within vertex shaders and pixel shaders.

any use of global variable within a shader will result in the addition of the variable to a list of uniform variables required by the shader

second: mark an input parameter of the top-level shader function as uniform.

this marking specifes that the given variable should be added to the list of uniform variables used by the shader.

uniform variables used by the shaders are communicated back to the application via constant table.

the constant table a symbol table which defines how the uniform variables used by the shader must be loaded into the constant register prior to the shader execution.

the constant table contains the constant register location of all uniform variables used by the shaders.

the table also includes the type information and the default value.

the constant table generated by the compiler is stored in a compact binary form.

varying input

varying data is specified by marking the input parameters of the top-level shader function with an input semantics

all top-level shader inputs must either be marked as varying by using semantics or marked with the keyword "uniform" indicating that

the value is constant for the execution of the shader.

if a top-level shader input is not marked with a semantic or uniform keyword, then the shader will fail to compile

the input semantic is a name used to link the given shader to an output of the previous stage of the graphics pipeline.

 

pixel and vertex shaders have different sets of input semantics due to different parts of the graphics pipeline that feed each shader unit.

vertex shader input semantics describe the per vertex information to be loaded from a vertex buffer into a form that can be consumed by the vertex shader.

 

these input semantics directly maps to the combination of the D3DDECLUSAGE enum and UsageIndex that is used to describe vertex data elements in a vertex buffer.

 

pixel shader input semantics describe the information that is provided per pixel by the rasterization unit. the data is interpolating between the outputs of the vertex shader for each vertex of the primitive.

the basic pixel shader input semantics link the color and texture coordinate information to input paramters.

input semantics can be assigned to shader input by two methods. first, append a colon ":", and the input semantics name to the input parameter declaration.  second, define a input structure with input semantics assigned to each element of the structure.

shader output

vertex and pixel shaders provide output data to the subsequent graphics pipeline stage.

output semantics are to specify how data generated by the shader should be linked to the inputs of the stage.

pixel shader outputs are the value provided to alpha blending unit each of the render target or the depth value to be written to the buffer.

 

vertex shader output semantics are used to link the shader both to the pixel shader and the rasterization stage.

POSITION is the output that is the required output from each vertex shader that is consumed by the rasterizer and not exposed to the pixel shader.

TEXCOORDn and COLORn denotes outputs that are made available to the pixel shader post interpolation.

 

pixel shader output semantics bind the output colors of a pixel shader with the correct render target.

the colors output from the pixel shader are linked to the alpha blend stage, which determines how the destination render target will be modified.

 

dcl_position: position, dcl_texture: texture.dcl_normal: normal

def instruction is a free instruction which appears in the actual assembly instruction stream that defines constants that will be used by the ALU operation.

tex1D: a way for the HLSL shader writer to indicate to the compiler that only one component of the texture coordinate needs to be populated, shaving off an assembly instruction in some cases.

 

the compiler is smart enough about removing dead code, but it can not know about values that do not ultimately matter due to circumstance of a given shader.

1 try to use vector and matrics, and also use ints instead of floats.

newer hardware supports static branching and prediction instructions, static looping,dynamic branchings, and dynamic loopings.

and loops are a form of flow control that occurs often in the shader, some hardware allows either static branching or dynamic branchings,

2 static branching is a capability that in a shader that allows for blocks of code to be switched on or off based on the boolean constant.

most of the hardware supports only the static branching.

3 input parameters.

the method in which data is loaded into registers either from a vertex buffer into a vertex shader or from the vertex shader output to the pixel input registers is well-defined in Direct3D-spec.pixel shader input values are always expanded into a vector of four floats.

that means that datatype declaration is more of a hint thatn a specification of how the data is loaded into the shader.

a common optimization used by shader assembly writers is to take advantage of the way in which data is expanded when loaded into registers.

it's very common to need the w component to be set 1.0 when multiplying by the world matrix,but the vertex buffer typically contain only x, y and z components.if the position input parameter is declared float3,then an extra copy instruction to a 1.0 into the w component will be required.

another optimization is to make sure and declare all input parameter with the appropriate type for their usgae in the shader.

it's important to declare the parameter as an ints, to avoid truncation.

precision issue(logp,expp,lit)

logp, expp, and lit can be used as low-precision version of log, exp, and pow

since log, and exp, count 10 instruction slots each and logp and expp only count as one instruction each. it's possible to balloon the size of the generated asm code and potentially run out of instructions,particularly on the vs_1_1 compile target.

accessing these low-precision instruction is accomplished by declaring the output to either cast to or stored into the low precision data type called "half".

a low precision output from an operation informs the compiler that the operation should be performed with low precision possible.

using ps_1_x compile target.

 

posted on 2008-11-27 19:53 jolley 閱讀(1028) 評論(0)  編輯 收藏 引用

只有注冊用戶登錄后才能發表評論。
網站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            欧美激情在线有限公司| 亚洲欧美综合一区| 欧美专区在线播放| 欧美香蕉视频| 亚洲成色777777女色窝| 欧美成年人视频网站| 欧美理论片在线观看| 中文成人激情娱乐网| 亚洲一区二区3| 国产日韩一区| 亚洲人成小说网站色在线| 欧美久久在线| 久久疯狂做爰流白浆xx| 美女视频黄 久久| 亚洲字幕一区二区| 毛片精品免费在线观看| 欧美一级久久久| 免费视频一区| 久久不射网站| 欧美日韩精品一区二区三区四区| 久久精品人人做人人综合| 欧美精品久久久久久久久老牛影院| 性久久久久久久久久久久| 欧美电影免费| 久久精品视频亚洲| 欧美丝袜第一区| 欧美激情按摩在线| 国产视频在线观看一区二区| 日韩亚洲在线| 亚洲人成在线观看| 久久精品综合| 欧美亚洲一级| 欧美调教vk| 亚洲国产天堂久久国产91| 国语对白精品一区二区| 一二三四社区欧美黄| 亚洲美女精品一区| 久久性色av| 久久久免费观看视频| 国产精品视频一二| 99精品欧美| 一区二区三区欧美日韩| 欧美高清在线一区| 欧美二区在线播放| 黄色亚洲在线| 欧美在线观看一区二区| 亚洲四色影视在线观看| 欧美精品亚洲精品| 亚洲日本理论电影| 一本久道久久综合狠狠爱| 欧美国产激情二区三区| 欧美国产日本在线| 亚洲国产精品高清久久久| 欧美制服丝袜| 久久国产精品99精品国产| 国产精品丝袜白浆摸在线| 中文av字幕一区| 亚洲欧美日韩久久精品| 欧美三级中文字幕在线观看| 99伊人成综合| 欧美国内亚洲| 亚洲第一黄色网| 18成人免费观看视频| 狼狼综合久久久久综合网| 欧美二区视频| 99精品99| 国产精品久久久久毛片大屁完整版| 亚洲视频电影图片偷拍一区| 午夜老司机精品| 国产女优一区| 欧美激情按摩| 欧美视频你懂的| 一区二区三区精品视频| 亚洲欧美激情在线视频| 国产精品亚洲一区| 欧美中文字幕不卡| 欧美电影在线| 亚洲一二三四久久| 国产欧美在线播放| 久久国产婷婷国产香蕉| 亚洲成人在线免费| 亚洲一区二区三区在线观看视频 | 亚洲一区一卡| 久久久久国产精品www| 黑人一区二区三区四区五区| 嫩草成人www欧美| 一本久久知道综合久久| 久久久久久久高潮| 亚洲日产国产精品| 国产精品人成在线观看免费| 欧美综合国产精品久久丁香| 免费在线观看精品| 亚洲一卡久久| 1024欧美极品| 国产精品主播| 欧美激情亚洲另类| 小处雏高清一区二区三区| 欧美大香线蕉线伊人久久国产精品| 日韩亚洲精品在线| 国产一区久久| 欧美日韩在线播放三区四区| 亚洲深夜影院| 欧美激情第二页| 午夜国产一区| 亚洲精品视频一区| 韩国久久久久| 国产精品久久久久久久久免费| 久久永久免费| 午夜在线成人av| 99在线精品免费视频九九视| 欧美激情精品久久久久| 久久精品成人| 亚洲一区综合| 亚洲免费播放| 国内外成人免费激情在线视频| 欧美精品v国产精品v日韩精品| 欧美一区二区三区在线| 中文一区在线| 亚洲免费av网站| 欧美黄色小视频| 久久婷婷久久一区二区三区| 中文国产一区| 亚洲免费成人av| 亚洲人成人99网站| 精品成人国产在线观看男人呻吟| 国产精品视频成人| 欧美日韩一二区| 欧美黄色成人网| 免费91麻豆精品国产自产在线观看| 午夜精品美女久久久久av福利| 亚洲最新合集| 亚洲另类在线视频| 亚洲激情影视| 亚洲国产精品久久久久| 美女尤物久久精品| 久久久久久一区| 欧美在线一二三| 欧美激情网站在线观看| 欧美精品久久一区二区| 欧美中文字幕在线播放| 宅男66日本亚洲欧美视频| 亚洲欧洲一区| 欧美国产精品va在线观看| 快射av在线播放一区| 久久精品国产一区二区电影 | 99精品视频免费| 亚洲人成久久| 亚洲大胆视频| 亚洲激情视频在线观看| 亚洲黄色有码视频| 亚洲国产综合在线看不卡| 欧美激情中文字幕在线| 亚洲国产精品www| 亚洲国产成人精品视频| 亚洲福利视频一区二区| 91久久精品一区二区别| 日韩视频一区二区三区| 亚洲视频一二| 欧美一级在线播放| 久久精品亚洲一区二区三区浴池 | 久久国产主播| 久久婷婷国产综合尤物精品| 欧美jjzz| 亚洲日韩欧美一区二区在线| 夜夜嗨av色一区二区不卡| 亚洲视频在线二区| 亚洲综合好骚| 久久国产精品毛片| 美女网站在线免费欧美精品| 欧美另类一区二区三区| 国产精品乱码久久久久久| 国产午夜精品久久久久久久| 国产真实乱偷精品视频免| 亚洲国产高清在线观看视频| 日韩小视频在线观看专区| 午夜久久久久久| 欧美 日韩 国产 一区| 亚洲精品一区在线| 亚洲免费影视| 久久免费视频观看| 欧美日韩国产高清视频| 国产日韩精品在线观看| 最近看过的日韩成人| 亚洲一区二区三区在线播放| 久久精品一区二区国产| 亚洲国产欧美在线| 亚洲免费婷婷| 欧美精品1区| 狠狠狠色丁香婷婷综合久久五月| 日韩视频一区| 久久婷婷蜜乳一本欲蜜臀| 一区二区黄色| 免费成人性网站| 国产日韩精品一区| 9色porny自拍视频一区二区| 久久久精品五月天| 亚洲一级黄色片| 欧美极品在线观看| 在线免费观看日韩欧美| 久久av在线看|