https://en.wikipedia.org/wiki/Unified_shader_model

In the field of 3D computer graphics, the Unified Shader Model (known in Direct3D 10 as "Shader Model 4.0") refers to a form ofshader 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. They can all read textures and buffers, and they use instruction sets that are almost identical.[1]

Earlier GPUs generally included two types of shader hardware, with the vertex shaders having considerably more instructions than the simpler pixel shaders. This lowered the cost of implementation of the GPU as a whole, and allowed more shaders in total on a single unit. This was at the cost of making the system less flexible, and sometimes leaving one set of shaders idle if the workload used one more than the other. As improvements in fabrication continued, this distinction became less useful. ATI Technologies introduced a unified architecture on the hardware they developed for the Xbox 360, and then introduced this in card form in the TeraScale line. Nvidia quickly followed with their Tesla design. The concept has been universal since then.

Early shader abstractions (such as Shader Model 1.x) used very different instruction sets for vertex and pixel shaders, with vertex shaders having much more flexible instruction set. Later shader models (such as Shader Model 2.x and 3.0) reduced the differences, approaching Unified Shader Model. Even in the Unified model the instruction set may not be completely the same between different shader types; different shader stages may have a few distinctions. Fragment/pixel shaders can compute implicit texture coordinate gradients, while geometry shaders can emit rendering primitives.[1]

Unified Shading Architecture[edit]

Unified Shading Architecture is a hardware design by which all shader processing units of a piece of graphics hardware are capable of handling any type of shading tasks. Most often Unified Shading Architecture hardware is composed of an array of computing units and some form of dynamic scheduling/load balancing system that ensures that all of the computational units are kept working as often as possible.

Unified Shader Architecture allows more flexible use of the graphics rendering hardware.[2] For example, in a situation with a heavy geometry workload the system could allocate most computing units to run vertex and geometry shaders. In cases with less vertex workload and heavy pixel load, more computing units could be allocated to run pixel shaders.

While Unified Shading Architecture hardware and Unified Shader Model programming interfaces are not a requirement for each other, a unified architecture is most sensible when designing hardware intended to support an API offering a Unified Shader Model.

OpenGL 3.3 (which offers a unified shader model) can still be implemented on hardware that does not have unified shading architecture. Similarly, hardware that supported non unified shader model APIs could be based on a unified shader architecture, as is the case with Xenos graphics chip in Xbox 360, for example.

The unified shading architecture was introduced with the Nvidia GeForce 8 seriesATI Radeon HD 2000S3 Chrome 400Intel GMA X3000 series, Xbox 360's GPUQualcomm Adreno 200 seriesMali Midgard, PowerVR SGX GPUs and is used in all subsequent series.

Unified shader model的更多相关文章

  1. 微软的HLSL Shader Model 6.0 compiler要转向LLVM了,开源的节奏. Apple/Khronos都有各自计划

    So, Microsoft is making an opensource HLSL-to-almost-LLVM compiler, and Khronos is making an opensou ...

  2. Shader Model 3.0:Using Vertex Textures SM3:使用顶点纹理 (NVIDIA spec, 6800支持使用D3DFMT_R32F and D3DFMT_A32B32G32R32F的纹理格式实现Vertex Texture。)

    翻译者 周波 zhoubo22@hotmail.com 版权所有 Philipp Gerasimov Randima (Randy) Fernando Simon Green NVIDIA Corpo ...

  3. Shader Model 版本与DirectX的关系(OpenGL对应的呢?)

    http://blog.sina.com.cn/s/blog_6e521a600100q4dr.html DX9还是能支持到固定管线的,虽然说是在内部被转换成shader: DX10明确不再支持固定管 ...

  4. Graphics processing architecture employing a unified shader

    FIELD OF THE INVENTION The present invention generally relates to graphics processors and, more part ...

  5. A Unified Deep Model of Learning from both Data and Queries for Cardinality Estimation 论文解读(SIGMOD 2021)

    A Unified Deep Model of Learning from both Data and Queries for Cardinality Estimation 论文解读(SIGMOD 2 ...

  6. Asm Shader Reference --- Shader Model 2.x part

    ps部分 概览   Instruction Set                                       Name Description Instruction slots S ...

  7. Asm Shader Reference --- Shader Model 2.0 part

    ps部分 ps_2_0 概览   Instruction Set                                   Name Description Instruction slot ...

  8. Asm Shader Reference --- Shader Model 3.0 part

    ps部分 概览   Instruction Set                                       Name Description Instruction slots S ...

  9. Asm Shader Reference --- Shader Model 1 part

    ps部分 ps_1_1,ps_1_2,ps_1_3,ps_1_4 总览                   Instruction Set                               ...

随机推荐

  1. 可靠的推送IM消息

    一.      报文类型: 1.请求报文(request,后简称为为R): 2.应答报文(acknowledge,后简称为A): 3.通知报文(notify,后简称为N). R:客户端主动发送给服务器 ...

  2. ML(4.1): R C4.5

    决策树模型中最为流行的是C4.5算法,  该类算法70年代末,J Ross Quinlan提出ID3算法,此算法的目的在于减少树的深度.但是忽略了叶子数目的研究.1993年,Quinlan本人以ID3 ...

  3. Windows10安装.net3.5

    1.装载windows10映像 2.运行如下命令(注意修改盘符): Dism /online /enable-feature /featurename:NetFX3 /All /Source:F:\s ...

  4. java IO包的其他类

    DataInputStream 与 DataOutputStream 记事本默认会查编码表,可能会显示成这样 读取 ByteArrayInputStream 与 ByteArrayOutputStre ...

  5. SQL 实践和技巧 <2>

    转自   http://i.cnblogs.com/EditPosts.aspx?opt=1 几个小技巧   (1)||的使用: select ‘(‘||phone[1,3]||’)’phone[5, ...

  6. JAVA面向对象编程课程设计——网络版单机斗地主

    一.团队介绍 成员姓名 任务分配 成员课程设计博客链接 兰泽祥(组长) 数据库,斗地主规则的实现,人机自动出牌的算法,实体类的设计 JAVA面向对象编程课程设计--web版斗地主 吴修恩 JSP界面的 ...

  7. Find minimum continuous subsequence tags

    Given targetList, a list of strings representing the desired tags, and availableTagList, a list of s ...

  8. SQL的三种连接方式内连接、左连接、外连接

    1.内连接 select * from table_a x inner join table_b y on x.a_id = y.b_id 返回两个表关键字x.a_id = y.b_id的交集数据集 ...

  9. javascript节点操作移出节点removeChild()

    removeChild(a)是用来删除文档中的已有元素 参数a:要移出的节点 <div id="guoDiv"> <span>1</span> ...

  10. Web API源码剖析之HttpServer

    Web API源码剖析之HttpServer 上一节我们讲述全局配置.本节将讲述全局配置的DefaultServer,它是一个HttpServer类型. 主要作用就是接受每一次请求,然后分发给消息处理 ...