Not sure how this went under the radar, but the Meltdown 2003 slides are available (and apparently have been since October 17th):
One presentation that caught my eye was "Future Features" where ps and vs 3.0 were discussed along with the next directX (apparently called DirectX Next).
Here's some highlights:
Tons more information there.. check out the slides (19-35 are about DX Next)
One presentation that caught my eye was "Future Features" where ps and vs 3.0 were discussed along with the next directX (apparently called DirectX Next).
Here's some highlights:
-Goals
-Customers
-I/O Model
-Shader Programming Model
-Surface Models
-Topology Operations
-Frame-Buffer access in pixel shader
-Virtual Video Memory (yay!)
Goals
-Enable scenarios currently blocked
+Many desirable functions must still be performed on the CPU
-Add generality to reduce number of future scenarios that may get blocked
-Optimize interface to future OSs
+Better primitive throughput performance
+Better state change performance
+Better interoperation of multiple apps/processes
DirectX Graphics Trends
-DirectX Next: dynamic geometry/topology modification
+Move CPU/GPU transition to point of very low bandwidth
+Enable new capabilities for new GPU uses
General Programming Model
-Integer instruction set
-Support for more programming constructs
+stacks and arrays
-More flexible memory addressing
+less texture specific
-Resources are unlimited
+temporary memory store
+instruction count
+iterators, streams, etc.
-Non-real-time usage can be slow
+Performance may drop drastically below 640x480 10 Hz
-Improves hardware as an HLSL target
+All algorithms will at least compile instead of hitting instruction count limits
-Identical for all shader model 4.0 shaders
Tons more information there.. check out the slides (19-35 are about DX Next)