PS3.0/VS3.0

Hey guys, are Pixel Shader 3.0 and Vertex Shader 3.0 already included in DX9.0? If so, how exposed are they(for example, does DX9 HLSL support either?)?

I've been hearing conflicting things. Some people say that it is, and some people say it isn't. Which is true :?
 
It's in the spec, and I think the REF rasterizer supports it, but I'm not sure. Just checked, and it seems HLSL doesn't support any ps_3_0 target.
 
It is in DirectX 9 spec, it works on the REF, but it is not yet supported by HLSL (however since you'll have to run this in software anyway you can compile to ps_2_sw and vs_2_sw which has everything from 2.0 shaders and doesn't have instruction count limit).
 
MDolenc said:
It is in DirectX 9 spec, it works on the REF, but it is not yet supported by HLSL (however since you'll have to run this in software anyway you can compile to ps_2_sw and vs_2_sw which has everything from 2.0 shaders and doesn't have instruction count limit).

Well, vs_2_sw doesn't expose VS texturing, does it? So it ain't that useful IMO. I hope MS will release a VS3.0./PS3.0. HLSL before year end, or the NV40/R420's features won't be used too well.


Uttar
 
Uttar said:
Well, vs_2_sw doesn't expose VS texturing, does it? So it ain't that useful IMO. I hope MS will release a VS3.0./PS3.0. HLSL before year end, or the NV40/R420's features won't be used too well.
Yes vs_2_sw doesn't support VS textures and it has only 12 registers, but it is as close as you can get to 3.0 shaders without 3.0 shader support ;).
 
I was interested to read this this morning.

http://www.warp2search.net/modules.php?name=News&file=article&sid=15159

PowerVR Series 5 Is A PixelShader 3.0 VPU

still another proof was required that the in-development PowerVR Series 5 (Series 3 = KYRO I/II/SE, Series 4 = finished, but never hit store shelves because of STMicro's omission as a chip manufacturer) VPU actually equals a Pixel and Vertex Shader 3.0 capable hardware piece then PowerVR Technologies - a division of Imagination Technologies Ltd. - has revealed that fact alone by some new developer relations 3D demo examples. This puts PowerVR technically on the same level with the upcoming next-gen accelerators ATI R420 and Nvidia's NV40. We can (safely) assume that the new techdemos are pinpointing in which direction PowerVR has tuned their VPU development process. The company also seems to have extended the "deferred rendering" (deferred rendering technology dramatically increases the efficiency of the 3D engine for maximum performance beyond standard z-culling technology. By maximizing effective bandwidth, deferred rendering does not leave extreme gamers short during peak 3D performance levels) concept to "deferred shading" and this to an extent where they are able to present a working demo of it. Now where do you run PS 3.0 demos on? PS 3.0 capable hardware...

Cloth demo http://www.pvrdev.com/pub/PC/eg/h/Cloth.htm
Voxel shading http://www.pvrdev.com/pub/PC/eg/h/Voxel.htm
Defered shading with multiple rendering targets http://www.pvrdev.com/pub/PC/eg/h/DeferredShading.htm
 
Back
Top