As topic says. And yes, this is longhorn/aqua-related (or whatsitscalled; aqua might be the name of macos gui; there's so many code names to keep track of. )
Albuquerque said:There was some sort of special 1-bit texture format (I thought) for the most complete support, but otherwise SM2 seems to fit the bill fine.
london-boy said:So uhm... How will my 5900U fare with Longhorn?
vb said:london-boy said:So uhm... How will my 5900U fare with Longhorn?
you'll have to rename explorer.exe
Guden Oden said:I thought it was a pretty simple question to ask, but fuckit. Thanks for the derail, LB. :?
No, not in my opinion. Your graphics card will have to support the following features (in addition to be able to do sm 2.0):Guden Oden said:Will shader model 3 be enuff to h/w-accelerate cleartype?
Microsoft said:A driver that supports monochrome convolution filtering should set the D3DPTFILTERCAPS_CONVOLUTIONMONO cap. This capability covers three related features of the graphics hardware: support for a monochrome (1 bit/pixel) surface format, support for a variable size (1x1 up to 8x8) box filter applied to surfaces of this format, and support for a 2D composition operation on surfaces of this format. When this cap is set, the driver must also support ComposeRects API.
In addition, new render target blending modes from the D3D9 Specification may be required to achieve adequate performance. A driver which supports the new render target blending modes should set the D3DPBLENDCAPS_SRCCOLOR2 and D3DPBLENDCAPS_INVSRCCOLOR2 caps.
Hyp-X said:Hmm longhorn requires D3DPTEXTURECAPS_NONPOW2CONDITIONAL for any hardware acceleration - which is unsupported on the GeForce 6 series...
N00b said:No, not in my opinion. Your graphics card will have to support the following features (in addition to be able to do sm 2.0):Guden Oden said:Will shader model 3 be enuff to h/w-accelerate cleartype?
-D3DPTFILTERCAPS_CONVOLUTIONMONO
-D3DPBLENDCAPS_SRCCOLOR2
-D3DPBLENDCAPS_INVSRCCOLOR2
So SM 2/3 may be enough for partial h/w-accelerated cleartype rendering, but for full hardware acceleration you will need these additional features. Of course the driver may be able to emulate these, but then performance will suffer a bit.
Here is the relevant part from the microsoft document mentioned in the second post:
Microsoft said:A driver that supports monochrome convolution filtering should set the D3DPTFILTERCAPS_CONVOLUTIONMONO cap. This capability covers three related features of the graphics hardware: support for a monochrome (1 bit/pixel) surface format, support for a variable size (1x1 up to 8x8) box filter applied to surfaces of this format, and support for a 2D composition operation on surfaces of this format. When this cap is set, the driver must also support ComposeRects API.
In addition, new render target blending modes from the D3D9 Specification may be required to achieve adequate performance. A driver which supports the new render target blending modes should set the D3DPBLENDCAPS_SRCCOLOR2 and D3DPBLENDCAPS_INVSRCCOLOR2 caps.
Demirug said:Hyp-X said:Hmm longhorn requires D3DPTEXTURECAPS_NONPOW2CONDITIONAL for any hardware acceleration - which is unsupported on the GeForce 6 series...
This is only the half truth.
D3DPTEXTURECAPS_NONPOW2CONDITIONAL is only requires if D3DPTEXTURECAPS_POW2 is set too.
GF6 supports non pow of 2 textures without restrictions. Because of this
D3DPTEXTURECAPS_NONPOW2CONDITIONAL and D3DPTEXTURECAPS_POW2 are both not set.
Guden Oden said:As topic says. And yes, this is longhorn/aqua-related (or whatsitscalled; aqua might be the name of macos gui; there's so many code names to keep track of. )