User:MaxDZ8/Shader model Proto

Shader models are functionality sets introduced in the various Direct3D releases. Because the term has seen widespread use and is often cited to final users, using the term to identify a specific hardware class is now commonplace.

This page actually covers only the effects of different shader models on shaders programming but a shader model usually introduces other functionalities as well, such as better precision, or instancing. Providing description of those features is left to a future revision of this document.

Arithmetic instructions
How to read this table: dark gray means not available in this profile.

Setup instructions
All setup instructions take 0 slots.

Vertex shader registers
All registers are four-component wide, unless otherwise noted. RIVEDERE QUESTA TABELLA

Pixel shader registers
All registers are four-component wide, unless otherwise noted.

http://msdn.microsoft.com/library/default.asp?url?/library/en-us/directx9_c/dx9_graphics_reference_asm.asp

1.1 first released

2.0 static flow control, 4 cmp address reg, new ops, new regs

2.x dyn flow cntr, nesting, more temps, predication, new ops, new regs

3.0 tex lookups (samplers), indexable regs, 32tmps, new ops.


 * 1) "Programming vertex and pixel shaders" by Wolfgang Engel, ISBN 1-58450-349-1.
 * 2) Microsoft MSDN, Direct3D reference, the D3DCAPS9 and D3DPSHADERCAPS2_0 structures.