Shader Model是啥意思
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我买了张英雄连2抵抗前线,在安装之前好像有个系统检测什么的,其中有一项说我的Shader Model达不到1.1,意思是不是说我这台电脑没有显卡啊?
我的电脑是DELL的品牌机,显卡是集成的,在设备管理器里看到的显卡是G33/G31express chipset family
而是这个游戏至少需要硬件支持DX9.0,如果最低硬件不满足,就跑不了了,你的显卡不支持这个最低特效 参考技术A 优化渲染引擎模式,简称SM
1.1都达不到的显卡有点过时了,而且不实用
目前的中高端游戏都起码需要显卡支持SM3.0,而至少是NVIDIA GE-FORCE 6600以上的显卡才支持SM3.0
至于SM3.0和2.0有什么区别,最直观的就是光影效果了 参考技术B Shader Model1.0(DirectX8.0)
Shader Model2.0(DirectX9.0b)
Shader Model3.0(DirectX9.0c)
Shader Model4.0(DirectX10)
Shader Model4.1(DirectX10.1)
说明楼主显卡不支持DX8。0,如果楼主显卡是MX440或者以上都支持的,或者是没装驱动。 参考技术C 你的电脑太老旧了!显卡上SM1.1都没有。大部分游戏都玩不了的。想玩好游戏还是升级硬件配置吧。
Asm Shader Reference --- Shader Model 2 part
ps部分
ps_2_0
概览
Instruction Set | ||||||||
Name | Description | Instruction slots | Setup | Arithmetic | Texture | New | ||
abs - ps | 绝对值 | 1 | x | x | ||||
add - ps | 加法 | 1 | x | |||||
cmp - ps | Compare source to 0 | 1 | x | |||||
crs - ps | 叉积 | 2 | x | x | ||||
dcl_samplerType (sm2, sm3 - ps asm) | 为采样器声明贴图维数 | 0 | x | x | ||||
dcl - (sm2, sm3 - ps asm) | 声明顶点shader输出寄存器和像素shader输入寄存器之间的联合 | 0 | x | x | ||||
def - ps | 定义常量 | 0 | x | |||||
dp2add - ps | 2D点积之后加法运算 | 2 | x | x | ||||
dp3 - ps | 3D点积 | 1 | x | |||||
dp4 - ps | 4D点积 | 1 | x | |||||
exp - ps | 全精度的2的x次方 | 1 | x | x | ||||
frc - ps | 小数部分 | 1 | x | x | ||||
log - ps | 全精度的 log?(x) | 1 | x | x | ||||
lrp - ps | 线性插值 | 2 | x | |||||
m3x2 - ps | 3x2 乘法 | 2 | x | x | ||||
m3x3 - ps | 3x3 乘法 | 3 | x | x | ||||
m3x4 - ps | 3x4 乘法 | 4 | x | x | ||||
m4x3 - ps | 4x3 乘法 | 3 | x | x | ||||
m4x4 - ps | 4x4 乘法 | 4 | x | x | ||||
mad - ps | 乘法之后加法运算 | 1 | x | |||||
max - ps | 最大值 | 1 | x | x | ||||
min - ps | 最小值 | 1 | x | x | ||||
mov - ps | 赋值 | 1 | x | |||||
mul - ps | 乘法 | 1 | x | |||||
nop - ps | 无运算 | 1 | x | |||||
nrm - ps | 单位化 | 3 | x | x | ||||
pow - ps | 幂运算 | 3 | x | x | ||||
ps | 版本 | 0 | x | |||||
rcp - ps | 倒数 | 1 | x | x | ||||
rsq - ps | 平方根后倒数 | 1 | x | x | ||||
sincos - ps | sin和cos | 8 | x | x | ||||
sub - ps | 减法 | 1 | x | |||||
texkill - ps | 中断像素渲染 | 1 | x | |||||
texld - ps_2_0 and up | 采样一张贴图 | 1 | x | x | ||||
texldb - ps | 根据w部分进行对贴图的level-of-detail bias采样 | 1 | x | x | ||||
texldp - ps | 根据w部分进行对贴图的投影划分采样 | 1 | x | x | ||||
部分函数细节
crs
语法
crs dst, src0, src1
叉积
算法
dest.x = src0.y * src1.z - src0.z * src1.y;
dest.y = src0.z * src1.x - src0.x * src1.z;
dest.z = src0.x * src1.y - src0.y * src1.x;
dcl_samplerType
语法
dcl_samplerType s#
声明一个像素shader采样器
· _2d
· _cube
· _volume
示例
dcl_cube t0.rgb; // Define a 3D texture map.
add r0, r0, t0; // Perturb texture coordinates.
texld r0, s0, r0; // Load r0 with a color sampled from stage0
// at perturbed texture coordinates r0.
// This is a dependent texture read.
dp2add
语法
dp2add dst, src0, src1, src2.{x|y|z|w}
算法
dest = src0.r * src1.r + src0.g * src1.g + src2.replicate_swizzle
// The scalar result is replicated to the write mask components
nrm
语法
nrm dst, src
单位化一个3D向量
squareRootOfTheSum = (src0.x*src0.x + src0.y*src0.y +src0.z*src0.z)1/2;
算法
dest.x = src0.x * (1 / squareRootOfTheSum);
dest.y = src0.y * (1 / squareRootOfTheSum);
dest.z = src0.z * (1 / squareRootOfTheSum);
dest.w = src0.w * (1 / squareRootOfTheSum);
sincos
语法
ps_2_0 和 ps_2_x
sincos dst.{x|y|xy}, src0.{x|y|z|w}, src1, src2
ps_3_0
sincos dst.{x|y|xy}, src0.{x|y|z|w}
算法
ps_2_0 and ps_2_x
写入通道为.x
dest.x = cos(V)
dest.y is undefined when the instruction completes
dest.z is undefined when the instruction completes
dest.w is not touched by the instruction
写入通道为.y
dest.x is undefined when the instruction completes
dest.y = sin(V)
dest.z is undefined when the instruction completes
dest.w is not touched by the instruction
写入通道为.xy
dest.x = cos(V)
dest.y = sin(V)
dest.z is undefined when the instruction completes
dest.w is not touched by the instruction
ps_3_0
写入通道为.x
dest.x = cos(V)
dest.y is undefined when the instruction completes
dest.z is undefined when the instruction completes
dest.w is not touched by the instruction
写入通道为.y
dest.x is undefined when the instruction completes
dest.y = sin(V)
dest.z is undefined when the instruction completes
dest.w is not touched by the instruction
写入通道为.xy
dest.x = cos(V)
dest.y = sin(V)
dest.z is undefined when the instruction completes
dest.w is not touched by the instruction
示例角度制转弧度制
def c0, pi, 0.5, 2*pi, 1/(2*pi)
mad r0.x, input_angle, c0.w, c0.y
frc r0.x, r0.x
mad r0.x, r0.x, c0.z, -c0.x
ps_2_x
概览
Instruction Set | |||||||||
Name | Description | Instruction slots | Setup | Arithmetic | Texture | Flow control | New | ||
abs - ps | 绝对值 | 1 | x | ||||||
add - ps | 加法运算 | 1 | x | ||||||
break - ps | 跳出一个循环 | 1 | x | x | |||||
break_comp - ps | 通过一个比较跳出循环 | 3 | x | x | |||||
breakp - ps | 基于一个断言跳出循环 | 3 | x | x | |||||
call - ps | 调用一个子程序 | 2 | x | x | |||||
callnz bool - ps | 如果一个boolean寄存器不为0的话调用一个子程序 | 3 | x | x | |||||
callnz pred - ps | 如果一个predicate寄存器不为0的话调用一个子程序 | 3 | x | x | |||||
cmp - ps | 以0为比较赋值 | 1 | x | ||||||
crs - ps | 叉积 | 2 | x | ||||||
dcl_samplerType (sm2, sm3 - ps asm) | 为采样器声明贴图维数 | 0 | x | ||||||
dcl - (sm2, sm3 - ps asm) | 声明顶点shader输出寄存器和像素shader输入寄存器之间的联合 | 0 | x | ||||||
def - ps | 定义常量 | 0 | x | ||||||
defb - ps | 定义一个 Boolean 常量 | 0 | x | x | |||||
defi - ps | 定义一个integer 常量 | 0 | x | x | |||||
dp2add - ps | 2D 点积之后加法运算 | 2 | x | ||||||
dp3 - ps | 3D 点积 | 1 | x | ||||||
dp4 - ps | 4D 点积 | 1 | x | ||||||
dsx - ps | 改变x方向的比率 | 2 | x | x | |||||
dsy - ps | 改变y方向的比率 | 2 | x | x | |||||
else - ps | else块 | 1 | x | x | |||||
endif - ps | if结束 | 1 | x | x | |||||
endrep - ps | 循环结束 | 2 | x | x | |||||
exp - ps | 全精度计算2的幂 | 1 | x | ||||||
frc - ps | 小数部分 | 1 | x | ||||||
if bool - ps | if块 | 3 | x | x | |||||
if_comp - ps | 比较形式的if | 3 | x | x | |||||
if pred - ps | 断言形式的if | 3 | x | x | |||||
label - ps | 标签 | 0 | x | x | |||||
log - ps | 全精度计算log?(x) | 1 | x | ||||||
lrp - ps | 线性插值 | 2 | x | ||||||
m3x2 - ps | 3x2 乘法 | 2 | x | ||||||
m3x3 - ps | 3x3 乘法 | 3 | x | ||||||
m3x4 - ps | 3x4 乘法 | 4 | x | ||||||
m4x3 - ps | 4x3 乘法 | 3 | x | ||||||
m4x4 - ps | 4x4 乘法 | 4 | x | ||||||
mad - ps | 乘法之后加法运算 | 1 | x | ||||||
max - ps | 最大值 | 1 | x | ||||||
min - ps | 最小值 | 1 | x | ||||||
mov - ps | 赋值 | 1 | x | ||||||
mul - ps | 乘法 | 1 | x | ||||||
nop - ps | 无运算 | 1 | x | ||||||
nrm - ps | 单位化 | 3 | x | ||||||
pow - ps | 幂运算 | 3 | x | ||||||
ps | 版本 | 0 | x | ||||||
rcp - ps | 倒数 | 1 | x | ||||||
rep - ps | 循环 | 3 | x | x | |||||
ret - ps | 子程序的结束 | 1 | x | x | |||||
rsq - ps | 平方根的倒数 | 1 | x | ||||||
setp_comp | 设置断言寄存器 | 1 | x | x | |||||
sincos - ps | Sin和cos | 8 | x | ||||||
sub - ps | 减法运算 | 1 | x | ||||||
texkill - ps | 中断像素渲染 | See note 1 | x | ||||||
texld - ps_2_0 and up | 采样一个贴图 | See note 2 | x | ||||||
texldb - ps | 根据w部分进行对贴图的level-of-detail bias采样 | See note 3 | x | ||||||
texldd - ps | 用户提供一个剃度值来采样贴图 | 3 | x | x | |||||
texldp - ps | 根据w部分进行对贴图的投影划分采样 | See note 4 | x | ||||||
部分函数细节
endrep
语法
endrep
示例
rep i2
add r0, r0, c0
endrep
if bool
if bool
示例
defb b3, true
if b3
// Instructions to run if b3 is nonzero
else
// Instructions to run otherwise
endif
if_comp
语法
if_comp src0, src1
_comp为
Syntax |
Comparison |
_gt |
大于 |
_lt |
小于 |
_ge |
大于等于 |
_le |
小于等于 |
_eq |
等于 |
_ne |
不等于 |
示例
if_lt r3.x, r4.y
// Instructions to run if r3.x < r4.y
else
// Instructions to run otherwise
endif
rep
语法
rep i#
循环
i#.x范围为[0, 255]
示例
rep i2
add r0, r0, c0
endrep
-----wolf96 2017/1/3
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