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It adds new shader profiles to target geometry shaders. It has been designed using a common-shader core that gives a common set of features to all programmable shaders, which are only programmable using HLSL. This is a superset of the capabilities in Shader Model 3, except that Shader Model 4 doesn’t support the features in Shader Model 1. Adds new intrinsics and increases limits on registers and instructions. It introduced vertex and pixel shaders to the first implementation of the programmable pipeline. This was the first shader model created in DirectX. HLSL的ShaderModel主要表示不同版本的Shader支持的语言、功能特性。(The HLSL shader model is a versioning approach indicating which new features are added to the language. Instanced rendering with a per instance counter accessible to vertex shaders All features deprecated in OpenGL 3.0 are removed except wide lines.Geometry Shaders, as well as input/output Interface Blocks Multisampled textures and texture samplers for specific sample locations Shader fragment coordinate convention control
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Shader-defined locations for attributes and fragment shader outputs.Ī new image format for unsigned 10.10.10.2 colorsĭ3D compatible color vertex component orderingĭrawing command allowing modification of the base vertex index Individual blend equations for each color output Transform Feedback objects and multiple feedback stream output.ĪRB_transform_feedback2, ARB_transform_feedback3 Request minimum number of fragment inputsīuffer Texture formats RGB32F, RGB32I, RGB32UI ARB_texture_query_lod, ARB_gpu_shader5, ARB_gpu_shader_fp64, ARB_shader_subroutine, ARB_texture_gather
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