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This overview delves into DirectX, Direct3D, Graphics, and APIs while spotlighting the Vertex Shader and Pixel Shader components, their assembly language programs, and architectural insights for GeForce3. It covers key instructions, architectures, and modifier details, offering a comprehensive view on rendering pipelines and shader functionalities. The text provides in-depth guidance on hardware support, rendering techniques, and shader executions for transforming and lighting processes. The concluding section touches on future DirectX components and highlights essential optimizations for graphics performance.
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DirectX 8 and GeForce3 Christian Schär & Sacha Saxer
Overview • DirectX • Direct3D 8 • Vertex Shader • Pixel Shader • Hardware Support • Conclusions • Future
DirectX Components • DirectDraw • Direct3D • DirectSound • DirectMusic • DirectShow • DirectInput • DirectPlay 2D Graphics API 3D Graphics API Sound API Music API Multimedia Streams API Input API Network API
Direct3D • Hardware Abstraction Layer • Classic Rendering Pipeline • Vertex Shader • Pixel Shader • D3DX
Classic Rendering Pipeline CreateVertexBuffer(); SetVertexShader(); SetStreamSource(); DrawPrimitive();
Vertex Shader • Small assembly language program • Replaces the Transformation and Lighting Engine • Responsible for World and View transformations • Is executed once per vertex • Has no neighborhood information • Prepares data for the Pixel Shader
Vertex Shader Architecture 16 Input registers (r/o) 96 Constant registers (r/o) 12 Temp registers (r/w) 1 Address register (w/o) Output registers Max. 128 instructions
Vertex Shader Assembly • Output: • oPos • Position • oTn • Texture • oDn • Color • oFog/oPts Input: vn Vertex c[n] Constants an Address rn • Temp
mov r, s0 add r, s0, s1 sub r, s0, s1 mul r, s0, s1 mad r, s0, s1, s2 rcp r, s0.w rsq r, s0.w ; copy ; sum ; difference ; multiply ; multiply-add ; reciprocal ; reciprocal sqrt Vertex Shader Instructions
dp3 r, s0, s1 dp4 r, s0, s1 min r, s0, s1 max r, s0, s1 slt r, s0, s1 sge r, s0, s1 ; 3D dot product ; 4D dot product ; per component ; per component ; 1.0 if less than ; 1.0 if greater/equal Vertex Shader Instructions
expp r, s0.w logp r, s0.w lit r, s0, s1 dst r, s0, s1 ; partial prec. ; partial prec. ; lighting fn ; distance fn Vertex Shader Instructions
Component Modifier r.{x} {y} {z} {w} r.[xyzw][xyzw][xyzw][xyzw] -r Description Destination mask Source swizzle Source negation Register modifier
vs.1.1 m4x4 r0, v0, c[CV_WORLD_0] m4x4 oPos, r0, c[CV_VIEWPROJ_0] m3x3 r1, v3, c[CV_WORLD_0] dp3 r1.x, r1, c[CV_LIGHT] max r1.1, r1.x, c[CV_ZERO].x mul r1, r1.x, c[CV_DIFUSE] add r1, r1, c[CV_AMBIENT] min r1, r1, c{CV_ONE].x mov oD0.x, r1.x mov oD0.y, r1.x mov oD0.z, r1.x Sample Vertex Shader
Pixel Shader • Small assembly language program • Replaces the Texturing and Lighting Engine • Is executed once per pixel • Has no neighborhood information • Does further calculations on the Vertex Shader’s output • The output is the color of the pixel
Pixel Shader Architecture Specular / Fog Computed Dx8 Pixel Shaders TexAddrOp 0 TexAddrOp 1 Alpha Blending Triangle Rasterizer 8 Texture Blend Ops TexAddrOp 2 TexAddrOp 3
Pixel Shader Assembly • Output: • rn • Temp • r0 • Output color Input: vn Vertex color tn Texture cn Constants
mov r, s0 add r, s0, s1 sub r, s0, s1 mul r, s0, s1 mad r, s0, s1, s2 ; copy ; sum ; difference ; multiply ; multiply-add Pixel Shader Instructions
dp3 r, s0, s1 lrp r, s0, s1, s2 cnd r, r0.a, s1, s2 sub r0, v0, v1_biascnd r0, r0.a, c0, c1 ; 3D dot product ; lin. interp. blend ; r= r0.a>0.5 ? s1 : s2 ; r= v0 > v1 ? c0 : c1 Pixel Shader Instructions
tex t texbem t texbeml t, s texcoord t texkill t texm3x2pad t, s texm3x2tex t, s texm3x3pad t, s texm3x3tex t, s texm3x3spec t, s0, s1 texm3x3vspec t, s texreg2ar t, s texreg2gb t, s ; normal sample ; bumped env. mapping ; … with Luminance ; sample tex. coords. ; black, if coords < 0 ; Matrix multiplications ; ; ; ; … +refl. +env. map. ; ; use s.ar as coords. ; use s.gb as coords. Texture Instructions
tex t texm3x2pad t0, s texm3x2tex t1, s tex t0 texm3x3pad t1, t0 texm3x3pad t2, t0 texm3x3spec t3, t0, c0 mov r0, t3 ; put texture col. into t ; 3x2 matrix multiplication ; get normal vector from t0 ; eye-ray vector from c0 ; cube env. texture from t3 ; do env. mapping ; output color Sample Texture Instructions
Component Modifier r.{a} {rgb} 1-r -r r_bias r_bx2 Description Source/Destination mask Invert Negate -0.5 -0.5, *2 Modifiers
Instruction Modifier _x2 _x4 _d2 _sat Description multiply result by 2 multiply result by 4 divide result by 2 cramp result Modifiers
ps.1.1 tex t1 mov r0, t1 ; use texture color mov r0.a, v0 ; get diffuse lighting from ; vertex interpolation Sample Pixel Shader
adjacency required sort by attribute compact progressive meshes D3DX Mesh Optimizing
different levels of detail (LOD) half edge collapse cloning by sharing of vertex buffers streamable save method OptimizeBaseLOD TrimByVertices/TrimByFaces D3DX Progressive Meshes
vertex data, bone data with vertex indices support for .X files export filters for Maya, 3D Studio Max available up to 4 indices per vertex up to 12 indices per face up to 256 bone palettes ConvertToBlendedMesh() reduces to this constraints ConvertToIndexBlendedMesh() same, but less subsets Uses GeForce’s restricted skinning support by rendering a prefix in hardware. D3DX Skinned Meshes
Conclusions • very flexible tool • hardware accelerated • low level interface (assembly) • vertex shaders theoretically applicable to point-sampled geometry • rendering of shadows needs lots of work
What’s next? • subdivision surfaces in hardware (TruForm technology by ATI) • displacement maps
References • MSDN (Microsoft Developer Network) • NVIDIA Whitepapers • Introduction to Vertex Shaders • Introdction to Pixel Shaders http://msdn.microsoft.com/directx http://partners.nvidia.com/Developer