the image doesn't have to do anything with how actual hardware implements this. I usually keep in the back of my head that the stencil buffer nowadays is implemented before the pixel shader and not after it. The simplified logical view shows it in the output merger. You can say similar things about many parts of this image. I added the hierarchical Z at some point but that doesn't make sense because Hier-Z is a hardware unit that can't be programmed via DirectX. In essence what you do you have a separate overview for the actual hardware implementation in your head. So one overview for the software implementation == DX and one for how the hardware works on the data.
um... so far,and question i still don't understand.
i had asked about pixel shader ddx/ddy function at another forums.
some people tell me that pixel shader render 4 pixels(2x2 quad) at one time. is this truth. there is no document or books tell us pixel shader render 2x2 pixels at one time. At first i thought that render one pixels at one time.
Just a small tip from a begginer, if you let me do it. I believe that the scheme would get better if the programmable stages' surrounding circuit had a different shape or a diferrent color.
Thank you Mr. Wolfgang! Your work is an inspiration to me :)
well,compare D3D 9 pipeline with higher version,there is a "depth clip",what it is? at first,i consider it is "early z test" but seems not. i had looked from DX SDK,but doesn't any help with "clip depth".
9 comments:
wow good
but i have a question.
i'm a D3D 10 beginner..
this pic show that
"stencil test(runs before pixel shader)"
i don't know why runs before pixel shader
because stencil test is located in output merger (after pixel shader)
i'm not good at english.
peter adams
the image doesn't have to do anything with how actual hardware implements this. I usually keep in the back of my head that the stencil buffer nowadays is implemented before the pixel shader and not after it. The simplified logical view shows it in the output merger. You can say similar things about many parts of this image. I added the hierarchical Z at some point but that doesn't make sense because Hier-Z is a hardware unit that can't be programmed via DirectX. In essence what you do you have a separate overview for the actual hardware implementation in your head. So one overview for the software implementation == DX and one for how the hardware works on the data.
ok. i know
thanks very very much for reply
by the way.
there is an tutorial for d3d 10
Programming Vertex, Geometry and Pixel Shaders
will d3d11 version published in th future?
we are talking about it ... but it seems we do not have enough time for an update.
hi
um...
so far,and question i still don't understand.
i had asked about pixel shader ddx/ddy
function at another forums.
some people tell me that pixel shader
render 4 pixels(2x2 quad) at one time.
is this truth.
there is no document or books tell us pixel shader render 2x2 pixels at one time.
At first i thought that render one pixels at one time.
Just a small tip from a begginer, if you let me do it.
I believe that the scheme would get better if the programmable stages' surrounding circuit had a different shape or a diferrent color.
Thank you Mr. Wolfgang! Your work is an inspiration to me :)
i have found hierarchy z is removed
from the pic.
Yes because it is not part of the software layer.
well,compare D3D 9 pipeline with higher version,there is a "depth clip",what it is?
at first,i consider it is "early z test" but seems not.
i had looked from DX SDK,but doesn't any help with "clip depth".
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