Auf Gamedev gibts nen netten Artikel zu der Direct3D 10 von einem MVP (
clicky)
Also Unified Shader Hardware ist (laut dem Artikel) definitiv keine Pflicht für Direct3D 10! Dafür kommt aber ein Geometry Shader hinzu.
...:
"With Direct3D 10 we have a new programmable unit – giving three in total: Vertex Shaders (VS), Geometry Shaders (GS) and Pixel Shaders (PS). All three form "Shader Model 4.0". Both vertex and pixel shaders are fundamentally the same as they always have been – but with a few added bells and whistles. However, the Geometry Shader is completely new – and allows us to write code that operates on a per-primitive basis. Not only that, but it also allows us to add geometry procedurally – effectively extending the hardware to a whole new class of algorithm."
... zu Unified Shadern:
"The unified resource model is supported by "views" – that is, different stages (or even separate uses of the same stages) can view the same resource in different ways. This allows complex resources to become a lot more flexible – which should simplify the application-side of D3D programming as well as offload more work to the GPU and hopefully act as a performance optimization. Examples of this include interpreting a cube-map as an array of 6 separate render targets and performing single pass cube-map rendering; being able to use different mip-map levels as inputs/outputs should also help to avoid the "ping-pong" nature of down-sampling algorithms."
Im Forum zum Thema Direct3D 10 & Windows XP:
Q:"Or does Shader4 really need the Vista driver? What kind of Shader4 features need it? "
A: "Its not so much that the SM4 features directly rely on the VDDM, more that they are tightly integrated into the API. With that in mind and that the API is dependent on VDDM you effectively have an indirect dependency.
Its quite likely that the SM4 hardware will be visible to D3D9 (both on XP and Vista) as turbo-charged SM3 parts. I'm sure you can find plenty of cool things to be doing with that "
