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Direct3D10.1Features:sample-frequency

(2023-03-15 23:12:12)
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it

分类: 技术

Multisample Anti-Aliasing - Multisampling has been enhanced to generalize coverage based transparency and make multisampling work more effectively with multi-pass rendering. 
* To achieve this, all multisample semantics are defined as if the pixel shader always runs once per sample (sample-frequency), computing a separate color per sample. 
* If a pixel shader doesn't use any per-sample attributes, then it will compute the same value for each covered sample in a pixel. 
- In that case, it is equivalent to the hardware executing the shader once per pixel (pixel-frequency), replicating the result to all covered samples. Naturally, running at pixel-frequency always produces the same results as running the same shader at sample-frequency, when the attributes are sampled at a pixel-frequency
- The PSInvocations pipeline statistic increments at sample-frequency unless the shader is running at pixel-frequency.

Rasterization Rules - The rules for rasterization have changed for lines, in addition, new functionality has been added.

MultisampleEnable only affects line rasterization (points and triangles are unaffected), and is used to choose a line drawing algorithm. This means that some multisample rasterization from Direct3D 10 are no longer supported.
New sample-frequency pixel shader execution with primitive rasterization.

A pixel shader can be evaluated at sample frequency (run a pixel shader once per sample) or at pixel frequency (run a pixel shader once per pixel). 

Attach the SV_SampleIndex semantic to a pixel shader input to invoke a pixel shader at sample frequency, the input value is then used as a sample index when sampling the render target.

You can interpolate a pixel shader input in several ways. To interpolate at:
A pixel center, don't use any semantic.
A sample, use the SV_SampleIndex semantic.
A centroid location, use the _centroid modifier.

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