Shader Models are components used to help render graphics sent from the CPU to the graphic card. The version of shader model your computer can support is based in the combination between your DirectX version and the version your graphics card can support.
It is important to always have your DirectX updated to the latest version you can do so by clicking here: Download DirectX
Please note DirectX versions prior to DirectX 8.0 do not support shader models
• DirectX 8.0 - Shader Model 1.0 & 1.1
• DirectX 8.0a - Shader Model 1.3
• DirectX 8.1 - Shader Model 1.4
• DirectX 9.0 - Shader Model 2.0
• DirectX 9.0a - Shader Model 2.0a
• DirectX 9.0b - Shader Model 2.0b
• DirectX 9.0c - Shader Model 3.0
• DirectX 10.0* - Shader Model 4.0
• DirectX 10.1* - Shader Model 4.1
• DirectX 11.0* - Shader Model 5.0
*DirectX 10.0 and higher will not run in Windows XP
Please remember that your version of Shader Model doesn't just rely on DirectX, but also the hardware version of your graphics card. So if your graphics card only supports up to version 2.0, and you have DirectX 10.0 installed. You can still only play games that support up to Shader Model 2.0
The best way to tell which version of Shader Model is supported on your graphics card is to visit the manufacturer's website and inspect the specifications of your card. If you still have to box the card came in, it may also say on the back of the box.
Bounty Hounds Online has a minimum requirement of Shader Model 3.0, so if you do not meet that requirement you will get the error message 'ERROR: Does not support Shadel Model 3.0'.
If you are getting this error, then please update your DirectX, if you have the latest version of DirectX then unfortunately you do not meet the minimum requirements to play Bounty Hounds Online.
(Redirected from High Level Shader Language)
- Posted by Blazeify: “Shader Model 3.0” PNG, GIF, JPG, or BMP. File must be atleast 160x160px and less than 600x600px.
- Apr 08, 2012 Shader Models are components used to help render graphics sent from the CPU to the graphic card. The version of shader model your computer can support is based in the combination between your DirectX version and the version your graphics card can support. It is important to always have your DirectX updated to the latest version you can do so by clicking here: Download DirectX.
Hi I Don't know in detail But Shader Model 2.0 and 3.0 are DirectX based and Shader Model 4.0 and 4.1 are DirectX 10 based. I don't think so there is the way to upgrade shader model of your graphic card the only way is by upgrading graphic card.
A scene containing several different 2D HLSL shaders. Distortion of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. The square in the background has been transformed and rotated. The partial transparency and reflection of the water in the foreground are added by a shader applied finally to the entire scene.
![Shader model 3.0 install Shader model 3.0 install](https://upload.wikimedia.org/wikipedia/commons/thumb/a/ab/Unified_shader_model.svg/220px-Unified_shader_model.svg.png)
The High-Level Shader Language[1] or High-Level Shading Language[2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the NvidiaCg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently.[3] HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics.[citation needed]
HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and raytracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's tangent, binormal and normal vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterization.
Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer.
D3D11.3 and D3D12 introduced Shader Model 5.1[4] and later 6.0.[5]
Shader model comparison[edit]
GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Malayalam movie screenplay pdf download. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline.
![What is shader model 3.0 download What is shader model 3.0 download](https://images.gutefrage.net/media/fragen/bilder/meine-grafikkarte-sollte-doch-shader-model-30-unterstuetzen-oder/0_big.jpg?v=1491742118000)
Pixel shader comparison[edit]
Pixel shader version | 1.0 to 1.3[6] | 1.4[6] | 2.0[6][7] | 2.0a[6][7][8] | 2.0b[6][7][9] | 3.0[6][10] | 4.0[11] 4.1[12] 5.0[13] |
---|---|---|---|---|---|---|---|
Dependent texture limit | 4 | 6 | 8 | Unlimited | 8 | Unlimited | Unlimited |
Texture instruction limit | 4 | 6*2 | 32 | Unlimited | Unlimited | Unlimited | Unlimited |
Position register | No | No | No | No | No | Yes | Yes |
Instruction slots | 8+4 | 8+4 | 32 + 64 | 512 | 512 | ≥ 512 | ≥ 65536 |
Executed instructions | 8+4 | 6*2+8*2 | 32 + 64 | 512 | 512 | 65536 | Unlimited |
Texture indirections | 4 | 4 | 4 | Unlimited | 4 | Unlimited | Unlimited |
Interpolated registers | 2 + 4 | 2 + 6 | 2 + 8 | 2 + 8 | 2 + 8 | 10 | 32 |
Instruction predication | No | No | No | Yes | No | Yes | No |
Index input registers | No | No | No | No | No | Yes | Yes |
Temp registers | 2 | 6 | 12 to 32 | 22 | 32 | 32 | 4096 |
Constant registers | 8 | 8 | 32 | 32 | 32 | 224 | 16×4096 |
Arbitrary swizzling | No | No | No | Yes | No | Yes | Yes |
Gradient instructions | No | No | No | Yes | No | Yes | Yes |
Loop count register | No | No | No | No | No | Yes | Yes |
Face register (2-sided lighting) | No | No | No | No | Yes | Yes | Yes |
Dynamic flow control | No | No | No | No | No | Yes (24) | Yes (64) |
Bitwise Operators | No | No | No | No | No | No | Yes |
Native Integers | No | No | No | No | No | No | Yes |
- PS 1.0 — Unreleased 3dfx Rampage, DirectX 8.
- PS 1.1 — GeForce 3, DirectX 8.
- PS 1.2 — 3Dlabs Wildcat VP, DirectX 8.0a.
- PS 1.3 — GeForce 4 Ti, DirectX 8.0a.
- PS 1.4 — Radeon 8500-9250, Matrox Parhelia, DirectX 8.1.
- Shader Model 2.0 — Radeon 9500-9800/X300-X600, DirectX 9.
- Shader Model 2.0a — GeForce FX/PCX-optimized model, DirectX 9.0a.
- Shader Model 2.0b — Radeon X700-X850 shader model, DirectX 9.0b.
- Shader Model 3.0 — Radeon X1000 and GeForce 6, DirectX 9.0c.
- Shader Model 4.0 — Radeon HD 2000 and GeForce 8, DirectX 10.
- Shader Model 4.1 — Radeon HD 3000 and GeForce 200, DirectX 10.1.
- Shader Model 5.0 — Radeon HD 5000 and GeForce 400, DirectX 11.
- Shader Model 5.1 — GCN 1+, Fermi+, DirectX 12 (11_0+) with WDDM 2.0.
- Shader Model 6.0 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.1.
- Shader Model 6.1 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.3.
- Shader Model 6.2 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.4.
- Shader Model 6.3 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.5.
- Shader Model 6.4 — GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.6.
- Shader Model 6.5 — GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.7.
Shader 3.0 Download
'32 + 64' for Executed Instructions means '32 texture instructions and 64 arithmetic instructions.'
Vertex shader comparison[edit]
Vertex shader version | VS 1.1[14] | VS 2.0[7][14][15] | VS 2.0a[7][14][15] | VS 3.0[10][14] | VS 4.0[11] VS 4.1[16] VS 5.0[13] |
---|---|---|---|---|---|
# of instruction slots | 128 | 256 | 256 | ≥ 512 | ≥ 65536 |
Max # of instructions executed | 128 | 1024 | 65536 | 65536 | Unlimited |
Instruction predication | No | No | Yes | Yes | Yes |
Temp registers | 12 | 12 | 16 | 32 | 4096 |
# constant registers | ≥ 96 | ≥ 256 | 256 | ≥ 256 | 16×4096 |
Static flow control | No | Yes | Yes | Yes | Yes |
Dynamic flow control | No | No | Yes | Yes | Yes |
Dynamic flow control depth | N/A | N/A | 24 | 24 | 64 |
Vertex texture fetch | No | No | No | Yes | Yes |
# of texture samplers | N/A | N/A | N/A | 4 | 128 |
Geometry instancing support | No | No | No | Yes | Yes |
Bitwise operators | No | No | No | No | Yes |
Native integers | No | No | No | No | Yes |
See also[edit]
Footnotes[edit]
- ^'Writing HLSL Shaders in Direct3D 9 (Windows)'. msdn.microsoft.com.
- ^'HLSL'. MSDN. Microsoft. Retrieved 5 January 2015.
- ^'Fusion Industries :: Cg and HLSL FAQ ::'. 24 August 2012. Archived from the original on 24 August 2012.
- ^'Shader Model 5.1 Objects (Windows)'. msdn.microsoft.com.
- ^'HLSL Shader Model 6.0 (Windows)'. msdn.microsoft.com.
- ^ abcdef'Pixel Shader Differences'. msdn.microsoft.com. 2011-02-08.
- ^ abcdePeeper, Craig (2004-03-15). 'Microsoft DirectX High Level Shader Language (HLSL)'(PPT). microsoft.com. pp. 5–8, 24–25.
- ^Shimpi, Anand Lal. 'NVIDIA Introduces GeForce FX (NV30)'.
- ^Wilson, Derek. 'ATI Radeon X800 Pro and XT Platinum Edition: R420 Arrives'.
- ^ abShader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
- ^ abThe Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
- ^'Registers - ps_4_1 (Windows)'. msdn.microsoft.com.
- ^ ab'Registers - ps_5_0 (Windows)'. msdn.microsoft.com.
- ^ abcd'Vertex Shader Differences'. msdn.microsoft.com. 2011-02-08.
- ^ abShimpi, Anand Lal. 'NVIDIA Introduces GeForce FX (NV30)'.
- ^'Registers - vs_4_1 (Windows)'. msdn.microsoft.com.
External links[edit]
What Is Shader Model 3.0
- Programming Guide for HLSL, from Microsoft
- Introduction to the DirectX 9 High Level Shading Language, (ATI) AMD developer central
- DirectX Intermediate Language (DXIL) specification
Shader Model 3.0 Fix
Retrieved from 'https://en.wikipedia.org/w/index.php?title=High-Level_Shading_Language&oldid=971333527'