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C1支持Geometry Shader和Stream out真的假的?

Google了一下……结果惊人……C1很可能真的支持Geometry Shader和Stream out……

以下来自一个旨在开发出Xbox 360上运行的自由操作系统的开源项目的技术Wiki:

http://www.free60.org/oldwiki/Unified_Shader_Engine ←此页面上还有更多信息,推荐LZ阅读……

Unified Shader Engine

Overview

At the Heart of the GPU, a Unified Shader engine (USE) is running, capable of parsing and executing shader instructions, both from Pixels, Vertex and geometry shaders.

Many of the Instructions for the shaders reflect those of DX9.0 with special and unknown instructions made for the Xbox 360 some of these new instructions are called vfetch (for reading) and "memexport" for writing.

Only At a very close momentum to the release date of the XBOX 360, ATI also specified information about this memexport function. Because of this late momentum, none of the current games,demos or live arcade games are making calls to this function.

也就是说360的C1支持的特性很可能是介于DX9和DX10之间的“DX9.5”……而目前(页面编写时)尚未有支持这一特性的游戏出现。(该页面Work to do里写着一项:Find a retail disc which uses a geometry shader and who uses memexport)

另外补些图,说明一下楼主提到的两个关键新特性(我也是一知半解地在看呢……):







A geometry shader works at a larger level of granularity than vertices (which are at a larger granularity than pixels): triangles, objects, lines, strips, points. Primitives.

1) access to more than one input vertex
2) 1 in, 1 out rule no longer applies. GS can emit many many vertices
3) Stream Out. Can write data to a separate buffer and then process that buffer recursively
4) Can drive scene rendering without CPU interference. See "single pass cubemap" example.

[ 本帖最后由 RestlessDream 于 2006-8-21 04:09 编辑 ]


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呃,这贴更夸张……

DirectX 10 for xbox 360 is confirmed

比较有价值的说法是:
Well... the main feature of geometry shaders is the ability to create or destroy vertices which can be used for procedural geometry or tesselation. Frankly geometry shaders would of been a bit redundant on Xenos as there IS a tesselation unit on the GPU and the CPU can handle the capacity of the creation and destruction of vertices. Additionally... if MEMEXPORT allows for the ability to use arbitrary data then it can be used to perform geometry shader operations as well. There are more than several ways to accomplish the same thing on the XBox360 in short.

As previously stated by others... there are other features present on Xenos that is not present in DirectX10 and is unique to itself.

关于DX10和360相关图形技术的微软官方资料可以从这里下载到(pdf/ppt)

http://msdn.microsoft.com/directx/presentations/

[ 本帖最后由 RestlessDream 于 2006-8-21 04:32 编辑 ]



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引用:
原帖由 codjc 于 2006-8-21 15:23 发表
支持不支持的 C1就那样了    
玩家们对硬件了解的还是少    还是看软件。。。。。。
了解得少,谢谢


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引用:
原帖由 爱你一棒陲 于 2006-8-21 15:39 发表
g7x系列在inq的ms官方sm3.0(whql认证用的也是)测试包测试过程中大半项目不合格。dx9.0c其实支持也不完整。
还是觉得主机架构不要直接拿来和PC比

一来容易误导,片面地“唯数据论”,忽略了平台架构的巨大差异

二来……你再这样比,恐怕这贴就要改名了……“到底谁是残废”……

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棒槌如果有意,不妨写一篇彻头彻尾硬派的C1分析好了

要深入潜出,图文并茂~该有的技术术语都有,要求不偏不倚,“有一说一”,不知道的保留意见,不做有倾向性的主观猜测(比如C1到底支持哪些DX10特性等)

软区我给你加精置顶。算是硬件知识普及贴——如何?:D

(RSX你要写我就管不着了……)

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所以鼓励你写个完整的东西

寓教于乐,教学相长

你写这文也算是给自己一个完整的交待……

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http://www.joystiq.com/2006/08/2 ... tx-10-confirms-ati/

Xbox 360 can't run DirectX 10, confirms ATI

Posted Aug 24th 2006 11:55AM by James Ransom-Wiley

Xbox 3601up reports that ATI has debunked a rumor that Xbox 360 could be upgraded to support DirectX 10 via a patch. "Xbox360 cannot run DX10," an ATI spokesperson told 1up. Currently, Microsoft's console runs an advanced version of DirectX 9, which, according to ATI, features "memory export that can enable DX10-class functionality such as stream-out."

It's difficult to say when and if studios that are developing cross-platform titles for Xbox 360 and Vista will hit a roadblock because of DirectX variances between the two platforms, but certainly a game like Crytek's Crysis, which does support DX9 with some DX10 features, could be optimized and ported to consoles.

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最新的这个报道和 LZ的猜测其实是一致的

C1 完全支持DX9;支持某些DX10的关键规格(毕竟C1诞生的时候,DX10的规格还在孕育中)

但用DX10来比较C1并不恰当,因为C1毕竟是为console设计的架构,还具备自己独有的“360 API”,
某些DX9和DX10中都没有的特性。

以上~

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引用:
原帖由 TouchMe 于 2006-8-26 12:45 发表
真不知道为什么去了XHW,没有说话带脏字,没有人身攻击,更没有灌纯净水.操总N久不见,一上就把3个人轰到二次元空间了...

:fq10:
警告一次。不要到处发和主题讨论无关的帖子。


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