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- What Is Pixel Shader 5.1
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- NVIDIA Quadro Graphics Driver 391.33 for Windows 10 64-bit. In Directx 10 Usermode driver, where specially crafted pixel shader can cause writing to unallocated memory which may. DirectX and OpenGL Usermode drivers where specially crafted pixel shader can cause infinite recursion which may lead. Tags: NVIDIA Quadro Graphics Driver 391.
- Pixel shader 5.0 download DirectX 11 At the Gamefest 08 event in Seattle, Microsoft presented Directx 11 to the public. It contained some mainly scheduled characteristics, such as GPGPU support (DirectCompute), tessellation support, which increased multi-threading support to help video game developers in developing games which would better apply multi-core processors.
Note
Free vertex shader version 5.0 download download software at UpdateStar - Intel X3000 Chipset incorporates key features available in previous Intel Graphics versions like Dynamic Video Memory Technology (DVMT) as well as hardware acceleration for 3D graphics that utilize Microsoft DirectX. 9.0C and OpenGL. 1.5X. Ps50 - Translation profile to DirectX 11's High Level Shader Language for pixel shaders. Synopsis ps50 Description. This Direct3D profile translates Cg into DirectX 11's High Level Shader Language (HLSL11) for pixel shaders.
Some information relates to pre-released product, which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
To handle the diversity of video cards in new and existing machines, Microsoft Direct3D 11 introduces the concept of feature levels. This topic discusses Direct3D feature levels.
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Each video card implements a certain level of Microsoft DirectX (DX) functionality depending on the graphics processing units (GPUs) installed. In prior versions of Microsoft Direct3D, you could find out the version of Direct3D the video card implemented, and then program your application accordingly.
With Direct3D 11, a new paradigm is introduced called feature levels. A feature level is a well-defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11.
Now when you create a device, you can attempt to create a device for the feature level that you want to request. If the device creation works, that feature level exists, if not, the hardware does not support that feature level. You can either try to recreate a device at a lower feature level or you can choose to exit the application. For more info about creating a device, see the D3D11CreateDevice function.
Using feature levels, you can develop an application for Direct3D 9, Microsoft Direct3D 10, or Direct3D 11, and then run it on 9, 10 or 11 hardware (with some exceptions; for example, new 11 features will not run on an existing 9 card). Here is a couple of other basic properties of feature levels:
- A GPU that allows a device to be created meets or exceeds the functionality of that feature level.
- A feature level always includes the functionality of previous or lower feature levels.
- A feature level does not imply performance, only functionality. Performance is dependent on hardware implementation.
- Choose a feature level when you create a Direct3D 11 device.
For information about limitations creating nonhardware-type devices on certain feature levels, see Limitations Creating WARP and Reference Devices.
To assist you in deciding what feature level to design with, compare the features for each feature level.
The 10Level9 Reference section lists the differences between how various ID3D11Device and ID3D11DeviceContext methods behave at various 10Level9 feature levels.
Formats of version numbers
There are three formats for Direct3D versions, shader models, and feature levels.
- Direct3D versions use a period; for example, Direct3D 12.0.
- Shader models use a period; for example, shader model 5.1.
- Feature levels use an underscore; for example, feature level 12_0.
Feature support for feature levels 12_2 through 9_3
The following features are available for the feature levels listed. The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features. Also see Footnotes for the tables.
Feature Feature Level | 12_28 | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
---|---|---|---|---|---|---|---|---|
Shader Model (D3D11) | N/A | 5.02 | 5.02 | 5.02 | 5.02 | 4.x | 4.0 | 2.0 (4_0_level_9_3) [vs_2_a/ps_2_x]5 |
Shader Model (D3D12) | 6.5 | 5.12 | 5.12 | 5.12 | 5.12 | N/A | N/A | N/A |
Tiled resources | Tier3 | Tier26 | Tier26 | Optional | Optional | No | No | No |
Conservative Rasterization | Tier3 | Tier16 | Optional | Optional | No | No | No | No |
Rasterizer Order Views | Yes | Yes | Optional | Optional | No | No | No | No |
Min/Max Filters | Yes | Yes | Yes | Optional | No | No | No | No |
Map Default Buffer | N/A | Optional | Optional | Optional | Optional | No | No | No |
Shader Specified Stencil Reference Value | Optional | Optional | Optional | Optional | No | No | No | No |
Typed Unordered Access View Loads | 18 formats, more optional | 18 formats, more optional | 18 formats, more optional | 3 formats, more optional | 3 formats, more optional | No | No | No |
Geometry Shader | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No |
Stream Out | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No |
DirectCompute / Compute Shader | Yes | Yes | Yes | Yes | Yes | Optional | Optional | N/A |
Feature Feature Level | 12_28 | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
Hull and Domain Shaders | Yes | Yes | Yes | Yes | Yes | No | No | No |
Texture Resource Arrays | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No |
Cubemap Resource Arrays | Yes | Yes | Yes | Yes | Yes | Yes | No | No |
BC4/BC5 Compression | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No |
BC6H/BC7 Compression | Yes | Yes | Yes | Yes | Yes | No | No | No |
Alpha-to-coverage | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No |
Extended Formats (BGRA, and so on) | Yes | Yes | Yes | Yes | Yes | Optional | Optional | Yes |
10-bit XR High Color Format | Yes | Yes | Yes | Yes | Yes | Optional | Optional | N/A |
Logic Operations (Output Merger) | Yes | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | No |
Target-independent rasterization | Yes | Yes | Yes | Yes | No | No | No | No |
Multiple render target(MRT) with ForcedSampleCount 1 | Yes | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | No |
UAV slots | Tiered9 | 64 | 64 | 64 | 8 | 1 | 1 | N/A |
Feature Feature Level | 12_28 | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
UAVs at every stage | Yes | Yes | Yes | Yes | No | No | No | N/A |
Max forced sample count for UAV-only rendering | 16 | 16 | 16 | 16 | 8 | N/A | N/A | N/A |
Constant buffer offsetting and partial updates | Yes | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | Yes1 |
16 bits per pixel (bpp) formats | Yes | Yes | Yes | Yes | Optional1 | Optional1 | Optional1 | Optional1 |
Max Texture Dimension | 16384 | 16384 | 16384 | 16384 | 16384 | 8192 | 8192 | 4096 |
Max Cubemap Dimension | 16384 | 16384 | 16384 | 16384 | 16384 | 8192 | 8192 | 4096 |
Max Volume Extent | 2048 | 2048 | 2048 | 2048 | 2048 | 2048 | 2048 | 256 |
Max Texture Repeat | 16384 | 16384 | 16384 | 16384 | 16384 | 8192 | 8192 | 8192 |
Max Anisotropy | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 |
Max Primitive Count | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 1048575 |
Max Vertex Index | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 1048575 |
Max Input Slots | 32 | 32 | 32 | 32 | 32 | 32 | 16 | 16 |
Simultaneous Render Targets | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 4 |
Occlusion Queries | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Feature Feature Level | 12_28 | 12_10 | 12_00 | 11_11 | 11_0 | 10_1 | 10_0 | 9_37 |
Separate Alpha Blend | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Mirror Once | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Overlapping Vertex Elements | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Independent Write Masks | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Instancing | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes7 |
Nonpowers-of-2 conditionally3 | No | No | No | No | No | No | No | Yes |
Nonpowers-of-2 unconditionally4 | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No |
Feature support for feature levels 9_2 and 9_1
The following features are available for the feature levels listed. The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features. Also see Footnotes for the tables.
Feature Feature Level | 9_2 | 9_1 |
---|---|---|
Shader Model (D3D11) | 2.0 (4_0_level_9_1) | 2.0 (4_0_level_9_1) |
Shader Model (D3D12) | N/A | N/A |
Tiled resources | No | No |
Conservative Rasterization | No | No |
Rasterizer Order Views | No | No |
Min/Max Filters | No | No |
Map Default Buffer | No | No |
Shader Specified Stencil Reference Value | No | No |
Typed Unordered Access View Loads | No | No |
Geometry Shader | No | No |
Stream Out | No | No |
DirectCompute / Compute Shader | N/A | N/A |
Hull and Domain Shaders | No | No |
Texture Resource Arrays | No | No |
Cubemap Resource Arrays | No | No |
BC4/BC5 Compression | No | No |
Feature Feature Level | 9_2 | 9_1 |
BC6H/BC7 Compression | No | No |
Alpha-to-coverage | No | No |
Extended Formats (BGRA, and so on) | Yes | Yes |
10-bit XR High Color Format | N/A | N/A |
Logic Operations (Output Merger) | No | No |
Target-independent rasterization | No | No |
Multiple render target(MRT) with ForcedSampleCount 1 | No | No |
UAV slots | N/A | N/A |
UAVs at every stage | N/A | N/A |
Max forced sample count for UAV-only rendering | N/A | N/A |
Constant buffer offsetting and partial updates | Yes1 | Yes1 |
16 bits per pixel (bpp) formats | Optional1 | Optional1 |
Max Texture Dimension | 2048 | 2048 |
Max Cubemap Dimension | 512 | 512 |
Max Volume Extent | 256 | 256 |
Max Texture Repeat | 2048 | 128 |
Feature Feature Level | 9_2 | 9_1 |
Max Anisotropy | 16 | 2 |
Max Primitive Count | 1048575 | 65535 |
Max Vertex Index | 1048575 | 65534 |
Max Input Slots | 16 | 16 |
Simultaneous Render Targets | 1 | 1 |
Occlusion Queries | Yes | No |
Separate Alpha Blend | Yes | No |
Mirror Once | Yes | No |
Overlapping Vertex Elements | Yes | No |
Independent Write Masks | No | No |
Instancing | No | No |
Nonpowers-of-2 conditionally3 | Yes | Yes |
Nonpowers-of-2 unconditionally4 | No | No |
Footnotes for the tables
0 Requires the Direct3D 11.3 or Direct3D 12 runtime.
1 Requires the Direct3D 11.1 runtime.
2 Shader model 5.0 and above can optionally support double-precision shaders, extended double-precision shaders, the SAD4 shader instruction, and partial-precision shaders. To determine the shader model 5.0 options that are available for DirectX 11, call ID3D11Device::CheckFeatureSupport. Some compatibility depends on what hardware you are running on. Shader model 5.1 and above are only supported through the DirectX 12 API, regardless of the feature level that's being used. DirectX 11 only supports up to shader model 5.0. The DirectX 12 API only goes down to feature level 11_0.
3 At feature levels 9_1, 9_2 and 9_3, the display device supports the use of 2-D textures with dimensions that are not powers of two under two conditions. First, only one MIP-map level for each texture can be created, and second, no wrap sampler modes for textures are allowed (that is, the AddressU, AddressV, and AddressW members of D3D11_SAMPLER_DESC cannot be set to D3D11_TEXTURE_ADDRESS_WRAP).
4 At feature levels 10_0, 10_1 and 11_0, the display device unconditionally supports the use of 2-D textures with dimensions that are not powers of two.
5 Vertex Shader 2a with 256 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, and D3DVS20CAPS_PREDICATION. Pixel Shader 2x with 512 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, D3DPS20CAPS_ARBITRARYSWIZZLE, D3DPS20CAPS_GRADIENTINSTRUCTIONS, D3DPS20CAPS_PREDICATION, D3DPS20CAPS_NODEPENDENTREADLIMIT, and D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT.
6 Higher tiers optional.
7 For Feature Level 9_3, the only rendering methods supported are Draw, DrawIndexed, and DrawIndexInstanced. Also for Feature Level 9_3, point list rendering is supported only for rendering via Draw.
8 Requires the Direct3D 12 runtime.
9 In the Direct3D 12 API there are limits on the number of descriptors in a CBV/SRV/UAV heap. See Hardware Tiers for details. Separately, there's a limit on the number of UAVs in all descriptor tables across all stages, which is based on resource binding tier.
For details of format support at different hardware feature levels, refer to:
What Is Pixel Shader 5.1
Related topics
-->This section contains the reference pages for HLSL Shader Model 5.
Shader Model 5 is a superset of the capabilites in Shader Model 4. It has been designed using a common-shader core which provides a common set of features to all programmable shaders, which are only programmable using HLSL.
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Feature | Capability |
---|---|
Instruction Set | HLSL intrinsic functions |
Vertex Shader Max | No restriction |
Pixel Shader Max | No restriction |
New Shader Profiles Added | cs_4_0, gs_4_0*, ps_4_0*, vs_4_0*, cs_4_1, gs_4_1*, ps_4_1*, vs_4_1*, cs_5_0, ds_5_0, gs_5_0, hs_5_0, ps_5_0, vs_5_0 |
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* - gs_4_0, gs_4_1, ps_4_0, ps_4_1, vs_4_0 and vs_4_1 were introduced in Shader Model 4.0, however, DirectX 11 adds support for structured buffers and byte address buffers to Shader Model 4 running on DirectX 10 hardware.
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Shader Model 5 introduces the compute shader which provides high-speed general purpose computing.
A more complete listing of Shader Model 5 features is included in a listing of the Direct3D 11 features.
The Shader Model 5 Assembly section describes the assembly instructions that the Shader Model 5 supports.
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In This Section
Item | Description |
---|---|
Shader Model 5 Attributes | Reference pages for Shader Model 5 attributes. |
Shader Model 5 Intrinsic Functions | Reference pages for Shader Model 5 intrinsic functions. |
Shader Model 5 Objects | Reference pages for Shader Model 5 objects and methods. |
Shader Model 5 System Values | Reference pages for Shader Model 5 system values. |