Brace yourself, Shader Model 6.0 is coming

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20 comments, last by Dingleberry 7 years, 8 months ago

UPDATE2:

Here is finally the first public documentation: https://msdn.microsoft.com/en-us/library/windows/desktop/mt733232(v=vs.85).aspx

D3D12 API will be also updated...https://msdn.microsoft.com/en-us/library/windows/desktop/mt613238(v=vs.85).aspx

Please note the last time I checked, MS told in DX12 public forum thst SM6t will be available for public preview at the end of 2016, so it is probably more features are coming :D

UPDATE1:

PDF: http://1drv.ms/1T8iew9

video:

ORIGINAL:

Here we go: http://www.dualshockers.com/2016/03/17/directx-12-adoption-huge-among-developers-hdr-support-coming-in-2017-as-microsoft-shares-new-info/

"Recursion is the first step towards madness." - "Skegg?ld, Skálm?ld, Skildir ro Klofnir!"
Direct3D 12 quick reference: https://github.com/alessiot89/D3D12QuickRef/
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When they said procedural textures I was thinking something else, but this does look interesting none-the-less.

What I want to see... I'll call 'sampler shaders'. Instead of using a normal sampler, you could create and use a 'Sampler Shader'. When the GPU gets to the point in a shader where it needs to sample a texture, it would stop (conceptually only) and execute the samper shader. The sampler shader would be executed over a range (say a 16x16 or 32x32 block, whatever the driver/hardware thinks is necessary) to produce unfiltered texels which would be stored in a cache (type, size, policies, etc... would be driver handled). The shader performing the sampling would then be able to read from the cache, perform whatever filtering is necessary, and continue on. The sampler shader would have a minimum blocking size (much like a compute shader) and access to on-chip shared memory. This way complex procedural texture data could be created and used in real-time, dynamically adjusting its resolution/quality based on its usage in the scene. Not only procedural texturing but higher quality texture compression (wavelet, VQ, fractal, whatever), would be rather trivial...

Alas this seems to be something else... /sigh

Why is HDR support coming next year, but I bought an HDR screen last year? Somebody dropped the ball.
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.

Not to derail the topic too much, but what screen do you have?

Adam Miles - Principal Software Development Engineer - Microsoft Xbox Advanced Technology Group

Samsung JS8500 series TV. Not the fanciest of HDR displays, but HDR nonetheless.
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.

I can guess, they wan to ship the next DirectX update with Redstone, but independent shader compiler is a very good thing.

"Recursion is the first step towards madness." - "Skegg?ld, Skálm?ld, Skildir ro Klofnir!"
Direct3D 12 quick reference: https://github.com/alessiot89/D3D12QuickRef/

Hope this means direct compute will get feature parity with opencl/cuda.

What's redstone?

Crealysm game & engine development: http://www.crealysm.com

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Redstone is the codename for the next major update to Windows 10. Windows Insider Program users on the Fast Ring are already running Redstone builds (as opposed to Threshold builds).

Adam Miles - Principal Software Development Engineer - Microsoft Xbox Advanced Technology Group

Redstone is the codename for the next major update to Windows 10. Windows Insider Program users on the Fast Ring are already running Redstone builds (as opposed to Threshold builds).

Will the XBOX One SDK get SM 6.0 too? I know it has some additional HLSL intrinsics, but nothing like that.

"Recursion is the first step towards madness." - "Skegg?ld, Skálm?ld, Skildir ro Klofnir!"
Direct3D 12 quick reference: https://github.com/alessiot89/D3D12QuickRef/

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