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Posted 24 July 2012 - 08:01 AM
Posted 24 July 2012 - 08:16 AM
Posted 25 July 2012 - 06:54 AM
Edited by Meltac, 25 July 2012 - 06:55 AM.
Posted 25 July 2012 - 07:57 AM
This is reflected by the different versions (targets) of HLSL.
every DirectX version brings a set of new or improved high-level methods to address low-level methods and GPU hardware features.
Edited by Hodgman, 25 July 2012 - 07:58 AM.
Posted 25 July 2012 - 08:52 AM
Edited by Meltac, 25 July 2012 - 08:53 AM.
Posted 25 July 2012 - 09:06 AM
Edited by TiagoCosta, 25 July 2012 - 09:17 AM.
Posted 25 July 2012 - 12:14 PM
Ok, but does that mean that a specific HLSL version / target / shader model provides access to exact the same feature set as the respective higher-level program API? For example, do I have access to the same GPU features from HLSL code compiled against Shader Model 5 / ps_5_0 as I would have when programming XNA / C++ / C# code against the DirectX11 high level API? Or are there any differences between what "simple features" are accessible from within HLSL or XNA functions on the same target?
(always under the condition that the underlying GPU supports the features in question)
Posted 25 July 2012 - 02:17 PM