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Vertex shaders and pixel shaders are simplified considerably from earlier shader versions. If you are implementing shaders in hardware, you may not use vs_3_0 or ps_3_0 with any other shader versions, and you may not use either shader type with the fixed function pipeline. These changes make it possible to simplify drivers and the runtime. The only exception is that software-only vs_3_0 shaders may be used with any pixel shader version. In addition, if you are using a software-only vs_3_0 shader with a previous pixel shader version, the vertex shader can only use output semantics that are compatible with flexible vertex format (FVF) codes.

The semantics used on vertex shader outputs must be used on pixel shader inputs. The semantics are used to map the vertex shader outputs to the pixel shader inputs, similar to the way the vertex declaration is mapped to the vertex shader input registers and previous shader models. See Match Semantics on vs 3.0 and ps 3.0 Shaders.

Additional wrap mode render states have been added to cover the possibility of additional texture coordinates in this new scheme. Attributes with D3DDECLUSAGE_TEXCOORD and usage index from 0 to 15 are interpolated in wrap mode when the corresponding D3DRS_WRAP* is set.

Vertex Shader Model 3 Features

The vertex shader output register types have been collapsed into twelve registers (see Output Registers). Each register that is used needs to be declared using the dcl instruction and a semantic (for example, dcl_color0 o0.xyzw).

The 3_0 vertex shader model (vs_3_0) expands on the features of vs_2_0 with more powerful register indexing, a set of simplified output registers, the ability to sample a texture in a vertex shader, and the ability to control the rate at which shader inputs are initialized.

Index Any Register

All registers( Input Register and Output Registers) can be indexed using Loop Counter Register (only constant registers could be indexed in earlier versions.)

You must declare input and output registers before indexing them. However, you may not index any output register that has been declared with a position or point size semantic. In fact, if indexing is used the position and psize semantics have to be declared in the o0 and o1 registers respectively.

You are only allowed to index a continuous range of registers; that is, you cannot index across registers that have not been declared. While this restriction may be inconvenient, it permits hardware optimization to take place. Attempting to index across non-contiguous registers will produce undefined results. Shader validation does not enforce this restriction.

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Simplify Output Registers

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All the various types of output registers have been collapsed into twelve output registers: 1 for position, 2 for color, 8 for texture, and 1 for fog or point size. These registers will interpolate any data they contain for the pixel shader. Output register declarations are required and semantics are assigned to each register.

The registers can be broken down as follows:

  • At least one register must be declared as a four-component position register. This is the only vertex shader register that is required.
  • The first ten registers consumed by a shader may use up to four components (xyzw) maximum.
  • The last (or twelfth) register may only contain a scalar (such as point size).
Model

For a listing of the registers, see Registers - vs_3_0.

Texture Sample in a Vertex Shader

Vertex shader 3_0 supports texture lookup in the vertex shader using texldl - vs.

Pixel Shader Model 3 Features

The pixel shader color and texture registers have been collapsed into ten input registers (see Input Register Types). The Face Register is a floating point scalar register. Only the sign of this register is valid. If the sign is negative the primitive is a back face. This can be used inside a pixel shader to achieve two-sided lighting, for instance. The Position Register references the current (x,y) pixels.

The shader constant registers can be set using:

Match Semantics on vs_3_0 and ps_3_0 Shaders

There are some restrictions on semantic usage with vs_3_0 and ps_3_0. In general, you need to be careful when using a semantic for a shader input that matches a semantic used on a shader output.

For instance, this pixel shader packs multiple names into one register:

Each register has a different semantic. Notice that you can also name v0.x and v0.yz with different (multiple) semantics because of the use of the write mask.

Given the pixel shader, the following vs_3_0 shader cannot be paired with it:

These two shaders conflict with their use of the D3DDECLUSAGE_TEXCOORD0 And D3DDECLUSAGE_TEXCOORD1 semantics.

Rewrite the vertex shader like this to avoid the semantic collision:

Similarly, a semantic name declared on different input registers in the pixel shader (v0 and v1 in the pixel shader) cannot be used in a single output register in this vertex shader. For instance, this vertex shader cannot be paired with the pixel shader because D3DDECLUSAGE_TEXCOORD1 is used for both pixel shader input registers (v0, v1) and the vertex shader output register o3.

On the other hand, this vertex shader cannot be paired with the pixel shader because the output mask for a parameter with a given semantic does not provide the data that is requested by the pixel shader:

This vertex shader does not provide an output with one of the semantic names requested by the pixel shader, so the shader pairing is invalid:

Fog, Depth, and Shading Mode Changes

When D3DRS_SHADEMODE is set for flat shading during clipping and triangle rasterization, attributes with D3DDECLUSAGE_COLOR are interpolated as flat shaded. If any components of a register are declared with a color semantic but other components of the same register are given different semantics, flat shading interpolation (linear vs. flat) will be undefined on the components in that register without a color semantic.

If fog rendering is desired, vs_3_0 and ps_3_0 shaders must implement fog. No fog calculations are done outside of the shaders. There is no fog register in vs_3_0, and additional semantics D3DDECLUSAGE_FOG (for fog blend factor computed per vertex) and D3DDECLUSAGE_DEPTH (for passing in a depth value to the pixel shader to compute the fog blend factor) have been added.

Texture stage state D3DTSS_TEXCOORDINDEX is ignored when using pixel shader 3.0.

3.0

The following values have been added to accommodate these changes:

Floating Point and Integer Conversions

Floating point math happens at different precision and ranges (16-bit, 24-bit, and 32-bit) in different parts of the pipeline. A value greater than the dynamic range of the pipeline that enters that pipeline (for example, a 32-bit float texture map is sampled into a 24-bit float pipeline in ps_2_0) creates an undefined result. For predictable behavior, you should clamp such a value to the dynamic range maximum.

Conversion from a floating point value to an integer happens in several places such as:

  • When encountering a mova - vs instruction.
  • During texture addressing.
  • When writing out to a non-floating point render target.

Specifying Full or Partial Precision

Both ps_3_0 and ps_2_x provide support for two levels of precision:

ps_3_0ps_2_0PrecisionValue
xFullfp32 or higher
xPartial precisionfp16=s10e5
xxFullfp24=s16e7 or higher
xxPartial precisionfp16=s10e5
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ps_3_0 supports more precision than ps_2_0 does. By default, all operations occur at the full precision level.

Partial precision (see Pixel Shader Register Modifiers) is requested by adding the _pp modifier to shader code (provided that the underlying implementation supports it). Implementations are always free to ignore the modifier and perform the affected operations in full precision.

The _pp modifier can occur in two contexts:

  • On a texture coordinate declaration to pass partial-precision texture coordinates to the pixel shader. This could be used when texture coordinates relay color data to the pixel shader, which may be faster with partial precision than with full precision in some implementations.
  • On any instruction to request the use of partial precision, including texture load instructions. This indicates that the implementation is allowed to execute the instruction with partial precision and store a partial-precision result. In the absence of an explicit modifier, the instruction must be performed at full precision (regardless of the precision of the input operands).

An application might deliberately choose to trade off precision for performance. There are several kinds of shader input data which are natural candidates for partial precision processing:

  • Color iterators are well represented by partial-precision values.
  • Texture values from most formats can be accurately represented by partial-precision values (values sampled from 32-bit, floating-point format textures are an obvious exception).
  • Constants may be represented by partial-precision representation as appropriate to the shader.

In all these cases the developer may choose to specify partial precision to process the data, knowing that no input data precision is lost. In some cases, a shader may require that the internal steps of a calculation be performed at full precision even when input and final output values do not have more than partial precision.

Software Vertex and Pixel Shaders

Software implementations (run-time and reference for vertex shaders and reference for pixel shaders) of version 2_0 shaders and above have some validation relaxed. This is useful for debugging and prototyping purposes. The application indicates to the runtime/assembler that it needs some of the validation relaxed using the _sw flag in the assembler (for example, vs_2_sw). A software shader will not work with hardware.

vs_2_sw is a relaxation to the maximum caps of vs_2_x; similarly, ps_2_sw is a relaxation to the maximum caps of ps_2_x. Specifically, the following validations are relaxed:

Shader
Shader ModelResourceLimit
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_swInstruction CountsUnlimited
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_swFloat Constant Registers8192
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_swInteger Constant Registers2048
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_swBoolean Constant Registers2048
ps_2_swDependent-read depthUnlimited
vs_2_swflow control instructions and labelsUnlimited
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_swLoop start/step/countsIteration start and iteration step size for rep and loop instructions are 32-bit signed integers. Count can be up to MAX_INT/64.
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_swPort limitsPort limits for all register files are relaxed.
vs_3_swNumber of interpolators16 output registers in vs_3_sw.
ps_3_swNumber of interpolators14(16-2) input registers for ps_3_sw.

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Product : Radeon X1800 XT
Company : ATI Technologies
Author : Ryan 'MrB' Ku and Mark 'Ratchet' Thorne
Editor : Eric 'Ichneumon' Amidon
Date : October 13th, 2005

Shader Model 3.0

It’s been a long time coming and now it has finally arrived, Shader Model 3.0 support from ATi. Ithas been a major feature selling point for nVidia that ATi now equals or betters. In ATi’s words their Shader Model 3.0 implementation is “Done Right”. By being “Done Right” they stress two features that perform well on their pixel shader architecture; flow control and 128-bit (FP32) rendering.

Ultra-Threaded Pixel Shader Engine

The key to X1000’s pixel shader is their new Ultra-Threaded Pixel Shader Engine. The engine is another component that stresses efficiency in ATi’s architecture by hiding latency and avoiding wasted cycles.

The Ultra-Threaded Pixel Shader Engine is an intelligent scheduler which breaks down pixelworkload into a large number of tasks or threads to be worked on by either the Texture Address Unit/TextureUnits or the Pixel Shader Core. Really what they’ve done is taken a page out of the Xenos engineering teamplay book and applied it to the Pixel Shader units.

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One key source of wasted clock cycles is when a pixel shader requires a texture value which is not readily available (not in texture cache) or the texture result hasn’t been calculated. This produces a stall which can introduce hundreds of cycles of latency. This occurred in past generations as the pixel shader core was kept waiting.

With the X1000’s Ultra-Threading Dispatch schedule this stall does not occur. If a shader program has reached an instruction that needs a texture result, the scheduler senses that the core has become idle and temporarily suspends the idle thread and assigns the free Pixel Shader Core another thread. ATi states that the pixel shadercore achieves well over 90% utilization in practice with this process.

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All temporary threads are known as “context” and are stored in a multi-ported (allows multiple simultaneous reads and writes) General Purpose Register Array. The array has a high bandwidth connection to the pixel shader cores to allow quick and seamless switching between threads.

The second source of inefficiency ATi also improved is in dynamic branching, one of the key features in the PS 3.0 model. Dynamic branching allows a program to execute different branches depending on calculated values. It can provide significant opportunities for performance boosts, such as allowing a large portion of shader code to be skipped. However, if executed improperly, it can increase workload and reduce performance as dynamic branching in pixel shaders generally destroys the parallelism of traditional graphics architectures.

To do dynamic branching “right” ATi focused on two things. First is thread size. The X1800 threads consists of small 4x4 blocks of pixels (16 pixels). By keeping the thread size small the likelihood of each pixel in the same thread running down the same path together is increased, allowing you to achieve parallelism and locality. You only need to have one shader program loaded for all of the pixels, you only have to schedule the instructions in the shader once for all of the pixels, and it's likely that any texture lookups by all of the pixels will access nearby locations in memory.

When a pixel(s) in a thread does branch down a different path, it incurs a waste of shader utlization because all of the pixels in the thread must run each possible code path resulting in redundant processing. Therefore to achieve fast branching, thread sizes should be as small as possible which ATI aimed for. The X1000 is capable of this because of its large register space that it can access quickly, and efficient caches to minimize latency.

This seems to be a distinct difference between the G70 and R5xx architecture. One used it's transistor budget for extra pixel processors and the other to decrease thread sizes (register space and caches take quite a bit transistors). This allows the G70 to perform faster when running simple shaders but hurts them when running complex SM3.0 shaders, particularly with dynamic branching.

In addition to reducing thread size ATi included a dedicated Branch Execution Unit in the Pixel Shader Core. The addition of the unit eliminates flow control overhead that comes with pixel shader branching instructions, saving several more clock cycles.


ATI provided this image to illustrate how small their thread size is in comparison to the G70 which they estimate to be around 64x64 (4096pixels). It's a little overthetop but it does show the magnitude of difference it is.

The X1800’s Ultra-Threading Dispatch scheduler is capable of tracking and distributing up to 512 threads across its four Quad Pixel Shader cores. Each core can executea shader on a 2x2 block of pixels. Therefore each thread is broken down into four 2x2 pixel blocks, which get processed in sequence by one quad shader core.

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