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Stage 7 Pixel color
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The texture sampler is made up of texture data and samplers.
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Texture data. target.
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Texture resources such as a texture file or a render
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Sampler. Used to sample textures, which means to use the texture coordinates to look up a texture color. Texture filtering influences the quality of the information (typically color) that is sampled from a texture. Texture filtering causes multiple texels (texture pixels) to be sampled and blended to produce a single color (unless point filtering is specified, in which case only one pixel is sampled). The fixed function pipeline contains eight samplers.
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The multitexture blender is made up of eight blending stages. The blending stages are arranged in a texture blending cascade so that the output of stage 0 feeds the input of stage 1, the output of stage 1 feeds the input of stage 2, and so on. This process allows the blended result of each stage to accumulate (or cascade) up to an eight-layer blend. Each stage in the multitexture blender is called a texture stage, and the states that initialize it are called texture stage states. A conceptual diagram for the implementation of a programmable pixel shader to accomplish the same pixel processing in part 1 would look more like the following figure.
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4 Pixel Shader Virtual Machine
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Pixel Processing Part 1 (detailed) Programmable Pixel Shader
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Interpolated vertex data
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Pixel Shader Virtual Machine
Pixel color(s)
Texture coordinates
Texture color
Texture Sampler Sampler 0 Sampler 1 Sampler 2 ... Sampler 15 Texture data Texture data Texture data Texture data
A programmable pixel shader still uses samplers to sample textures, but the multitexture blending is now done by the pixel shader virtual machine (which we ll see in the next section). This way, the blending operations are programmable. Once the blending operations are implemented in the pixel shader, you do not need to configure texture stage states any longer to control the multitexture blender. This is the essence of the amazing power of pixel shaders: pixel shaders allow programmatic control over the conversions done in pixel processing part 1. There s no longer a need to configure the multitexture blender or use the set of blending operations defined in the fixed function pipeline. You can use the operations built into pixel shaders by the programming language, or you can write your own code to generate any operations you want. Pixel shaders even make it possible to take advantage of any kind of vertex shader data outputs to drive the pixel shader. The pipeline can be configured to perform pixel processing with either a programmable pixel shader or the fixed function pipeline. However, pixel processing can t be performed with both at the same time. If a programmable pixel shader is used, it should implement all the functional steps needed by an application (from the fixed function pixel processing block part 1). The programma-
Part I Programming Assembly-Language Shaders
ble shader examples in the next chapter illustrate the use of each of these functional blocks, including diffuse lighting, texturing, and alpha blending. Frame-buffer blending is always done by the fixed function pipeline, regardless of whether pixel processing part 1 is done with the fixed function pipeline or a programmable pixel shader. This is because the frame-buffer blending, as well as alpha, stencil, depth testing, and so on, occur in the block called pixel processing part 2. These functional blocks are still controlled by states set up in the fixed function pipeline. This chapter provides all the information necessary for creating and using pixel shaders. The next section covers shader architecture and introduces the concepts of registers and instructions. The second section covers the Microsoft DirectX API for creating and using shaders. The third section covers several examples, each one focused on a different type of shader output data.
Pixel Shader Virtual Machine Block Diagram
A pixel shader uses mathematical operations to process the data associated with each pixel and generate output pixel colors. A conceptual block diagram of the pixel shader virtual machine is shown in the following figure.
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