Boxis R700 User Manual Page 19

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ATI R700 Technology
ATI R700-Family Instruction Set Architecture 2-1
Copyright © 2009 Advanced Micro Devices, Inc. All rights reserved.
Chapter 2
Program Organization and State
R700 programs consist of control-flow (CF), ALU, texture-fetch, and vertex-fetch
instructions, which are described in this manual. ALU instructions can have up
to three source operands and one destination operand. The instructions operate
on 32-bit or 64-bit IEEE floating-point values and signed or unsigned integers.
The execution of some instructions cause predicate bits to be written that affect
subsequent instructions. Graphics programs typically use vertex-fetch and
texture-fetch instructions for data loads, whereas general-computing applications
typically use texture-fetch instructions for data loads.
2.1 Program Types
The following program types are commonly run on the R700 (see Figure 1.2, on
page 1-3):
Vertex Shader (VS)—Reads vertices, processes them. Depending on
whether a geometry shader (GS) is active, it outputs the results to either a
VS ring buffer, or the parameter cache and position buffer. It does not
introduce new primitives. A vertex shader can invoke a Fetch Subroutine
(FS), which is a special global program for fetching vertex data that is
treated, for execution purposes, as part of the vertex program. The FS
provides driver independence between the process of fetching data required
by a VS, and the VS itself.
Geometry Shader (GS)—Reads primitives from the VS ring buffer, and, for
each input primitive, writes one or more primitives as output to the GS ring
buffer. This program type is optional; when active, it requires a DMA copy
(DC) program to be active. The GS simultaneously reads up to six vertices
from an off-chip memory buffer created by the VS; it outputs a variable
number of primitives to a second memory buffer.
DMA Copy (DC)—Transfers data from the GS ring buffer into the parameter
cache and position buffer. It is required for systems running a geometry
shader.
Pixel Shader (PS) or Fragment ShaderThis type of program:
receives pixel data from the rasterizer to be shaded.
processes sets of pixel quads (four pixel-data elements arranged in a 2-
by-2 array), and
writes output to up to eight local-memory buffers, called multiple render
targets (MRTs), which can include one or more frame buffers.
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