ATI SDK

ATI Product Information

Support for Alternate OS's

Hardware partners

Software partners

RenderMonkey

Drivers


 
 

Highlights


GPU MeshMapper (V1.0)

GPU PerfStudio (V1.2)

Samples: CrossFire Detect (update)

Samples: PostTonemapResolve

The Compressonator (version 1.41)

GPU Shader Analyzer (V1.4)

RenderMonkey™
(version 1.81) (New)


ATI Compress (version 1.6)

AMD Tootle 2.0 (New)

AMD OpenGL ES 2.0 Emulator (V1.1) (New)

HLSL2GLSL (V0.9)

AMD at GDC 2007

ATI SDK


 
 
ATI Developer - Source Code
 
FixedFuncShader
FixedFuncShader is an implementation of parts of the Fixed Function Vertex pipeline using HLSL shaders and the D3DX Effects framework. Figure 1 shows a screenshot of the application.

Figure 1: A screenshot of the Fixed Function Shader program

The FixedFuncShader application renders a mesh using either our HLSL shader or the standard DirectX 9 fixed function API. The code is written is C++ and HLSL. It is based on the CD3DApplication class provided with the Microsoft DirectX 9 SDK.

As shown in Figure 1, the state settings used to render the mesh are displayed on the upper-left corner of the window. The state can be changed by using the keyboard arrow keys, or by loading a state file (*.s) from disk.

State files (*.s)
State files can be loaded from the command line by specifying “/s:file.s”. They can also be loaded from the State menu or by pressing F9. States can be saved to disk from the State menu or by pressing F10.

When states are saved to disk, the mesh filename and camera information are also stored. When loading a state file at a later time, one may want to also load the mesh that is associated with that state as well as the viewpoint at the time the state was saved. This can be accomplished by selecting “Load state w/ mesh” from the State menu or by pressing Alt-F9. This can be very useful when analyzing any discrepancies between rendering done with the HLSL shader (which you can feel free to modify) and the fixed function API.

Mesh files (*.x)
Mesh files can be loaded from the command line by specifying “/x:file.x”. They can also be loaded from the File menu or by pressing F11. For tweening to work, the current mesh filename must end with “1.x”. There must also be a file ending with “2.x” in the same directory (e.g., the dolphin1.x and dolphin2.x files provided with the accompanying application).

 
Display modes
There are four display modes which can be selected from the View menu:
  • Programmable pipeline: Uses our HLSL shader.
  • Fixed function pipeline: Uses the fixed function code path.
  • Both: Displays both of the above side-by-side.
  • Diff: Displays a color-coded pixel “diff” between the programmable and fixed function pipelines.

Further Details

For further details, refer to our white paper, FixedFuncShader.pdf, which can be downloaded below.
Download
 
 


 



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