The vertex shader units also conform to Microsoft's DirectX 9.0c specification, meaning Vertex Shader 3.0.
|Vertex Shader Summary|
|#of instruction slots||256||256||>= 512|
|Max # of instructions executed||65535||65535||65535|
|#constant registers||>= 256||>= 256||>= 256|
|Static Flow Control||Yes||Yes||Yes|
|Dynamic Flow Control||-||Yes||Yes|
|Dynamic Flow Control depth||-||24||24|
|Vertex Texture Fetch||-||-||Yes|
|#of texture samplers||-||-||4|
|Geometry Instancing Support||-||-||Yes|
The vertex engine has seen a great range of improvements and extensions compared to the NV35 / 38. NV40 possesses 6 vertex units which follow a MIMD (multiple input, multiple data) design. NVIDIA also sets a new record with a triangle transform rate of 600 million polys/second (Radeon 9800XT = 412, FX 5950 = 356).
Vertex shader programs can theoretically be of infinite length in VS 3.0. Thanks to the extension of the dynamic flow control (more looping / branching options and new subroutine functions), shader code can now be written much more efficiently and offers new options for effects.
Again, here's summary of features:
- Full Support for Shader Model 3.0
- 216 (65,535) length vertex programs
- Vertex processing w/texture - displacement mapping
- Dynamic flow control - Branching, Call & Return, Subroutines
- Geometry Instancing (vertex stream divider)
Current page: Vertex EnginePrev Page Pixel Processing Engine Next Page Shader Model 3.0
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