|
DirectX 10.1's new features |
| Feature |
Function |
Benefits |
| Shader and
texture improvements |
| Cube Map Arrays |
Allow reading and writing of multiple cube
maps in a single rendering pass |
Efficient global illumination in real time for
complex, dynamic, interface scenes. Enable many ray trace quality
effects including indirect lighting, color bleeding, soft shadows,
refraction and high quality glossy reflections |
| Separate Blend Modes per-MRT |
Allows pixel shaders to output to multiple
buffers (MRTs) - each with their own blend mode |
Efficient Deferred Rendering for improved
performance in complex 3D scenes |
| Increased Vertex Shader Inputs & Outputs |
Doubled from 16 to 32 128-bit values per share |
Improved performance for complex shaders |
| Gather4 |
Allows a 2x2 block of unfiltered texture
values to be fetched in place of a single bilinear filtered texture
lookup |
Improved performance for Stream Computing
applications |
| LOD instruction |
New shader instruction that returns the level
of detail for a filtered texture lookup |
Custom texture filtering techniques for
optimized performance and quality |
| Improved
Anti-Aliasing |
| Multi-sample buffer reads and writes |
Allow individual color and depth samples in a
multi-sample buffer to be accessed directly by a shader |
Custome edge detect filters for
high quality anti-aliasing with optimized performance. Improved adaptive
anti-aliasing perfoprmance. Improved compatibility of anti-aliasing
quality with HDR rendering. Improved anti-aliasing compatibility and
performance with deferred rendering techniques. |
| Pixel Coverage Masks |
Enables programmable AA in a pixel shader |
| Programmable AA Sample Patterns |
Gives programmers control over individual
sample locations for each pixel |
Temporal anti-aliasing. Improved image quality
for multi-GPU anti-aliasing techniques. |
| Tighter
specifications |
| FP32 filtering required |
Filtering of 128-bit floating point texture
formats now a requirement instead of optional feature |
Encourages use of these high
precision data formats by ensuring HW compatibility. |
| Int16 blending requires |
Blending of 64-bit integer pixel format now
required instead of option feature |
| Minimum 4x MSAA support required |
Multi-sample anti-aliasing with at least 4
samples per pixel must be supported for all 32-bit and 64-bit pixel
formats |
Ensures AA can behave identically
on all DX 10.1 GPUs. Encourages support for AA by improving consistency |
| Standardized AA sample patterns |
Pre-defined sample locations for 2x, 4x, 8x,
and 16xx modes that hardware must support |
| Increased precision for floating point
operations |
0.5 ULP precision required for all floating
point math (add/subtract/multiply/divide) and blending operations |
Eliminates rounding errors. Matches IEEE
standard requirements for these operations. |