![]() Note that only one operation ends up in the generated code. For example to produce the code for an addition or a subtraction, one could write x = addOrSub ? x + y : x - y. While making Reactor's syntax so similar to the C++ in which it is written might cause some confusion at first, it provides a powerful abstraction for code specialization. Likewise If(), Else, and For(,) implement their C counterparts. Note that Reactor types have the same names as C types, but starting with a capital letter. Using C++ operator overloading, Reactor simplifies this to Float y = 1 - x. This is very verbose and becomes hard to read for longer expressions. To generate code for an expression such as float y = 1 - x directly with LLVM, we'd need code like Value *valueY = BinaryOperator::CreateSub(ConstantInt::get(Type::getInt32Ty(Context), 1), valueX, "y", basicBlock). Reactor records its operations in an in-memory intermediate form which can be materialized by the JIT into a function which can be called directly. The JIT layer is a run-time compiler, such as LLVM's JIT, or Subzero. ![]() Its syntax closely resembles C and shading languages, to make the code generation easily readable. It allows to specialize the processing routines for the state and shaders used by each draw call. Reactor is an embedded language for C++ to dynamically generate code in a WYSIWYG fashion. It defines the data structures used and how the processing is performed. The Renderer layer generates specialized processing routines for draw calls and coordinates the execution of rendering tasks. It is responsible for managing API-level resources and rendering state, as well as compiling high-level shaders to bytecode form. The API layer is an implementation of a graphics API, such as OpenGL (ES) or Direct3D, on top of the Renderer interface. Structurally there are four major layers: Parallel processing means both utilizing the CPU's multiple cores and processing multiple elements accoss the width of the SIMD vector units. Generating code at run-time allows to eliminate code branches and optimizes register usage, specializing the processing routines for exactly the operations required by each draw call. To achieve exceptional performance, SwiftShader is built around two major optimizations that affect its architecture: dynamic code generation, and parallel processing. It can run entirely in user space, or as a driver (for Android), and output to either a frame buffer, a window, or an offscreen buffer. Applications already using these APIs thus don't require any changes to use SwiftShader. SwiftShader provides shared libraries (DLLs) which implement standardized graphics APIs. It eliminates the dependency on graphics hardware capabilities. ![]() SwiftShader provides high-performance graphics rendering on the CPU. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.:warning: Out of date SwiftShader Documentation ![]() ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with (this is only enabled in the ReShade build with full add-on support, which is unsigned). Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D, OpenGL or Vulkan: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and. ![]()
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