Pixel shader support

Decoding with pixel shaders can signifigantly improve the video experience and most video cards supports them.
As an example of how it can benefit here's links to screenshots of a youtube clip in SD and HD using sharpen complex 2 in MPC-HC
HD
HD with shader
SD
SD with shader
Is there a chance flash player could support pixel shaders in a future version?
If so, it would be nice to have a few simple shaders like denoise and sharpen and also allow people to enter their own code/config.

try looking thru this, doc links & there is a compatability matrix of features. pretty extensive look at OpenGL for Macs.
http://developer.apple.com/graphicsimaging/opengl/

Similar Messages

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    1. Click Start.
    2. Click Run, and clear out the contents of the Open field.
    3. In the Open field, type "dxdiag"
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    5. The DirectX version number will be displayed at the bottom of the properties page.
    Note: If you would like to update your DirectX drivers,
    you may do so at http://www.microsoft.com/windows/directx/default.aspx
    Bye

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    Hi there. I have 854n media center edition desktop, pentium 4 running at 2.53ghz with 533mhz frontside bus and 512kb transfer cache. the graphics card is an nvidia  geforce4 mx440 with 128mb ddr sdram video memory
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    Hi people,
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    I have downloaded the huge Lego Star Wars Demo after so many positive reviews, but now get the error message:  "Sorry but your machine is unable to run this game.  We require a graphics card which supports vertex and pixel shader 1.1"
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    Borrowed from EIDOS web site.
    FAQ
    When I try to run the game I get an error message saying "Fatal Error: Your Graphics card does not support Pixel Shader v1.1"
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  • Tons of ieq/add/or instructions for array indexing in pixel shader loop (D3D 11.0, PS model 5.0)

    First of all, I have to apologize for the long code samples, but their content is not so important, I just wanted to give as much info as I can. Besides they are really simple and I tried to comment as much as possible.
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    float3 totalPointLightColor = { 0.0f, 0.0f, 0.0f };
    // Loop through the active light sources.
    [loop] for (uint i = 0; i < g_scene.pointLightCount; i++)
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    fromLightToPixel.xyz = normalize(fromLightToPixel.xyz);
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    // THIS LINE IS MENTIONED IN MY QUESTION BELOW.
    if (g_pointLights[i].shadowMapIndex >= 0)
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    | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_PREFER_FLOW_CONTROL;
    I tried to compile in release config with the following flags:
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    in debug compilation mode.
    So, when I compile my whole deferred shader (including the part above), I get
    414 instructions in ASM, and performance is fine. If I uncomment only 1 line with CAPSED comment in the section above (which actually does nothing, as you can see), I get
    476 instructions, and I get huge FPS hiccups. When I check output ASM code, I can clearly see, that the line I uncommented produces no code in ASM at all, but somehow it makes many parts of compiled shader to change.
    For example, the loop above with commented line looks like the following in ASM:
    # Loop starts.
    loop
    # Loop index check and increment, as I can understand.
    uge r6.w, r5.w, cb0[1].x
    breakc_nz r6.w
    imul null, r6.w, r5.w, l(3)
    # Calculate <fromLightToPixel>.
    # cb6 - constant buffer that stores point lights.
    # Array access is done simply via [] operator.
    add r10.xyz, r3.xyzx, -cb6[r6.w + 1].xyzx
    dp3 r7.w, r10.xyzx, r10.xyzx
    sqrt r8.w, r7.w
    # Distance check.
    lt r8.w, cb6[r6.w + 1].w, r8.w
    if_nz r8.w
    iadd r8.w, r5.w, l(1)
    mov r5.w, r8.w
    continue
    endif
    # Normalization.
    rsq r8.w, r7.w
    mul r10.xyz, r8.wwww, r10.xyzx
    # Calculate <lightIntensity>.
    dp3_sat r8.w, r1.xywx, -r10.xyzx
    # Check <lightIntensity>.
    ge r9.w, l(0.000000), r8.w
    if_nz r9.w
    iadd r9.w, r5.w, l(1) // r9.w <- i
    mov r5.w, r9.w // r5.w <- i
    continue
    endif
    # Update <lightIntensity>. Note [] operator.
    div r7.w, cb6[r6.w + 0].w, r7.w
    mul r7.w, r7.w, r8.w
    # etc.
    endloop
    When I
    uncomment that 1 line, the ASM is growing heavily (by 62 instructions!), and this is how it starts to look like:
    # Loop starts.
    loop
    # Loop index check, but no <imul> instruction, why?
    uge r6.w, r5.w, cb0[1].x
    breakc_nz r6.w
    # Here comes some new code...
    # Indices are obviously related to the size of the point lights' constant buffer (16 elements).
    ieq r10.xyzw, r5.wwww, l(0, 1, 2, 3)
    ieq r11.xyzw, r5.wwww, l(4, 5, 6, 7)
    ieq r12.xyzw, r5.wwww, l(8, 9, 10, 11)
    ieq r13.xyzw, r5.wwww, l(12, 13, 14, 15)
    # And this part is also new...
    and r14.xyzw, r10.xxxx, cb6[1].xyzw
    and r15.xyzw, r10.yyyy, cb6[4].xyzw
    or r14.xyzw, r14.xyzw, r15.xyzw
    and r15.xyzw, r10.zzzz, cb6[7].xyzw
    or r14.xyzw, r14.xyzw, r15.xyzw
    # 26 more lines of such and/or pairs.
    # Calculate <fromLightToPixel> - finally! Why so much code instead of simple [] operator?
    add r14.xyz, r3.xyzx, -r14.xyzx
    dp3 r6.w, r14.xyzx, r14.xyzx
    sqrt r7.w, r6.w
    # Distance check.
    lt r7.w, r14.w, r7.w
    if_nz r7.w
    iadd r7.w, r5.w, l(1)
    mov r5.w, r7.w
    continue
    endif
    # Normalization.
    rsq r7.w, r6.w
    mul r14.xyz, r7.wwww, r14.xyzx
    # Calculate <lightIntensity>.
    dp3_sat r7.w, r1.xywx, -r14.xyzx
    # Check <lightIntensity>.
    ge r8.w, l(0.000000), r7.w
    if_nz r8.w
    iadd r8.w, r5.w, l(1)
    mov r5.w, r8.w
    continue
    endif
    # Here we go again - more code!
    and r15.xyzw, r10.xxxx, cb6[0].wxyz
    and r16.xyzw, r10.yyyy, cb6[3].wxyz
    or r15.xyzw, r15.xyzw, r16.xyzw
    and r16.xyzw, r10.zzzz, cb6[6].wxyz
    or r15.xyzw, r15.xyzw, r16.xyzw
    # 26 more lines of such and/or pairs.
    # Update <lightIntensity> - finally! Why no [] operator here, but tons of those instructions?
    div r6.w, r10.x, r6.w
    mul r6.w, r6.w, r7.w
    # etc.
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    I tried to save current array element to temp variable at the beginning of the loop, but it makes no difference - only several more instructions are added to copy the data.
    I just can't understand, why in the first case loop is translated into such small and logic code where array access is done via single
    [] operator, but in the second one it expands to such enormous bunch of instructions? And I change only 1 line of code, nothing more (and that line does nothing actually - it even has no ASM representation)! But every array access seems to
    be affected with this change.
    Can someone please explain that to me? Is there some sort of tricks with array indexing or loops in HLSL? I tried to find something about it on the Internet to no avail. Seems like I miss something very simple and obvious, but I don't get it. Sadly I
    work mostly alone by now and know nobody familiar with ASM / HLSL / Direct3D. Answering this question on another popular developer resource brought no result.
    Big thanks in advance for any tips or explanations!

    The latest version may help with this. 11.9.900.170 is now a step back.
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    When requesting help, you should always include the make/model of the computer and/or monitor. This information is necessary for us to review the specifications of them.
    Once we have the model of the computer we can help you solve your problem.
    Signature:
    HP TouchPad - 1.2 GHz; 1 GB memory; 32 GB storage; WebOS/CyanogenMod 11(Kit Kat)
    HP 10 Plus; Android-Kit Kat; 1.0 GHz Allwinner A31 ARM Cortex A7 Quad Core Processor ; 2GB RAM Memory Long: 2 GB DDR3L SDRAM (1600MHz); 16GB disable eMMC 16GB v4.51
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    **Click the Thumbs Up+ to say 'Thanks' and the 'Accept as Solution' if I have solved your problem.**
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    Computer Model     P5PE-VM
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    Graphics Driver Version 6.14.10.4396    date: 20/09/05
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    Hardware Transform & Lighting Support     No
    Video Memory    96.0 MB
    Vertex Shader Support     0.0
    Pixel Shader Support     0.0
    Microsoft DirectX* Version     9.0c
    Current Graphics Resolution    1440x900
    Current Color Depth    32 Bits Per Pixel
    Raw EDID[1]    not detected
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    Manufacturer     Intel
    Model     P5PE-VM
    AA Number    Rev 1.00
    BIOS Vendor    American Megatrends Inc.
    BIOS Version    1201
    BIOS Release Date    11/23/06
    System Memory    2.0 GB
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    Built-in Audio Driver Version    5.1.2535.0
    Built-in Audio Driver Status    Non-Intel device detected
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    Manufacturer    Intel
    Model     Intel(R) Celeron(R) D CPU 3.33GHz
    Intel Processor analysis tools    not detected
    CPU Speed    3.3 GHz
    Link to Processor Specification    Intel(R) Celeron(R) D CPU 3.33GHz
    CPU Revision    07
    CPU Type    00
    CPU Family    0F
    CPU Model    06
    CPU Stepping    5

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