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- RADEON SHADER MODEL 3.0 HOW TO
- RADEON SHADER MODEL 3.0 DRIVERS
- RADEON SHADER MODEL 3.0 DRIVER
- RADEON SHADER MODEL 3.0 CODE
- RADEON SHADER MODEL 3.0 WINDOWS
A glance at the specification site of AMD Radeon RX 560 highlights the first: here is the shader number currently with specified "896/1024" - there are now two variants of the same name. Which is a recent change? Recently, however, these D models appeared on the market also graphics cards under the name Radeon RX 560, with just 896 instead of 1024 shader computing cores.
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Manufacturers and AIB partners are selling slower cards with only 896 instead of 1024 cores, under the same name.ĪMD has specified its Polaris graphics chip with 1024 shader cores. This makes the RX 560 faster compared to the predecessor Radeon RX 460, whose GPU offers only 896 shader cores. A while ago in Asia "D variants" (Radeon RX 560D) have been spotted, whose Polaris GPU also contains only 896 shader cores. This won't be relabile, of course.Yesterday the story broke that AMD subsequently changed the specification of the Radeon RX 560. In this case the only way to detect capabilites will be to make GPU database of some sort, detect installed devices, and return answer from database. I think you're asking for the impossible, because shaders are provided by DirectX, and the driver/GPU might not even have a concept of a "shader model" under the hood. Where a graphics card and even DirectX are not installed. Or use OpenGL and try to map capabilities reported by OpenGL to D3D capabilities (probably a very bad idea). lib file, your application will fail to start if d3d10 is missing. Use LoadLibrary + GetProcAddress to load D3D10 functions, because if you link with D3D10 using. Something that will still run on all systems, and work correctly (detect the SM version) on most systems.Īttempt to initialize D3D10/D3D11 to check functionality, if it fails init D3D9. Use D3D10/D3D11 api to detect higher version. Version 4 is only supported on Direct3D10. Still, with this exception, this method seems the best way so far.
RADEON SHADER MODEL 3.0 DRIVERS
The Fusion drivers report DX11 in DxDiag, yet I know from the Fusion tech specs that it only supports DX9.0c and shader model 3.
RADEON SHADER MODEL 3.0 WINDOWS
For example, I am running Windows on a VMWare Fusion virtual machine on OSX.
RADEON SHADER MODEL 3.0 CODE
(For example: how many customers have SM4 or above? How many are using a 64-bit OS? Etc.) This is why either (a) gracefully failing, so we know it failed, or (b) getting an accurate shader model number are the two preferred modes.Įdit - answers so far: The answer below by SigTerm suggests instantiating DirectX 11, 10.1, 10, and 9.0c in order, and basing the reported shader model on which version instantiated without failures (shader model 5, 4.1, 4, and DXCAPS in that order.) If possible, I'd appreciate a code example of the DX11 and 10 ways to do this. I am using it to report hardware capabilities as a 'ping' to a server, which is used to we have a good idea of typical hardware that our customers use, which can inform future product decisions. I am currently dynamically loading DX9, so on those systems the check gracefully fails (which is ok.) But I am seeking a similar solution: something that will still run on all systems, and work correctly (detect the SM version) on most systems.Įdit - purpose: I am not using this code to dynamically change features of a program, ie select shaders. The utility has to run on Windows 2000 and above, and work on systems where a graphics card and even DirectX are not installed.
RADEON SHADER MODEL 3.0 DRIVER
How do I accurately get the shader model supported by the installed card? That is, the card capabilities, not the installed DirectX driver capabilities.
RADEON SHADER MODEL 3.0 HOW TO
This question indicates that DX9 will never report more than SM3 even on cards that support a higher model, but doesn't actually mention how to solve it. Here is what GPU-Z returns for the same card, for example: However, both these values return shader model 3 even for cards that support higher models. Use the minimum number of each for "the" shader model versionĬonst int iVertexShaderModel = D3DSHADER_VERSION_MAJOR(oCaps.VertexShaderVersion) Ĭonst int iPixelShaderModel = D3DSHADER_VERSION_MAJOR(oCaps.PixelShaderVersion) Pixel and vertex shader model versions. HRESULT hrDCaps = poD3D9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &oCaps) One is the highest shader model supported by the installed graphics card, and I am currently detecting this using Direct3D 9.0c's device capabilities and checking the VertexShaderVersion and PixelShaderVersion fields of the D3DCAPS9 structure.
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I am writing a small utility that reports system capabilities.