以DirectX最近几个关键版本的更替为主线,介绍了近年来DirectX及相应的图形处理器(GPU)可编程性的发展。详细阐述了GPU编程模型在DirectX不同版本下的特点与性能,包括着色器架构、着色器语言、浮点纹理格式、程序流程控制等几个方面,以及编程模型方面的不同特点与性能对GPU通用计算带来的影响,并从软件和硬件两方面分析了这一领域未来的机遇和挑战。
Followed by the subrogation of DirectX major versions, the development of DirectX and programmability of graphics pro-cessing units or GPUs is introduced.The characteristic and performance of programming model under different DirectX versions is studied in detail, including Shader architecture, Shader language, float-point texture format, program flow control, and their influence on the general purpose computing on the GPU.Also the opportunity and challenge in this area are analyzed from both aspects of software and hardware.