Cg: a system for programming graphics hardware in a C-like language

W. Mark, R. Glanville, K. Akeley, M. Kilgard
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引用次数: 718

Abstract

The latest real-time graphics architectures include programmable floating-point vertex and fragment processors, with support for data-dependent control flow in the vertex processor. We present a programming language and a supporting system that are designed for programming these stream processors. The language follows the philosophy of C, in that it is a hardware-oriented, general-purpose language, rather than an application-specific shading language. The language includes a variety of facilities designed to support the key architectural features of programmable graphics processors, and is designed to support multiple generations of graphics architectures with different levels of functionality. The system supports both of the major 3D graphics APIs: OpenGL and Direct3D. This paper identifies many of the choices that we faced as we designed the system, and explains why we made the decisions that we did.
用类c语言对图形硬件进行编程的系统
最新的实时图形架构包括可编程浮点顶点和片段处理器,并在顶点处理器中支持依赖数据的控制流。我们提出了一种编程语言和支持系统,设计用于编程这些流处理器。该语言遵循C语言的哲学,因为它是一种面向硬件的通用语言,而不是特定于应用程序的着色语言。该语言包括各种旨在支持可编程图形处理器的关键体系结构特性的工具,并且旨在支持具有不同功能级别的多代图形体系结构。该系统支持两种主要的3D图形api: OpenGL和Direct3D。本文确定了我们在设计系统时所面临的许多选择,并解释了我们做出这些决定的原因。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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