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Unified shader model - Wikipedia

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href="/wiki/File:Unified_shader_model.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/a/ab/Unified_shader_model.svg/220px-Unified_shader_model.svg.png" decoding="async" width="220" height="124" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/a/ab/Unified_shader_model.svg/330px-Unified_shader_model.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/a/ab/Unified_shader_model.svg/440px-Unified_shader_model.svg.png 2x" data-file-width="960" data-file-height="540" /></a><figcaption>The unified shader model uses the same hardware resources for both vertex and fragment processing.</figcaption></figure> <p>In the field of <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D computer graphics</a>, the <b>unified shader model</b> (known in <a href="/wiki/Direct3D_10" class="mw-redirect" title="Direct3D 10">Direct3D 10</a> as "<a href="/wiki/Shader_Model_4.0" class="mw-redirect" title="Shader Model 4.0">Shader Model 4.0</a>") refers to a form of <a href="/wiki/Shader" title="Shader">shader</a> hardware in a <a href="/wiki/Graphical_processing_unit" class="mw-redirect" title="Graphical processing unit">graphical processing unit</a> (GPU) where all of the shader stages in the rendering <a href="/wiki/Graphics_pipeline" title="Graphics pipeline">pipeline</a> (geometry, vertex, pixel, etc.) have the same capabilities. They can all read textures and buffers, and they use <a href="/wiki/Instruction_set_architecture" title="Instruction set architecture">instruction sets</a> that are almost identical.<sup id="cite_ref-CommonShaderCore_1-0" class="reference"><a href="#cite_note-CommonShaderCore-1"><span class="cite-bracket">&#91;</span>1<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="History">History</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Unified_shader_model&amp;action=edit&amp;section=1" title="Edit section: History"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Earlier GPUs generally included two types of shader hardware, with the <i><a href="/wiki/Vertex_shader" class="mw-redirect" title="Vertex shader">vertex shaders</a></i> having considerably more instructions than the simpler <i><a href="/wiki/Pixel_shader" class="mw-redirect" title="Pixel shader">pixel shaders</a></i>. This lowered the cost of implementation of the GPU as a whole, and allowed more shaders in total on a single unit. This was at the cost of making the system less flexible, and sometimes leaving one set of shaders idle if the workload used one more than the other. As improvements in <a href="/wiki/Semiconductor_device_fabrication" title="Semiconductor device fabrication">fabrication</a> continued, this distinction became less useful. <a href="/wiki/ATI_Technologies" title="ATI Technologies">ATI Technologies</a> introduced a unified architecture on the hardware they developed for the <a href="/wiki/Xbox_360" title="Xbox 360">Xbox 360</a>. <a href="/wiki/Nvidia" title="Nvidia">Nvidia</a> quickly followed with their <a href="/wiki/Tesla_(microarchitecture)" title="Tesla (microarchitecture)">Tesla</a> design. AMD introduced a unified shader in card form two years later in the <a href="/wiki/TeraScale_(microarchitecture)" title="TeraScale (microarchitecture)">TeraScale</a> line. The concept has been universal since then. </p><p>Early shader abstractions (such as Shader Model 1.x) used very different instruction sets for vertex and pixel shaders, with vertex shaders having much more flexible instruction set. Later shader models (such as Shader Model 2.x and 3.0) reduced the differences, approaching unified shader model. Even in the unified model the instruction set may not be completely the same between different shader types; different shader stages may have a few distinctions. Fragment/pixel shaders can compute implicit texture coordinate gradients, while geometry shaders can emit rendering primitives.<sup id="cite_ref-CommonShaderCore_1-1" class="reference"><a href="#cite_note-CommonShaderCore-1"><span class="cite-bracket">&#91;</span>1<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Unified_shader_architecture">Unified shader architecture</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Unified_shader_model&amp;action=edit&amp;section=2" title="Edit section: Unified shader architecture"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p><b>Unified shader architecture</b> (or <b>unified shading architecture</b>) is a hardware design by which all shader processing units of a piece of graphics hardware are capable of handling any type of shading tasks. Most often Unified Shading Architecture hardware is composed of an array of computing units and some form of <a href="/wiki/Scheduling_(computing)" title="Scheduling (computing)">dynamic scheduling</a>/<a href="/wiki/Load_balancing_(computing)" title="Load balancing (computing)">load balancing</a> system that ensures that all of the computational units are kept working as often as possible. </p><p>Unified shader architecture allows more flexible use of the graphics rendering hardware.<sup id="cite_ref-GF8800_2-0" class="reference"><a href="#cite_note-GF8800-2"><span class="cite-bracket">&#91;</span>2<span class="cite-bracket">&#93;</span></a></sup> For example, in a situation with a heavy geometry workload the system could allocate most computing units to run vertex and geometry shaders. In cases with less vertex workload and heavy pixel load, more computing units could be allocated to run pixel shaders. </p><p>While unified shader architecture hardware and unified shader model programming interfaces are not a requirement for each other, a unified architecture is most sensible when designing hardware intended to support an API offering a unified shader model. </p><p><a href="/wiki/OpenGL" title="OpenGL">OpenGL</a> 3.3 (which offers a unified shader model) can still be implemented on hardware that does not have unified shader architecture. Similarly, hardware that supported non unified shader model APIs could be based on a unified shader architecture, as is the case with <a href="/wiki/Xenos_(graphics_chip)" title="Xenos (graphics chip)">Xenos</a> graphics chip in <a href="/wiki/Xbox_360" title="Xbox 360">Xbox 360</a>, for example. </p><p>The unified shader architecture was introduced with the <a href="/wiki/Nvidia" title="Nvidia">Nvidia</a> <a href="/wiki/GeForce_8_series" title="GeForce 8 series">GeForce 8 series</a>, <a href="/wiki/ATI_Technologies" title="ATI Technologies">ATI</a> <a href="/wiki/Radeon_HD_2000_series" title="Radeon HD 2000 series">Radeon HD 2000 series</a>, <a href="/wiki/S3_Graphics_Chrome_400" title="S3 Graphics Chrome 400">S3 Chrome 400</a>, <a href="/wiki/Intel_GMA" title="Intel GMA">Intel GMA</a> X3000 series, <a href="/wiki/Xenos_(graphics_chip)" title="Xenos (graphics chip)">Xbox 360's GPU</a>, <a href="/wiki/Adreno" title="Adreno">Qualcomm Adreno 200 series</a>, <a href="/wiki/Mali_(GPU)" class="mw-redirect" title="Mali (GPU)">Mali</a> Midgard, <a href="/wiki/PowerVR" title="PowerVR">PowerVR</a> SGX GPUs and is used in all subsequent series. </p><p>For example, the unified shader is referred as "CUDA core" or "shader core" on <a href="/wiki/NVIDIA" class="mw-redirect" title="NVIDIA">NVIDIA</a> GPUs, and is referred as "ALU core" on <a href="/wiki/Intel" title="Intel">intel</a> GPUs. </p><p><b>Nvidia</b> </p> <ul><li><a href="/wiki/Tesla_(microarchitecture)" title="Tesla (microarchitecture)">Tesla</a></li> <li><a href="/wiki/Fermi_(microarchitecture)" title="Fermi (microarchitecture)">Fermi</a></li> <li><a href="/wiki/Kepler_(microarchitecture)" title="Kepler (microarchitecture)">Kepler</a></li> <li><a href="/wiki/Maxwell_(microarchitecture)" title="Maxwell (microarchitecture)">Maxwell</a></li> <li><a href="/wiki/Pascal_(microarchitecture)" title="Pascal (microarchitecture)">Pascal</a></li> <li><a href="/wiki/Volta_(microarchitecture)" title="Volta (microarchitecture)">Volta</a></li> <li><a href="/wiki/Turing_(microarchitecture)" title="Turing (microarchitecture)">Turing</a></li> <li><a href="/wiki/Ampere_(microarchitecture)" title="Ampere (microarchitecture)">Ampere</a></li> <li><a href="/wiki/Ada_Lovelace_(microarchitecture)" title="Ada Lovelace (microarchitecture)">Ada Lovelace</a></li> <li><a href="/wiki/Blackwell_(microarchitecture)" title="Blackwell (microarchitecture)">Blackwell</a></li></ul> <p><b>Intel</b> </p> <ul><li><a href="/wiki/Intel_Arc" title="Intel Arc">Intel Arc</a></li></ul> <p><b>ATI/AMD</b> </p> <ul><li><a href="/wiki/TeraScale_(microarchitecture)" title="TeraScale (microarchitecture)">TeraScale</a></li> <li><a href="/wiki/Graphics_Core_Next" title="Graphics Core Next">Graphics Core Next</a></li> <li><a href="/wiki/RDNA_(microarchitecture)" title="RDNA (microarchitecture)">RDNA</a></li> <li><a href="/wiki/CDNA_(microarchitecture)" title="CDNA (microarchitecture)">CDNA</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Unified_shader_model&amp;action=edit&amp;section=3" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist"> <div class="mw-references-wrap"><ol class="references"> <li id="cite_note-CommonShaderCore-1"><span class="mw-cite-backlink">^ <a href="#cite_ref-CommonShaderCore_1-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-CommonShaderCore_1-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://msdn.microsoft.com/en-us/library/bb509580(VS.85).aspx">"Common Shader Core (DirectX HLSL)"</a>. Microsoft<span class="reference-accessdate">. Retrieved <span class="nowrap">2008-08-17</span></span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=unknown&amp;rft.btitle=Common+Shader+Core+%28DirectX+HLSL%29&amp;rft.pub=Microsoft&amp;rft_id=http%3A%2F%2Fmsdn.microsoft.com%2Fen-us%2Flibrary%2Fbb509580%28VS.85%29.aspx&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AUnified+shader+model" class="Z3988"></span></span> </li> <li id="cite_note-GF8800-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-GF8800_2-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFCase2006" class="citation web cs1">Case, Loyd (November 8, 2006). <a rel="nofollow" class="external text" href="http://www.extremetech.com/computing/73206-geforce-8800-gtx-3d-architecture-overview/2">"GeForce 8800 GTX: 3D Architecture Overview"</a>. ExtremeTech<span class="reference-accessdate">. Retrieved <span class="nowrap">November 10,</span> 2013</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=unknown&amp;rft.btitle=GeForce+8800+GTX%3A+3D+Architecture+Overview&amp;rft.pub=ExtremeTech&amp;rft.date=2006-11-08&amp;rft.aulast=Case&amp;rft.aufirst=Loyd&amp;rft_id=http%3A%2F%2Fwww.extremetech.com%2Fcomputing%2F73206-geforce-8800-gtx-3d-architecture-overview%2F2&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AUnified+shader+model" class="Z3988"></span></span> </li> </ol></div></div> <div class="navbox-styles"><style data-mw-deduplicate="TemplateStyles:r1129693374">.mw-parser-output .hlist dl,.mw-parser-output .hlist ol,.mw-parser-output .hlist ul{margin:0;padding:0}.mw-parser-output .hlist dd,.mw-parser-output .hlist dt,.mw-parser-output .hlist li{margin:0;display:inline}.mw-parser-output .hlist.inline,.mw-parser-output .hlist.inline dl,.mw-parser-output .hlist.inline ol,.mw-parser-output .hlist.inline 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navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/List_of_Intel_graphics_processing_units" title="List of Intel graphics processing units">Intel</a> <ul><li><a href="/wiki/Intel_Graphics_Technology" title="Intel Graphics Technology">GT</a></li> <li><a href="/wiki/Intel_Xe" title="Intel Xe">Xe</a></li> <li><a href="/wiki/Intel_Arc" title="Intel Arc">Arc</a></li></ul></li> <li><a href="/wiki/List_of_Nvidia_graphics_processing_units" title="List of Nvidia graphics processing units">Nvidia</a> <ul><li><a href="/wiki/GeForce" title="GeForce">GeForce</a></li> <li><a href="/wiki/Quadro" title="Quadro">Quadro</a></li> <li><a href="/wiki/Nvidia_Tesla" title="Nvidia Tesla">Tesla</a></li> <li><a href="/wiki/Nvidia_Tegra" class="mw-redirect" title="Nvidia Tegra">Tegra</a></li></ul></li> <li><a href="/wiki/List_of_AMD_graphics_processing_units" title="List of AMD graphics processing units">AMD</a> <ul><li><a href="/wiki/Radeon" title="Radeon">Radeon</a></li> <li><a href="/wiki/Radeon_Pro" title="Radeon Pro">Radeon Pro</a></li> <li><a href="/wiki/AMD_Instinct" title="AMD Instinct">Instinct</a></li></ul></li> <li><a href="/wiki/Matrox" title="Matrox">Matrox</a></li> <li><a href="/wiki/InfiniteReality" title="InfiniteReality">InfiniteReality</a></li> <li><a href="/wiki/NEC_%C2%B5PD7220" class="mw-redirect" title="NEC µPD7220">NEC µPD7220</a></li> <li><a href="/wiki/Comparison_of_3dfx_graphics_processing_units" class="mw-redirect" title="Comparison of 3dfx graphics processing units">3dfx Voodoo</a></li> <li><a href="/wiki/S3_Graphics" title="S3 Graphics">S3</a></li> <li><a href="/wiki/Glaze3D" title="Glaze3D">Glaze3D</a></li> <li><a href="/wiki/Apple_silicon" title="Apple silicon">Apple silicon</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Mobile</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Adreno" title="Adreno">Adreno</a></li> <li><a href="/wiki/Apple_silicon" title="Apple silicon">Apple silicon</a></li> <li><a href="/wiki/Mali_(GPU)" class="mw-redirect" title="Mali (GPU)">Mali</a></li> <li><a href="/wiki/PowerVR" title="PowerVR">PowerVR</a></li> <li><a href="/wiki/VideoCore" title="VideoCore">VideoCore</a></li> <li><a href="/wiki/Vivante_Corporation" title="Vivante Corporation">Vivante</a></li> <li><a href="/wiki/Imageon" title="Imageon">Imageon</a></li> <li><a href="/wiki/Intel_2700G" title="Intel 2700G">Intel 2700G</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Architecture</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Compute_kernel" title="Compute kernel">Compute kernel</a></li> <li><a href="/wiki/Semiconductor_device_fabrication" title="Semiconductor device fabrication">Fabrication</a> <ul><li><a href="/wiki/CMOS" title="CMOS">CMOS</a></li> <li><a href="/wiki/FinFET" class="mw-redirect" title="FinFET">FinFET</a></li> <li><a href="/wiki/MOSFET" title="MOSFET">MOSFET</a></li></ul></li> <li><a href="/wiki/Graphics_pipeline" title="Graphics pipeline">Graphics pipeline</a> <ul><li><a href="/wiki/Geometry_pipelines" title="Geometry pipelines">Geometry</a></li> <li><a href="/wiki/Vertex_pipeline" title="Vertex pipeline">Vertex</a></li></ul></li> <li><a href="/wiki/High-dynamic-range_rendering" title="High-dynamic-range rendering">HDR rendering</a></li> <li><a href="/wiki/Multiply%E2%80%93accumulate_operation" title="Multiply–accumulate operation">MAC</a></li> <li><a href="/wiki/Rasterisation" title="Rasterisation">Rasterisation</a> <ul><li><a href="/wiki/Shading" title="Shading">Shading</a></li></ul></li> <li><a href="/wiki/Ray-tracing_hardware" title="Ray-tracing hardware">Ray-tracing</a></li> <li><a href="/wiki/Single_instruction,_multiple_data" title="Single instruction, multiple data">SIMD</a> <ul><li><a href="/wiki/Single_instruction,_multiple_threads" title="Single instruction, multiple threads">SIMT</a></li></ul></li> <li><a href="/wiki/Tessellation_(computer_graphics)" title="Tessellation (computer graphics)">Tessellation</a></li> <li><a href="/wiki/Transform,_clipping,_and_lighting" title="Transform, clipping, and lighting">T&amp;L</a></li> <li><a href="/wiki/Tiled_rendering" title="Tiled rendering">Tiled rendering</a></li> <li><a class="mw-selflink selflink">Unified shader model</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Components</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Blitter" title="Blitter">Blitter</a></li> <li><a href="/wiki/Geometry_processing" title="Geometry processing">Geometry processor</a></li> <li><a href="/wiki/Input%E2%80%93output_memory_management_unit" title="Input–output memory management unit">Input–output memory management unit</a></li> <li><a href="/wiki/Render_output_unit" title="Render output unit">Render output unit</a></li> <li><a href="/wiki/Shader" title="Shader">Shader unit</a></li> <li><a href="/wiki/Stream_processing" title="Stream processing">Stream processor</a></li> <li><a href="/wiki/Tensor" title="Tensor">Tensor unit</a></li> <li><a href="/wiki/Texture_mapping_unit" title="Texture mapping unit">Texture mapping unit</a></li> <li><a href="/wiki/Video_display_controller" title="Video display controller">Video display controller</a></li> <li><a href="/wiki/Video_processing_unit" class="mw-redirect" title="Video processing unit">Video processing unit</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Memory</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Direct_memory_access" title="Direct memory access">DMA</a></li> <li><a href="/wiki/Framebuffer" title="Framebuffer">Framebuffer</a></li> <li><a href="/wiki/SGRAM" class="mw-redirect" title="SGRAM">SGRAM</a> <ul><li><a href="/wiki/GDDR_SDRAM" title="GDDR SDRAM">GDDR</a></li> <li><a href="/wiki/GDDR2" class="mw-redirect" title="GDDR2">GDDR2</a></li> <li><a href="/wiki/GDDR3" class="mw-redirect" title="GDDR3">GDDR3</a></li> <li><a href="/wiki/GDDR4" class="mw-redirect" title="GDDR4">GDDR4</a></li> <li><a href="/wiki/GDDR5" class="mw-redirect" title="GDDR5">GDDR5</a></li> <li><a href="/wiki/GDDR6" class="mw-redirect" title="GDDR6">GDDR6</a></li> <li><a href="/wiki/GDDR7" class="mw-redirect" title="GDDR7">GDDR7</a></li></ul></li> <li><a href="/wiki/High_Bandwidth_Memory" title="High Bandwidth Memory">HBM</a> <ul><li><a href="/wiki/HBM2" class="mw-redirect" title="HBM2">HBM2</a></li> <li><a href="/wiki/HBM2E" class="mw-redirect" title="HBM2E">HBM2E</a></li> <li><a href="/wiki/HBM3" class="mw-redirect" title="HBM3">HBM3</a></li> <li><a href="/wiki/HBM-PIM" class="mw-redirect" title="HBM-PIM">HBM-PIM</a></li> <li><a href="/wiki/HBM3E" class="mw-redirect" title="HBM3E">HBM3E</a></li></ul></li> <li><a href="/wiki/Memory_bandwidth" title="Memory bandwidth">Memory bandwidth</a></li> <li><a href="/wiki/Memory_controller" title="Memory controller">Memory controller</a></li> <li><a href="/wiki/Shared_graphics_memory" title="Shared graphics memory">Shared graphics memory</a></li> <li><a href="/wiki/Texture_memory" title="Texture memory">Texture memory</a></li> <li><a href="/wiki/Video_RAM_(dual-ported_DRAM)" class="mw-redirect" title="Video RAM (dual-ported DRAM)">VRAM</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Form factor</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Semiconductor_intellectual_property_core" title="Semiconductor intellectual property core">IP core</a></li> <li><a href="/wiki/Video_card" class="mw-redirect" title="Video card">Discrete graphics</a> <ul><li><a href="/wiki/GPU_cluster" title="GPU cluster">Clustering</a></li> <li><a href="/wiki/GPU_switching" title="GPU switching">Switching</a></li></ul></li> <li><a href="/wiki/External_GPU" class="mw-redirect" title="External GPU">External graphics</a></li> <li><a href="/wiki/Integrated_graphics" class="mw-redirect" title="Integrated graphics">Integrated graphics</a></li> <li><a href="/wiki/System_on_a_chip" title="System on a chip">System on a chip</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Performance</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Clock_rate" title="Clock rate">Clock rate</a></li> <li><a href="/wiki/Computer_display_standard" class="mw-redirect" title="Computer display standard">Display resolution</a></li> <li><a href="/wiki/Fillrate" title="Fillrate">Fillrate</a> <ul><li><a href="/wiki/Gigapixel_image" title="Gigapixel image">Pixel/s</a></li> <li><a href="/wiki/Texel_(graphics)" title="Texel (graphics)">Texel/s</a></li></ul></li> <li><a href="/wiki/FLOPS" class="mw-redirect" title="FLOPS">FLOP/s</a></li> <li><a href="/wiki/Frame_rate" title="Frame rate">Frame rate</a></li> <li><a href="/wiki/Performance_per_watt" title="Performance per watt">Performance per watt</a></li> <li><a href="/wiki/Transistor_count" title="Transistor count">Transistor count</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Misc</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/2D_computer_graphics" title="2D computer graphics">2D</a> <ul><li><a href="/wiki/Scrolling" title="Scrolling">Scrolling</a></li> <li><a href="/wiki/Sprite_(computer_graphics)" title="Sprite (computer graphics)">Sprite</a></li> <li><a href="/wiki/Tile-based_video_game" title="Tile-based video game">Tile</a></li></ul></li> <li><a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D</a> <ul><li><a href="/wiki/Global_illumination" title="Global illumination">GI</a></li> <li><a href="/wiki/Texture_mapping" title="Texture mapping">Texture</a></li></ul></li> <li><a href="/wiki/Application-specific_integrated_circuit" title="Application-specific integrated circuit">ASIC</a></li> <li><a href="/wiki/General-purpose_computing_on_graphics_processing_units" title="General-purpose computing on graphics processing units">GPGPU</a></li> <li><a href="/wiki/Graphics_library" title="Graphics library">Graphics library</a></li> <li><a href="/wiki/Hardware_acceleration" title="Hardware acceleration">Hardware acceleration</a></li> <li><a href="/wiki/Digital_image_processing" title="Digital image processing">Image processing</a> <ul><li><a href="/wiki/Image_compression" title="Image compression">Compression</a></li></ul></li> <li><a href="/wiki/Parallel_computing" title="Parallel computing">Parallel computing</a></li> <li><a href="/wiki/Vector_processor" title="Vector processor">Vector processor</a></li> <li><a href="/wiki/Video_coding_format" title="Video coding format">Video coding</a> <ul><li><a href="/wiki/Video_codec" title="Video codec">Codec</a></li></ul></li> <li><a href="/wiki/Very_long_instruction_word" title="Very long instruction word">VLIW</a></li></ul> </div></td></tr></tbody></table></div> <!-- NewPP limit report Parsed by mw‐web.eqiad.main‐5dc468848‐4h2l5 Cached time: 20241122143635 Cache expiry: 2592000 Reduced expiry: false Complications: [vary‐revision‐sha1] CPU time usage: 0.207 seconds Real time usage: 0.312 seconds Preprocessor visited node count: 457/1000000 Post‐expand include size: 24998/2097152 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