Jump to content

Fixed-function (computer graphics)

From Wikipedia, the free encyclopedia
This is an old revision of this page, as edited by Rosasco (talk | contribs) at 17:24, 18 December 2011 (Created page with 'Fixed-function is a term canonically used to contrast 3D graphics APIs and earlier GPUs designed prior to the advent of shader-based 3D graphics APIs...'). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.
(diff) ← Previous revision | Latest revision (diff) | Newer revision → (diff)

Fixed-function is a term canonically used to contrast 3D graphics APIs and earlier GPUs designed prior to the advent of shader-based 3D graphics APIs and GPU architectures.

History

Historically fixed-function APIs consisted of a set of function entry points that would approximately or directly map to dedicated logic for their named purpose in GPUs designed to support them. As shader based GPU]]s and APIs evolved fixed-function APIs were implemented by graphics driver engineers using the more general purpose shading architecture. This approach served as a segue that would continue providing the fixed-function API abstraction most developers were experienced with while allowing further development and enhancements of the newer shader-based architectures.

3D API First Shader-based Version
OpenGL 2.0
OpenGL ES 2.0
DirectX 9.0

Fixed Function vs Shaders

Fixed function APIs tend to be a simpler programming abstraction with a series of well-defined and specifically named graphics pipeline stages. Shader based APIs treat graphics data (vertices and pixels / texels) generically and allow a great deal of flexibility in how this data is modulated. More sophisticated rendering techniques are possible using a shader based API.