bbblee wrote:
https://en.wikipedia.org/wiki/PlayStation_4_system_software
看起來PS的東西長得很像 DirectX,
即然sony是用 AMD APU,AMD理應會幫 sony 處理一大部分 GPU driver 的部分
換句話說,AMD應會把自己重大的成果,放進 PS裏面
The PlayStation 4 features two graphics APIs, a low level API named GNM and a high level API named GNMX. Most people start with the GNMX API which wraps around GNM and manages the more esoteric GPU details in a way that's a lot more familiar if users are used to platforms like Direct3D 11. The developers of The Crew put a lot of work into the move to the lower-level GNM, and in the process the tech team found out just how much work DirectX does in the background in terms of memory allocation and resource management.[7]
Another key area of the game is its programmable pixel shaders.[7] Sony's own PlayStation Shader Language (PSSL) was introduced on the PlayStation 4.[8] It has been suggested[by whom?] that the PlayStation Shader Language is very similar indeed to the HLSL standard in DirectX 11, with just subtle differences that were eliminated for the most part through preprocessor macros.[7]
The PlayStation 4 features two graphics APIs, a low level API named GNM and a high level API named GNMX.
Most people start with the GNMX API which wraps around GNM and manages the more esoteric GPU details in a way that's a lot more familiar if users are used to platforms like Direct3D 11.
GNMX是Wrapper,只是GNM的一層包裝而已。換句話說,GNMX可以想像成是官方用一層程式碼把超級複雜的GNM包起來,讓他變得比較像是D3D11而已。
至於PSSL跟HSSL的差別其實就只是高階語言上的差異,也不是啥重要的部分呀...反正到最後應該都會被變成AMD Intermediate Language吧。
然後要搞清楚一件事情:GNM比起D3D12/Vulkan/Metal/Mantle這一系列的低階API,還更低階了。在這種狀況下,根本就不需要再把那些API移植進來。高階部分有GNMX,想要性能就用GNM。(Driver本身為了GNM肯定就夠薄了)




























































































