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Fixed-function : ウィキペディア英語版
Fixed-function

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 GPUs 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.

OpenGL, OpenGL ES and DirectX (Direct3D) are all 3D graphics APIs that went through the transition from the fixed-function programming model to the shader-based programming model. Below is a table of when the transition from fixed-function to shaders was made:

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Fixed-function」の詳細全文を読む



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