SwiftShader 3.0 PC Download can help you run video games without graphics easily. On your old PC, you can easily experience very new and advanced video games. The process will also be simple. You will only have to download this software. And follow the process below. After that, you will be able to easily play any game you want too.
What is SwiftShader 3.0?
I downloaded a pc game (burnout paradise) but it didnt play in my dell inspiron laptop (spec; pentium(R) dual-core cpu t4500 @ 2.30ghz, 3gig ram). So i heard about swiftshader 3.0, i checked it out and the game is still not playing. It will only load a little bit and then stop. Its really frustrating not being able to run this game. So i'do appreciate any suggestions or solutions. Super Easy Fix! This error is graphics related. Make sure your graphics card has a minimum of 2 GB VRAM. And atleast DX10 support. Links to Grapics drivers.
For all of those peoples who can not afford to buy a new PC. And they want to enjoy new games on their old system. So, there is no choice left for them. What is available for them nothing. So, if you are also suffering from the old PC and you can not get a new one. But you want to play new video games with zero lag. Then SwiftShader will help you play every game easily. Your lagging problem will get to an end with a simple and easy solution.
Overview of SwiftShader 3.0
You can make your old PC new againby just using this free software. It is available only in a few KBs. Which means that you can download and use it easily. And it will not take too much of your internet connection. So, you can use this file on almost every OS these days. Both 32 Bit and 64 Bit system support is available. which means that you will have to choose your system wisely. If you will choose the different OS then the file will not work. Be careful while you are getting it between these two versions. You should choose carefully. There are a lot of other advantages that you will get after using SwiftShader 3.0. We are going to discuss all of the remaining features below. And also will have a close look at few important features too below.
Shader Model 3.0 Indir
SwiftShader 3.0 screenshot
Easily anyone can have unlimited fun with this free tool. No matter how large the game is you can still make that game run on your system. It has great support for games like GTA5, Watchdogs, Battlefield and many more. These were the list of the few games. But you can use it on any game you want too. Only you will have to do is that just get the file and start using it on your games. You will not be disappointed by the performance of your system. Also, if you are using a High-End CPU. And you don’t plan to use it. Here is the advice for you. In this case, you should also use SwiftShader 3.0. Because it can make your system work more good and efficient. Anyone can use it to get the maximum performance out of there system and can make there gaming well.
Download: Link
Features of SwiftShader 3.0
- Play anyvideo game on your old PC for free.
- Make your Old PC new again.
- You can make your gaming experience the next level in one click.
- Play any game you want too.
- It also has custom support too for a few games.
- Also, you can use it on any OS you want.
- It also supports Both 32 Bit and 64 Bitsystems too.
- Only in One MB file, you can make your systemexperience good.
- Free tool for 3D rendering support.
- Few simple clicks and make your gaming experience out of thisworld.
- Games which are lagging with the help of it youcan make them work fine.
- If you have a High-end CPU then you can alsouse this on them. And it will make your gaming experience moregood on them.
- Everything in a game will become more good with SwiftShader 3.0.
- Get the maximum performance out of your systemwith the help of one file.
- There is also a lot more that you can do with the help of thissoftware.
How to install SwiftShader 3.0?
- Download it from the links given below.
- Extract the file.
- Go to the folder and copy the file.
- With the name d3d9.dll.
- And copy it to the game installation directory.
- Paste it there.
- After that, you will be able to see the difference in your game.
Pros and Cons
Pros
- Make your gaming experience next level.
- Very few MBS to download the file.
- Can make any Video game good.
- If ant game is lagging then it can end them.
- You can use it on any game you want.
Cons
- A logo will appear of the software name while you are playing a game.
System Requirements
- RAM: 1GB minimum.
- CPU: 1GHz or faster.
- HDD: 10MB free is enough.
Conclusion
If you are suffering from low-quality CPU. And you want to make your gaming experience good without buying a new CPU. Then you can easily use the SwiftShader 3.0. And it can make any game work smoothly on your system. Only in a few seconds, you will be playing all the games on your system without lagging and even more.
GM Boss
SwiftShader
5
-->Vertex shaders and pixel shaders are simplified considerably from earlier shader versions. If you are implementing shaders in hardware, you may not use vs_3_0 or ps_3_0 with any other shader versions, and you may not use either shader type with the fixed function pipeline. These changes make it possible to simplify drivers and the runtime. The only exception is that software-only vs_3_0 shaders may be used with any pixel shader version. In addition, if you are using a software-only vs_3_0 shader with a previous pixel shader version, the vertex shader can only use output semantics that are compatible with flexible vertex format (FVF) codes.
The semantics used on vertex shader outputs must be used on pixel shader inputs. The semantics are used to map the vertex shader outputs to the pixel shader inputs, similar to the way the vertex declaration is mapped to the vertex shader input registers and previous shader models. See Match Semantics on vs 3.0 and ps 3.0 Shaders.
Additional wrap mode render states have been added to cover the possibility of additional texture coordinates in this new scheme. Attributes with D3DDECLUSAGE_TEXCOORD and usage index from 0 to 15 are interpolated in wrap mode when the corresponding D3DRS_WRAP* is set.
Vertex Shader Model 3 Features
The vertex shader output register types have been collapsed into twelve registers (see Output Registers). Each register that is used needs to be declared using the dcl instruction and a semantic (for example, dcl_color0 o0.xyzw).
The 3_0 vertex shader model (vs_3_0) expands on the features of vs_2_0 with more powerful register indexing, a set of simplified output registers, the ability to sample a texture in a vertex shader, and the ability to control the rate at which shader inputs are initialized.
Index Any Register
All registers( Input Register and Output Registers) can be indexed using Loop Counter Register (only constant registers could be indexed in earlier versions.)
You must declare input and output registers before indexing them. However, you may not index any output register that has been declared with a position or point size semantic. In fact, if indexing is used the position and psize semantics have to be declared in the o0 and o1 registers respectively.
You are only allowed to index a continuous range of registers; that is, you cannot index across registers that have not been declared. While this restriction may be inconvenient, it permits hardware optimization to take place. Attempting to index across non-contiguous registers will produce undefined results. Shader validation does not enforce this restriction.
Simplify Output Registers
All the various types of output registers have been collapsed into twelve output registers: 1 for position, 2 for color, 8 for texture, and 1 for fog or point size. These registers will interpolate any data they contain for the pixel shader. Output register declarations are required and semantics are assigned to each register.
The registers can be broken down as follows:
- At least one register must be declared as a four-component position register. This is the only vertex shader register that is required.
- The first ten registers consumed by a shader may use up to four components (xyzw) maximum.
- The last (or twelfth) register may only contain a scalar (such as point size).
For a listing of the registers, see Registers - vs_3_0.
Texture Sample in a Vertex Shader
Vertex shader 3_0 supports texture lookup in the vertex shader using texldl - vs.
Pixel Shader Model 3 Features
The pixel shader color and texture registers have been collapsed into ten input registers (see Input Register Types). The Face Register is a floating point scalar register. Only the sign of this register is valid. If the sign is negative the primitive is a back face. This can be used inside a pixel shader to achieve two-sided lighting, for instance. The Position Register references the current (x,y) pixels.
The shader constant registers can be set using:
Match Semantics on vs_3_0 and ps_3_0 Shaders
There are some restrictions on semantic usage with vs_3_0 and ps_3_0. In general, you need to be careful when using a semantic for a shader input that matches a semantic used on a shader output.
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For instance, this pixel shader packs multiple names into one register:
Each register has a different semantic. Notice that you can also name v0.x and v0.yz with different (multiple) semantics because of the use of the write mask.
Given the pixel shader, the following vs_3_0 shader cannot be paired with it:
These two shaders conflict with their use of the D3DDECLUSAGE_TEXCOORD0 And D3DDECLUSAGE_TEXCOORD1 semantics.
Rewrite the vertex shader like this to avoid the semantic collision:
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Similarly, a semantic name declared on different input registers in the pixel shader (v0 and v1 in the pixel shader) cannot be used in a single output register in this vertex shader. For instance, this vertex shader cannot be paired with the pixel shader because D3DDECLUSAGE_TEXCOORD1 is used for both pixel shader input registers (v0, v1) and the vertex shader output register o3.
On the other hand, this vertex shader cannot be paired with the pixel shader because the output mask for a parameter with a given semantic does not provide the data that is requested by the pixel shader:
This vertex shader does not provide an output with one of the semantic names requested by the pixel shader, so the shader pairing is invalid:
Fog, Depth, and Shading Mode Changes
When D3DRS_SHADEMODE is set for flat shading during clipping and triangle rasterization, attributes with D3DDECLUSAGE_COLOR are interpolated as flat shaded. If any components of a register are declared with a color semantic but other components of the same register are given different semantics, flat shading interpolation (linear vs. flat) will be undefined on the components in that register without a color semantic.
If fog rendering is desired, vs_3_0 and ps_3_0 shaders must implement fog. No fog calculations are done outside of the shaders. There is no fog register in vs_3_0, and additional semantics D3DDECLUSAGE_FOG (for fog blend factor computed per vertex) and D3DDECLUSAGE_DEPTH (for passing in a depth value to the pixel shader to compute the fog blend factor) have been added.
Texture stage state D3DTSS_TEXCOORDINDEX is ignored when using pixel shader 3.0.
The following values have been added to accommodate these changes:
Floating Point and Integer Conversions
Floating point math happens at different precision and ranges (16-bit, 24-bit, and 32-bit) in different parts of the pipeline. A value greater than the dynamic range of the pipeline that enters that pipeline (for example, a 32-bit float texture map is sampled into a 24-bit float pipeline in ps_2_0) creates an undefined result. For predictable behavior, you should clamp such a value to the dynamic range maximum.
Conversion from a floating point value to an integer happens in several places such as:
- When encountering a mova - vs instruction.
- During texture addressing.
- When writing out to a non-floating point render target.
Specifying Full or Partial Precision
Both ps_3_0 and ps_2_x provide support for two levels of precision:
ps_3_0 | ps_2_0 | Precision | Value |
x | Full | fp32 or higher | |
x | Partial precision | fp16=s10e5 | |
x | x | Full | fp24=s16e7 or higher |
x | x | Partial precision | fp16=s10e5 |
ps_3_0 supports more precision than ps_2_0 does. By default, all operations occur at the full precision level.
Partial precision (see Pixel Shader Register Modifiers) is requested by adding the _pp modifier to shader code (provided that the underlying implementation supports it). Implementations are always free to ignore the modifier and perform the affected operations in full precision.
The _pp modifier can occur in two contexts:
- On a texture coordinate declaration to pass partial-precision texture coordinates to the pixel shader. This could be used when texture coordinates relay color data to the pixel shader, which may be faster with partial precision than with full precision in some implementations.
- On any instruction to request the use of partial precision, including texture load instructions. This indicates that the implementation is allowed to execute the instruction with partial precision and store a partial-precision result. In the absence of an explicit modifier, the instruction must be performed at full precision (regardless of the precision of the input operands).
An application might deliberately choose to trade off precision for performance. There are several kinds of shader input data which are natural candidates for partial precision processing:
- Color iterators are well represented by partial-precision values.
- Texture values from most formats can be accurately represented by partial-precision values (values sampled from 32-bit, floating-point format textures are an obvious exception).
- Constants may be represented by partial-precision representation as appropriate to the shader.
In all these cases the developer may choose to specify partial precision to process the data, knowing that no input data precision is lost. In some cases, a shader may require that the internal steps of a calculation be performed at full precision even when input and final output values do not have more than partial precision.
Software Vertex and Pixel Shaders
Software implementations (run-time and reference for vertex shaders and reference for pixel shaders) of version 2_0 shaders and above have some validation relaxed. This is useful for debugging and prototyping purposes. The application indicates to the runtime/assembler that it needs some of the validation relaxed using the _sw flag in the assembler (for example, vs_2_sw). A software shader will not work with hardware.
vs_2_sw is a relaxation to the maximum caps of vs_2_x; similarly, ps_2_sw is a relaxation to the maximum caps of ps_2_x. Specifically, the following validations are relaxed:
Shader Model | Resource | Limit |
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_sw | Instruction Counts | Unlimited |
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_sw | Float Constant Registers | 8192 |
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_sw | Integer Constant Registers | 2048 |
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_sw | Boolean Constant Registers | 2048 |
ps_2_sw | Dependent-read depth | Unlimited |
vs_2_sw | flow control instructions and labels | Unlimited |
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_sw | Loop start/step/counts | Iteration start and iteration step size for rep and loop instructions are 32-bit signed integers. Count can be up to MAX_INT/64. |
vs_2_sw, vs_3_sw, ps_2_sw, ps_3_sw | Port limits | Port limits for all register files are relaxed. |
vs_3_sw | Number of interpolators | 16 output registers in vs_3_sw. |
ps_3_sw | Number of interpolators | 14(16-2) input registers for ps_3_sw. |