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ABB 5751017-L DSTC 456 Voltage input module

ABB 5751017-L DSTC 456 Voltage input module

ABB 5751017-L DSTC 456 Voltage input module

Global data share is similar to LDS, but is a single memory accessible by all waves on the GPU. Global Data share uses the same instruction format as local data share (indexed operations only – no interpolation or direct reads). Instructions increment the LGKM_cnt for all reads, writes and atomics, and decrement LGKM_cnt when the instruction completes.The export instruction copies pixel or vertex shader data from VGPRs into a dedicated output buffer. 

The export instruction outputs the following types of data. 

• Vertex Position 

• Vertex Parameter 

• Pixel color 

• Pixel depth (Z) 

• Primitive Data

Pixel Shader Exports

 Export instructions copy color data to the MRTs. Data has up to four components (R, G, B, A). Optionally, export instructions also output depth (Z) data. Every pixel shader must have at least one export instruction. The last export instruction executed must have the DONE bit set to one. The EXEC mask is applied to all exports. Only pixels with the corresponding EXEC bit set to 1 export data to the output buffer. Results from multiple exports are accumulated in the output buffer. At least one export must have the VM bit set to 1. This export, in addition to copying data to the color or depth output buffer, also informs the color buffer which pixels are valid and which have been discarded. The value of the EXEC mask communicates the pixel valid mask. If multiple exports are sent with VM set to 1, the mask from the final export is used. If the shader program wants to only update the valid mask but not send any new data, the program can do an export to the NULL target.

Vertex Shader Exports 

The vertex shader uses export instructions to output vertex position data and vertex parameter data to the output buffer. This data is passed on to subsequent pixel shaders. Every vertex shader must output at least one position vector (x, y, z; w is optional) to the POS0 target. The last position export must have the DONE bit set to 1. A vertex shader can export zero or more parameters. For improved performance, it is recommended to output all position data as early as possible in the vertex shader

                                        

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