Master Member
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universal shader unit:
過去, 紋理(Texture)跟像素(Pixel) 的運算是分開的, 常常會有一種處理單元滿載, 另一個卻是閒置.
現在則是以Unified shader 架構取代, 一個處理單元可以同時處理兩種運算, 有效利用顯示卡資源.
所以現在稱之為 Universal shader(通用著色單元), 又稱為 Stream processor (流處理器)
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