High-level shader language

      The High-level shader language or High-level shading language (HLSL) is a proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API. It is analogous to the GLSL shading language used with the OpenGL standard. It is the same as the Nvidia Cg shading language, as it was developed alongside it.[1]

      HLSL programs come in three forms, vertex shaders, geometry shaders, and pixel (or fragment) shaders. A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's tangent, binormal and normal vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterisation. Each of these pixels comes through the pixel shader, whereby the resultant screen colour is calculated.

      Optionally, an application using a Direct3D 10 interface and Direct3D 10 hardware may also specify a geometry shader. This shader takes as its input the three vertices of a triangle and uses this data to generate (or tessellate) additional triangles, which are each then sent to the rasterizer.

      Shader model comparison

      Pixel shader comparison

      Pixel shader version 1.0 to 1.3[2] 1.4[2] 2.0[2][3] 2.0a[2][3] 2.0b[2][3] 3.0[2][4] 4.0[5]
      Dependent texture limit 4 6 8 Unlimited 8 Unlimited Unlimited
      Texture instruction limit 4 6*2 32 Unlimited Unlimited Unlimited Unlimited
      Position register No No No No No Yes Yes
      Instruction slots 8+4 8+4 32 + 64 512 512 ≥ 512 ≥ 65536
      Executed instructions 8+4 6*2+8*2 32 + 64 512 512 65536 Unlimited
      Texture indirections 4 4 4 Unlimited 4 Unlimited Unlimited
      Interpolated registers 2 + 8 2 + 8 2 + 8 2 + 8 2 + 8 10 32
      Instruction predication No No No Yes No Yes No
      Index input registers No No No No No Yes Yes
      Temp registers 2 6 12 to 32 22 32 32 4096
      Constant registers 8 8 32 32 32 224 16x4096
      Arbitrary swizzling No No No Yes No Yes Yes
      Gradient instructions No No No Yes No Yes Yes
      Loop count register No No No No No Yes Yes
      Face register (2-sided lighting) No No No No No Yes Yes
      Dynamic flow control No No No No No 24 Yes
      Bitwise Operators No No No No No No Yes
      Native Integers No No No No No No Yes
      • PS 2.0 = DirectX 9.0 original Shader Model 2 specification.
      • PS 2.0a = NVIDIA GeForce FX-optimized model.
      • PS 2.0b = ATI Radeon X700, X800, X850 shader model, DirectX 9.0b.
      • PS 3.0 = Shader Model 3.
      • PS 4.0 = Shader Model 4.

      "32 + 64" for Executed Instructions means "32 texture instructions and 64 arithmetic instructions."

      Vertex shader comparison

      Vertex shader version VS 1.1[6] VS 2.0[3][6] VS 2.0a[3][6] VS 3.0[4][6] VS 4.0[5]
      # of instruction slots 128 256 256 ≥ 512 4096
      Max # of instructions executed Unknown 65536 65536 65536 65536
      Instruction predication No No Yes Yes Yes
      Temp registers 12 12 13 32 4096
      # constant registers ≥ 96 ≥ 256 ≥ 256 ≥ 256 16x4096
      Static flow control  ??? Yes Yes Yes Yes
      Dynamic flow control No No Yes Yes Yes
      Dynamic flow control depth No No 24 24 Yes
      Vertex texture fetch No No No Yes Yes
      # of texture samplers N/A N/A N/A 4 128
      Geometry instancing support No No No Yes Yes
      Bitwise operators No No No No Yes
      Native integers No No No No Yes
      • VS 2.0 = DirectX 9.0 original Shader Model specification.
      • VS 2.0a = NVIDIA GeForce FX-optimized model.
      • VS 3.0 = Shader Model 3.
        • Note that ATI X1000 series cards (e.g. X1900) does not support Vertex Texture Fetch, hence it does not fully comply with the VS 3.0 model. Instead, they offer a feature called "Render to Vertex Buffer (R2VB)" that provides functionality that is a superset of Vertex Texture Fetch.[citation needed]
      • VS 4.0 = Shader Model 4.
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      Footnotes

      1. ^ Fusion Industries :: Cg and HLSL FAQ ::
      2. ^ a b c d e f "Pixel Shader Differences". msdn.microsoft.com. 2011-02-08. 
      3. ^ a b c d e Peeper, Craig (2004-03-15). "Microsoft DirectX High Level Shader Language (HLSL)" (PPT). microsoft.com. pp. 5–8,24–25. 
      4. ^ a b Shader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
      5. ^ a b The Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
      6. ^ a b c d "Vertex Shader Differences". msdn.microsoft.com. 2011-02-08. 
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      Last modified on 19 May 2013, at 13:41