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High-Level Shader Language

The High-Level Shader Language[1] or High-Level Shading Language[2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

A scene containing several different 2D HLSL shaders. Distortion of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. The square in the background has been transformed and rotated. The partial transparency and reflection of the water in the foreground are added by a shader applied finally to the entire scene.

HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently.[3] HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics.[citation needed]

HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss 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 normal, tangent, and bitangent 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 rasterization.

Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer.

D3D11.3 and D3D12 introduced Shader Model 5.1[4] and later 6.0.[5]

Shader model comparison Edit

GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline.

Pixel shader comparison Edit

Pixel shader version 1.0 to 1.3[6] 1.4[6] 2.0[6][7] 2.0a[6][7][8] 2.0b[6][7][9] 3.0[6][10] 4.0[11]
4.1[12]
5.0[13]
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 + 4 2 + 6 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 16×4096
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 Yes Yes Yes
Dynamic flow control No No No No No Yes (24) Yes (64)
Bitwise Operators No No No No No No Yes
Native Integers No No No No No No Yes
  • PS 1.0 — Unreleased 3dfx Rampage, DirectX 8
  • PS 1.1GeForce 3, DirectX 8
  • PS 1.23Dlabs Wildcat VP, DirectX 8.1
  • PS 1.3GeForce 4 Ti, DirectX 8.1
  • PS 1.4Radeon 8500-9250, Matrox Parhelia, DirectX 8.1
  • Shader Model 2.0Radeon 9500-9800/X300-X600, DirectX 9
  • Shader Model 2.0aGeForce FX/PCX-optimized model, DirectX 9.0a
  • Shader Model 2.0bRadeon X700-X850 shader model, DirectX 9.0b
  • Shader Model 3.0Radeon X1000 and GeForce 6, DirectX 9.0c
  • Shader Model 4.0Radeon HD 2000 and GeForce 8, DirectX 10
  • Shader Model 4.1Radeon HD 3000 and GeForce 200, DirectX 10.1
  • Shader Model 5.0Radeon HD 5000 and GeForce 400, DirectX 11
  • Shader Model 5.1GCN 1+, Fermi+, DirectX 12 (11_0+) with WDDM 2.0
  • Shader Model 6.0 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.1
  • Shader Model 6.1 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.3
  • Shader Model 6.2 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.4
  • Shader Model 6.3 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.5
  • Shader Model 6.4 — GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.6
  • Shader Model 6.5 — GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.7
  • Shader Model 6.6 — GCN 4+, Maxwell+, DirectX 12 (11_0+) with WDDM 3.0
  • Shader Model 6.7 — GCN 4+, Maxwell+, DirectX 12 (12_0+) with WDDM 3.1


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

Vertex shader comparison Edit

Vertex shader version VS 1.1[14] VS 2.0[7][14][8] VS 2.0a[7][14][8] VS 3.0[10][14] VS 4.0[11]
VS 4.1[12]
VS 5.0[13]
# of instruction slots 128 256 256 ≥ 512 ≥ 65536
Max # of instructions executed 128 1024 65536 65536 Unlimited
Instruction predication No No Yes Yes Yes
Temp registers 12 12 16 32 4096
# constant registers ≥ 96 ≥ 256 256 ≥ 256 16×4096
Static flow control No Yes Yes Yes Yes
Dynamic flow control No No Yes Yes Yes
Dynamic flow control depth 24 24 64
Vertex texture fetch No No No Yes Yes
# of texture samplers 4 128
Geometry instancing support No No No Yes Yes
Bitwise operators No No No No Yes
Native integers No No No No Yes

See also Edit

Footnotes Edit

  1. ^ "Writing HLSL Shaders in Direct3D 9". Microsoft Docs. Retrieved February 22, 2021.
  2. ^ "High-level shader language (HLSL)". Microsoft Docs. Retrieved February 22, 2021.
  3. ^ . August 24, 2012. Archived from the original on August 24, 2012.
  4. ^ "Shader Model 5.1 Objects". Microsoft Docs. Retrieved February 22, 2021.
  5. ^ "HLSL Shader Model 6.0". Microsoft Docs. Retrieved February 22, 2021.
  6. ^ a b c d e f "Pixel Shader Differences". Microsoft Docs. Retrieved February 22, 2021.
  7. ^ a b c d e Peeper, Craig; Mitchell, Jason L. (July 2003). "Introduction to the DirectX 9 High-Level Shader Language". Microsoft Docs. Retrieved February 22, 2021.
  8. ^ a b c Shimpi, Anand Lal. "NVIDIA Introduces GeForce FX (NV30)". AnandTech. Retrieved February 22, 2021.
  9. ^ Wilson, Derek. "ATI Radeon X800 Pro and XT Platinum Edition: R420 Arrives". AnandTech. Retrieved February 22, 2021.
  10. ^ a b Shader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
  11. ^ a b The Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
  12. ^ a b "Registers - ps_4_1". Microsoft Docs. Retrieved February 22, 2021.
  13. ^ a b "Registers - ps_5_0". Microsoft Docs. Retrieved February 22, 2021.
  14. ^ a b c d "Vertex Shader Differences". Microsoft Docs. Retrieved February 22, 2021.

External links Edit

  • Programming guide for HLSL at Microsoft Docs
  • , (ATI) AMD developer central
  • Riemer's HLSL Introduction & Tutorial (includes sample code)
  • HLSL Introduction
  • DirectX Intermediate Language (DXIL) specification

high, level, shader, language, high, level, shading, language, hlsl, proprietary, shading, language, developed, microsoft, direct3d, augment, shader, assembly, language, went, become, required, shading, language, unified, shader, model, direct3d, higher, scene. The High Level Shader Language 1 or High Level Shading Language 2 HLSL is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language and went on to become the required shading language for the unified shader model of Direct3D 10 and higher A scene containing several different 2D HLSL shaders Distortion of the statue is achieved purely physically while the texture of the rectangular frame beside it is based on color intensity The square in the background has been transformed and rotated The partial transparency and reflection of the water in the foreground are added by a shader applied finally to the entire scene HLSL is analogous to the GLSL shading language used with the OpenGL standard It is very similar to the Nvidia Cg shading language as it was developed alongside it Early versions of the two languages were considered identical only marketed differently 3 HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics citation needed HLSL programs come in six forms pixel shaders fragment in GLSL vertex shaders geometry shaders compute shaders tessellation shaders Hull and Domain shaders and ray tracing shaders Ray Generation Shaders Intersection Shaders Any Hit Closest Hit Miss 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 normal tangent and bitangent 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 rasterization Optionally an application using a Direct3D 10 11 12 interface and Direct3D 10 11 12 hardware may also specify a geometry shader This shader takes as its input some vertices of a primitive triangle line point and uses this data to generate degenerate or tessellate additional primitives or to change the type of primitives which are each then sent to the rasterizer D3D11 3 and D3D12 introduced Shader Model 5 1 4 and later 6 0 5 Contents 1 Shader model comparison 1 1 Pixel shader comparison 1 2 Vertex shader comparison 2 See also 3 Footnotes 4 External linksShader model comparison EditGPUs listed are the hardware that first supported the given specifications Manufacturers generally support all lower shader models through drivers Note that games may claim to require a certain DirectX version but don t necessarily require a GPU conforming to the full specification of that version as developers can use a higher DirectX API version to target lower Direct3D spec hardware for instance DirectX 9 exposes features of DirectX7 level hardware that DirectX7 did not targeting their fixed function T amp L pipeline Pixel shader comparison Edit Pixel shader version 1 0 to 1 3 6 1 4 6 2 0 6 7 2 0a 6 7 8 2 0b 6 7 9 3 0 6 10 4 0 11 4 1 12 5 0 13 Dependent texture limit 4 6 8 Unlimited 8 Unlimited UnlimitedTexture instruction limit 4 6 2 32 Unlimited Unlimited Unlimited UnlimitedPosition register No No No No No Yes YesInstruction slots 8 4 8 4 32 64 512 512 512 65536Executed instructions 8 4 6 2 8 2 32 64 512 512 65536 UnlimitedTexture indirections 4 4 4 Unlimited 4 Unlimited UnlimitedInterpolated registers 2 4 2 6 2 8 2 8 2 8 10 32Instruction predication No No No Yes No Yes NoIndex input registers No No No No No Yes YesTemp registers 2 6 12 to 32 22 32 32 4096Constant registers 8 8 32 32 32 224 16 4096Arbitrary swizzling No No No Yes No Yes YesGradient instructions No No No Yes No Yes YesLoop count register No No No No No Yes YesFace register 2 sided lighting No No No No Yes Yes YesDynamic flow control No No No No No Yes 24 Yes 64 Bitwise Operators No No No No No No YesNative Integers No No No No No No YesPS 1 0 Unreleased 3dfx Rampage DirectX 8 PS 1 1 GeForce 3 DirectX 8 PS 1 2 3Dlabs Wildcat VP DirectX 8 1 PS 1 3 GeForce 4 Ti DirectX 8 1 PS 1 4 Radeon 8500 9250 Matrox Parhelia DirectX 8 1 Shader Model 2 0 Radeon 9500 9800 X300 X600 DirectX 9 Shader Model 2 0a GeForce FX PCX optimized model DirectX 9 0a Shader Model 2 0b Radeon X700 X850 shader model DirectX 9 0b Shader Model 3 0 Radeon X1000 and GeForce 6 DirectX 9 0c Shader Model 4 0 Radeon HD 2000 and GeForce 8 DirectX 10 Shader Model 4 1 Radeon HD 3000 and GeForce 200 DirectX 10 1 Shader Model 5 0 Radeon HD 5000 and GeForce 400 DirectX 11 Shader Model 5 1 GCN 1 Fermi DirectX 12 11 0 with WDDM 2 0 Shader Model 6 0 GCN 1 Kepler DirectX 12 11 0 with WDDM 2 1 Shader Model 6 1 GCN 1 Kepler DirectX 12 11 0 with WDDM 2 3 Shader Model 6 2 GCN 1 Kepler DirectX 12 11 0 with WDDM 2 4 Shader Model 6 3 GCN 1 Kepler DirectX 12 11 0 with WDDM 2 5 Shader Model 6 4 GCN 1 Kepler Skylake DirectX 12 11 0 with WDDM 2 6 Shader Model 6 5 GCN 1 Kepler Skylake DirectX 12 11 0 with WDDM 2 7 Shader Model 6 6 GCN 4 Maxwell DirectX 12 11 0 with WDDM 3 0 Shader Model 6 7 GCN 4 Maxwell DirectX 12 12 0 with WDDM 3 1 32 64 for Executed Instructions means 32 texture instructions and 64 arithmetic instructions Vertex shader comparison Edit Vertex shader version VS 1 1 14 VS 2 0 7 14 8 VS 2 0a 7 14 8 VS 3 0 10 14 VS 4 0 11 VS 4 1 12 VS 5 0 13 of instruction slots 128 256 256 512 65536Max of instructions executed 128 1024 65536 65536 UnlimitedInstruction predication No No Yes Yes YesTemp registers 12 12 16 32 4096 constant registers 96 256 256 256 16 4096Static flow control No Yes Yes Yes YesDynamic flow control No No Yes Yes YesDynamic flow control depth 24 24 64Vertex texture fetch No No No Yes Yes of texture samplers 4 128Geometry instancing support No No No Yes YesBitwise operators No No No No YesNative integers No No No No YesSee also EditDirect3D DirectX DirectX RaytracingFootnotes Edit Writing HLSL Shaders in Direct3D 9 Microsoft Docs Retrieved February 22 2021 High level shader language HLSL Microsoft Docs Retrieved February 22 2021 Fusion Industries Cg and HLSL FAQ August 24 2012 Archived from the original on August 24 2012 Shader Model 5 1 Objects Microsoft Docs Retrieved February 22 2021 HLSL Shader Model 6 0 Microsoft Docs Retrieved February 22 2021 a b c d e f Pixel Shader Differences Microsoft Docs Retrieved February 22 2021 a b c d e Peeper Craig Mitchell Jason L July 2003 Introduction to the DirectX 9 High Level Shader Language Microsoft Docs Retrieved February 22 2021 a b c Shimpi Anand Lal NVIDIA Introduces GeForce FX NV30 AnandTech Retrieved February 22 2021 Wilson Derek ATI Radeon X800 Pro and XT Platinum Edition R420 Arrives AnandTech Retrieved February 22 2021 a b Shader Model 3 0 Ashu Rege NVIDIA Developer Technology Group 2004 a b The Direct3D 10 System David Blythe Microsoft Corporation 2006 a b Registers ps 4 1 Microsoft Docs Retrieved February 22 2021 a b Registers ps 5 0 Microsoft Docs Retrieved February 22 2021 a b c d Vertex Shader Differences Microsoft Docs Retrieved February 22 2021 External links EditProgramming guide for HLSL at Microsoft Docs Introduction to the DirectX 9 High Level Shading Language ATI AMD developer central Riemer s HLSL Introduction amp Tutorial includes sample code HLSL Introduction DirectX Intermediate Language DXIL specification Retrieved from https en wikipedia org w index php title High Level Shader Language amp oldid 1174482407, wikipedia, wiki, book, books, library,

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