High Level Shader Language

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The High Level Shader Language (HLSL) is a shader language developed by Microsoft for use with Direct3D, and is very similar to Cg.

HLSL allows writing complex graphical computations to be done on the graphics card quickly and efficiently, thus allowing complex effects while also decreasing the chance of programming errors compared to assembly shader programming.

Contents

[edit] Shader model comparison

[edit] Pixel shader comparison

  PS_2_0 PS_2_a PS_2_b PS_3_0 PS_4_0[1]
Dependent texture limit 4 No Limit 4 No Limit No Limit
Texture instruction limit 32 Unlimited Unlimited Unlimited Unlimited
Position register No No No Yes Yes
Instruction slots 32 + 64 512 512 ≥ 512 ≥ 65536
Executed instructions 32 + 64 512 512 ≥65536 Unlimited
Interpolated registers 2 + 8 2 + 8 2 + 8 10 32
Instruction predication No Yes No Yes Yes
Index input registers No No No Yes Yes
Temp registers 12 22 32 32 4096
Constant registers 32 32 32 224 16x4096
Arbitrary swizzling No Yes No Yes Yes
Gradient instructions No Yes No Yes Yes
Loop count register No No No Yes Yes
Face register (2-sided lighting) No No No Yes Yes
Dynamic flow control No No No 24 Yes
  • PS_2_0 = DirectX 9.0 original Shader Model 2 specification.
  • PS_2_a = NVIDIA GeForce FX-optimized model.
  • PS_2_b = 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."

[edit] Vertex shader comparison

  VS_2_0 VS_2_a VS_3_0 VS_4_0[1]
# of instruction slots 256 256 >=512 >=4096
Max # of instructions executed 65535 65535 >=65535 >=65536 (?)
Instruction Predication No Yes Yes Yes
Temp Registers 12 13 32 4096
# constant registers >=256 >=256 >=256 16x4096
Static Flow Control Yes Yes Yes Yes
Dynamic Flow Control No Yes Yes Yes
Dynamic Flow Control Depth No 24 24 Yes
Vertex Texture Fetch No No Yes Yes
# of texture samplers No No 4 128
Geometry Instancing Support No No Yes Yes
  • VS_2_0 = DirectX 9.0 original Shader Model 2 specification.
  • VS_2_a = NVIDIA GeForce FX-optimized model.
  • VS_3_0 = Shader Model 3.
  • VS_4_0 = Shader Model 4.

[edit] External links

[edit] Footnotes

  1. ^ a b The Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
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