High-Level Shading 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.
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.[3] HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2d and 3d computer graphics.
HLSL programs come in five forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders and tessellation shaders (Hull and Domain 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 10/11/12 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]
Shader model comparison
Pixel shader comparison
Pixel shader version | 1.0 to 1.3[5] | 1.4[5] | 2.0[5][6] | 2.0a[5][6][7] | 2.0b[5][6][8] | 3.0[5][9] | 4.0[10] 4.1[11] 5.0[12] |
---|---|---|---|---|---|---|---|
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 | 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 | 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/PCX-optimized model, DirectX 9.0a.
- PS 2.0b = ATI Radeon X700, X800, X850, FireGL X3-256, V5000, V5100 and V7100 shader model, DirectX 9.0b.
- PS 3.0 = Shader Model 3.0, DirectX 9.0c.
- PS 4.0 = Shader Model 4.0, DirectX 10.
- PS 4.1 = Shader Model 4.1, DirectX 10.1.
- PS 5.0 = Shader Model 5.0, DirectX 11.
"32 + 64" for Executed Instructions means "32 texture instructions and 64 arithmetic instructions."
Vertex shader comparison
Vertex shader version | VS 1.1[13] | VS 2.0[6][13][14] | VS 2.0a[6][13][14] | VS 3.0[9][13] | VS 4.0[10] VS 4.1[15] VS 5.0[12] |
---|---|---|---|---|---|
# of instruction slots | 128 | 256 | 256 | ≥ 512 | 4096 |
Max # of instructions executed | 128 | 1024 | 65536 | 65536 | 65536 |
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 | 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 2 specification.
- VS 2.0a = NVIDIA GeForce FX/PCX-optimized model, DirectX 9.0a.
- VS 3.0 = Shader Model 3.0, DirectX 9.0c.
- VS 4.0 = Shader Model 4.0, DirectX 10.
- VS 4.1 = Shader Model 4.1, DirectX 10.1.
- VS 5.0 = Shader Model 5.0, DirectX 11.
See also
Footnotes
- ↑ Writing HLSL Shaders in Direct3D 9 (Windows)
- ↑ "HLSL". MSDN. Microsoft. Retrieved 5 January 2015.
- ↑ Fusion Industries :: Cg and HLSL FAQ ::
- ↑ https://msdn.microsoft.com/en-us/library/windows/desktop/dn933278(v=vs.85).aspx
- 1 2 3 4 5 6 "Pixel Shader Differences". msdn.microsoft.com. 2011-02-08.
- 1 2 3 4 5 Peeper, Craig (2004-03-15). "Microsoft DirectX High Level Shader Language (HLSL)" (PPT). microsoft.com. pp. 5–8, 24–25.
- ↑ http://anandtech.com/show/1034/4
- ↑ http://anandtech.com/show/1314/4
- 1 2 Shader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
- 1 2 The Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
- ↑ https://msdn.microsoft.com/en-us/library/windows/desktop/ff471379(v=vs.85).aspx
- 1 2 https://msdn.microsoft.com/en-us/library/windows/desktop/hh447212(v=vs.85).aspx
- 1 2 3 4 "Vertex Shader Differences". msdn.microsoft.com. 2011-02-08.
- 1 2 http://anandtech.com/show/1034/3
- ↑ https://msdn.microsoft.com/en-us/library/windows/desktop/ff471381(v=vs.85).aspx
External links
- Programming Guide for HLSL, from Microsoft
- Introduction to the DirectX 9 High Level Shading Language, (ATI) AMD developer central
- Riemer's HLSL Introduction & Tutorial (includes sample code)
- HLSL Introduction