High-Level Shader Language Explained

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. 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.

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

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

Pixel shader version1.01.11.21.3[6] 1.4 2.0[7] 2.0a[8] 2.0b[9] 3.0[10] 4.0[11] 4.1[12] 5.0[13]
Dependent texture limit44 46 8 Unlimited 8 Unlimited Unlimited
Texture instruction limit44 46 * 2 32 Unlimited Unlimited Unlimited Unlimited
Arithmetic instruction limit8888 * 264UnlimitedUnlimitedUnlimitedUnlimited
Position register
Instruction slots88 + 4 8 + 4(8 + 6) * 2 64 + 32 512 512 ≥ 512 ≥ 65536
Executed instructions88 + 4 8 + 4(8 + 6) * 2 64 + 32 512 512 65536 Unlimited
Texture indirections44 44 4 Unlimited 4 Unlimited Unlimited
Interpolated registers2 + 42 + 4 2 + 42 + 6 2 + 8 2 + 8 2 + 8 10 32
Instruction predication
Index input registers
Temp registers22 + 4 3 + 46 12 to 32 22 32 32 4096
Constant registers88 88 32 32 32 224 16×4096
Arbitrary swizzling
Gradient instructions
Loop count register
Face register (2-sided lighting)
Dynamic flow control (24) (64)
Bitwise Operators
Native Integers

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

Vertex shader comparison

Vertex shader version1.01.1[14] !2.0 2.0a 3.0 4.0
4.1
5.0
  1. of instruction slots
128128 256 256 ≥ 512 ≥ 65536
Max # of instructions executed128128 1024 65536 65536 Unlimited
Instruction predication
Temp registers1212 12 16 32 4096
  1. constant registers
≥ 96≥ 96 ≥ 256 256 ≥ 256 16×4096
Address register
Static flow control
Dynamic flow control
Dynamic flow control depth24 24 64
Vertex texture fetch
  1. of texture samplers
4 128
Geometry instancing support
Bitwise operators
Native integers

See also

External links

Notes and References

  1. Web site: Writing HLSL Shaders in Direct3D 9 . . February 22, 2021.
  2. Web site: High-level shader language (HLSL) . . February 22, 2021.
  3. Web site: Fusion Industries :: Cg and HLSL FAQ ::. https://web.archive.org/web/20120824051248/http://www.fusionindustries.com/default.asp?page=cg-hlsl-faq. dead. August 24, 2012. August 24, 2012.
  4. Web site: Shader Model 5.1 Objects . . February 22, 2021.
  5. Web site: HLSL Shader Model 6.0 . . February 22, 2021.
  6. Web site: Pixel Shader Differences . . February 22, 2021.
  7. Web site: Introduction to the DirectX 9 High-Level Shader Language . Peeper . Craig . Mitchell . Jason L. . July 2003 . . February 22, 2021.
  8. Web site: NVIDIA Introduces GeForce FX (NV30) . Shimpi . Anand Lal . Anand Lal Shimpi . . February 22, 2021.
  9. Web site: ATI Radeon X800 Pro and XT Platinum Edition: R420 Arrives . Derek . Wilson . . February 22, 2021.
  10. Shader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
  11. The Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
  12. Web site: Registers - ps_4_1 . . February 22, 2021.
  13. Web site: Registers - ps_5_0 . . February 22, 2021.
  14. Web site: Vertex Shader Differences . . February 22, 2021.