fbpx
维基百科

高级着色器语言

高级着色器语言(即 HLSL,缩写自 High Level Shader Language[1]High-Level Shading Language[2]),是由微軟擁有及開發的一種着色器語言,最初的开发是为了辅助 Direct3D 9 的着色器汇编语言,后成为 Direct3D 10 以来统一着色器模型英语Unified Shader Model所必须的语言。

HLSL只能供微軟的Direct3D以及XNA使用。HLSL是GLSL的先辈,不能與OpenGL標準兼容。它跟NvidiaCg非常相似,是因为两个开发者曾经紧密合作。[3]

HLSL的主要作用為將一些複雜的圖像處理,快速而又有效率地在顯示卡上完成,與組合式或低階Shader Language相比,能降低在編寫複雜特殊效果時所發生編程錯誤的機會。

Shader model 比較 编辑

Pixel shader 比較 编辑

Pixel shader 版本 1.0 to 1.3[4] 1.4[4] 2.0[4][5] 2.0a[4][5] 2.0b[4][5] 3.0[4][6] 4.0[7] 4.1[8] 5.0[9]
Dependent texture limit 4 6 8 Unlimited 8 Unlimited Unlimited Unlimited Unlimited
Texture instruction limit 4 6*2 32 Unlimited Unlimited Unlimited Unlimited Unlimited Unlimited
Position register No No No No No Yes Yes Yes Yes
Instruction slots 8+4 8+4 32 + 64 512 512 ≥ 512 ≥ 65536 ≥ 65536 ≥ 65536
Executed instructions 8+4 6*2+8*2 32 + 64 512 512 65536 Unlimited Unlimited Unlimited
Texture indirections 4 4 4 Unlimited 4 Unlimited Unlimited Unlimited Unlimited
Interpolated registers 2 + 8 2 + 8 2 + 8 2 + 8 2 + 8 10 32 32 32
Instruction predication No No No Yes No Yes No No No
Index input registers No No No No No Yes Yes Yes Yes
Temp registers 2 6 12 to 32 22 32 32 4096 4096 4096
Constant registers 8 8 32 32 32 224 16x4096 16x4096 16x4096
Arbitrary swizzling No No No Yes No Yes Yes Yes Yes
Gradient instructions No No No Yes No Yes Yes Yes Yes
Loop count register No No No No No Yes Yes Yes Yes
Face register (2-sided lighting) No No No No No Yes Yes Yes Yes
Dynamic flow control No No No No No 24 Yes Yes Yes
Bitwise Operators No No No No No No Yes Yes Yes
Native Integers No No No No No No Yes Yes 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 3.0.
  • PS 4.0 = Shader Model 4.0.
  • PS 4.1 = Shader Model 4.1.
  • PS 5.0 = Shader Model 5.0.

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


Vertex shader 比較 编辑

Vertex shader 版本 VS 1.1[10] VS 2.0[5][10] VS 2.0a[5][10] VS 3.0[6][10] VS 4.0[7] VS 4.1[11] VS 5.0[9]
# of instruction slots 128 256 256 ≥ 512 4096 4096 4096
Max # of instructions executed Unknown 65536 65536 65536 65536 65536 65536
Instruction predication No No Yes Yes Yes Yes Yes
Temp registers 12 12 13 32 4096 4096 4096
# constant registers ≥ 96 ≥ 256 ≥ 256 ≥ 256 16x4096 16x4096 16x4096
Static flow control ??? Yes Yes Yes Yes Yes Yes
Dynamic flow control No No Yes Yes Yes Yes Yes
Dynamic flow control depth No No 24 24 Yes Yes Yes
Vertex texture fetch No No No Yes Yes Yes Yes
# of texture samplers N/A N/A N/A 4 128 128 128
Geometry instancing support No No No Yes Yes Yes Yes
Bitwise operators No No No No Yes Yes Yes
Native integers No No No No Yes Yes Yes
  • VS 2.0 = DirectX 9.0 original Shader Model 2 specification.
  • VS 2.0a = NVIDIA GeForce FX-optimized model.
  • VS 3.0 = Shader Model 3.0.
    • 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.[12]
  • VS 4.0 = Shader Model 4.0.
  • VS 4.1 = Shader Model 4.1.
  • VS 5.0 = Shader Model 5.0.

範例 编辑

灰階貼圖用
  • 灰階值 = 0.3 x 紅 + 0.59 x 綠 + 0.11 x 藍
sampler2D Texture0; float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR {  float4 _inColor = tex2D( Texture0, texCoord );  float gray = 0.3*_inColor.x + 0.59*_inColor.y + 0.11*_inColor.z;  float4 _outColor = float4(gray, gray, gray, 1.0);    return _outColor; } 

注釋 编辑

  1. ^ Writing HLSL Shaders in Direct3D 9 (Windows). msdn.microsoft.com. [2018-06-25]. (原始内容于2018-06-25). 
  2. ^ HLSL. MSDN. Microsoft. [5 January 2015]. (原始内容于2018-06-25). 
  3. ^ . 24 August 2012. (原始内容存档于24 August 2012). 
  4. ^ 4.0 4.1 4.2 4.3 4.4 4.5 Pixel Shader Differences. msdn.microsoft.com. 2011-02-08 [2014-08-28]. (原始内容于2013-03-16). 
  5. ^ 5.0 5.1 5.2 5.3 5.4 Peeper, Craig. Microsoft DirectX High Level Shader Language (HLSL) (PPT). microsoft.com: 5–8, 24–25. 2004-03-15. [永久失效連結]
  6. ^ 6.0 6.1 Shader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
  7. ^ 7.0 7.1 The Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
  8. ^ 存档副本. [2014-08-28]. (原始内容于2015-12-01). 
  9. ^ 9.0 9.1 存档副本. [2014-08-28]. (原始内容于2013-09-09). 
  10. ^ 10.0 10.1 10.2 10.3 Vertex Shader Differences. msdn.microsoft.com. 2011-02-08 [2014-08-28]. (原始内容于2013-03-14). 
  11. ^ 存档副本. [2014-08-28]. (原始内容于2014-05-16). 
  12. ^ Radeon X1000 series lacks vertex texture fetch[1] (页面存档备份,存于互联网档案馆

外部連結 编辑

  • Introduction to the DirectX 9 High-Level Shader Language (页面存档备份,存于互联网档案馆) (MSDN Library)
  • HLSL Introduction (页面存档备份,存于互联网档案馆
  • Shader Model Comparison at Beyond3D (页面存档备份,存于互联网档案馆
  • Riemer's HLSL Introduction & Tutorial with lots of sample code (页面存档备份,存于互联网档案馆

高级着色器语言, hlsl, 缩写自, high, level, shader, language, high, level, shading, language, 是由微軟擁有及開發的一種着色器語言, 最初的开发是为了辅助, direct3d, 的着色器汇编语言, 后成为, direct3d, 以来统一着色器模型, 英语, unified, shader, model, 所必须的语言, hlsl只能供微軟的direct3d以及xna使用, hlsl是glsl的先辈, 不能與opengl標準兼容, 它跟nvidia. 高级着色器语言 即 HLSL 缩写自 High Level Shader Language 1 或 High Level Shading Language 2 是由微軟擁有及開發的一種着色器語言 最初的开发是为了辅助 Direct3D 9 的着色器汇编语言 后成为 Direct3D 10 以来统一着色器模型 英语 Unified Shader Model 所必须的语言 HLSL只能供微軟的Direct3D以及XNA使用 HLSL是GLSL的先辈 不能與OpenGL標準兼容 它跟Nvidia的Cg非常相似 是因为两个开发者曾经紧密合作 3 HLSL的主要作用為將一些複雜的圖像處理 快速而又有效率地在顯示卡上完成 與組合式或低階Shader Language相比 能降低在編寫複雜特殊效果時所發生編程錯誤的機會 目录 1 Shader model 比較 1 1 Pixel shader 比較 1 2 Vertex shader 比較 2 範例 3 注釋 4 外部連結Shader model 比較 编辑Pixel shader 比較 编辑 Pixel shader 版本 1 0 to 1 3 4 1 4 4 2 0 4 5 2 0a 4 5 2 0b 4 5 3 0 4 6 4 0 7 4 1 8 5 0 9 Dependent texture limit 4 6 8 Unlimited 8 Unlimited Unlimited Unlimited UnlimitedTexture instruction limit 4 6 2 32 Unlimited Unlimited Unlimited Unlimited Unlimited UnlimitedPosition register No No No No No Yes Yes Yes YesInstruction slots 8 4 8 4 32 64 512 512 512 65536 65536 65536Executed instructions 8 4 6 2 8 2 32 64 512 512 65536 Unlimited Unlimited UnlimitedTexture indirections 4 4 4 Unlimited 4 Unlimited Unlimited Unlimited UnlimitedInterpolated registers 2 8 2 8 2 8 2 8 2 8 10 32 32 32Instruction predication No No No Yes No Yes No No NoIndex input registers No No No No No Yes Yes Yes YesTemp registers 2 6 12 to 32 22 32 32 4096 4096 4096Constant registers 8 8 32 32 32 224 16x4096 16x4096 16x4096Arbitrary swizzling No No No Yes No Yes Yes Yes YesGradient instructions No No No Yes No Yes Yes Yes YesLoop count register No No No No No Yes Yes Yes YesFace register 2 sided lighting No No No No No Yes Yes Yes YesDynamic flow control No No No No No 24 Yes Yes YesBitwise Operators No No No No No No Yes Yes YesNative Integers No No No No No No Yes Yes YesPS 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 0 PS 4 0 Shader Model 4 0 PS 4 1 Shader Model 4 1 PS 5 0 Shader Model 5 0 32 64 for Executed Instructions means 32 texture instructions and 64 arithmetic instructions Vertex shader 比較 编辑 Vertex shader 版本 VS 1 1 10 VS 2 0 5 10 VS 2 0a 5 10 VS 3 0 6 10 VS 4 0 7 VS 4 1 11 VS 5 0 9 of instruction slots 128 256 256 512 4096 4096 4096Max of instructions executed Unknown 65536 65536 65536 65536 65536 65536Instruction predication No No Yes Yes Yes Yes YesTemp registers 12 12 13 32 4096 4096 4096 constant registers 96 256 256 256 16x4096 16x4096 16x4096Static flow control Yes Yes Yes Yes Yes YesDynamic flow control No No Yes Yes Yes Yes YesDynamic flow control depth No No 24 24 Yes Yes YesVertex texture fetch No No No Yes Yes Yes Yes of texture samplers N A N A N A 4 128 128 128Geometry instancing support No No No Yes Yes Yes YesBitwise operators No No No No Yes Yes YesNative integers No No No No Yes Yes YesVS 2 0 DirectX 9 0 original Shader Model 2 specification VS 2 0a NVIDIA GeForce FX optimized model VS 3 0 Shader Model 3 0 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 12 VS 4 0 Shader Model 4 0 VS 4 1 Shader Model 4 1 VS 5 0 Shader Model 5 0 範例 编辑灰階貼圖用灰階值 0 3 x 紅 0 59 x 綠 0 11 x 藍sampler2D Texture0 float4 ps main float2 texCoord TEXCOORD0 COLOR float4 inColor tex2D Texture0 texCoord float gray 0 3 inColor x 0 59 inColor y 0 11 inColor z float4 outColor float4 gray gray gray 1 0 return outColor 注釋 编辑 Writing HLSL Shaders in Direct3D 9 Windows msdn microsoft com 2018 06 25 原始内容存档于2018 06 25 HLSL MSDN Microsoft 5 January 2015 原始内容存档于2018 06 25 Fusion Industries Cg and HLSL FAQ 24 August 2012 原始内容存档于24 August 2012 4 0 4 1 4 2 4 3 4 4 4 5 Pixel Shader Differences msdn microsoft com 2011 02 08 2014 08 28 原始内容存档于2013 03 16 5 0 5 1 5 2 5 3 5 4 Peeper Craig Microsoft DirectX High Level Shader Language HLSL PPT microsoft com 5 8 24 25 2004 03 15 永久失效連結 6 0 6 1 Shader Model 3 0 Ashu Rege NVIDIA Developer Technology Group 2004 7 0 7 1 The Direct3D 10 System David Blythe Microsoft Corporation 2006 存档副本 2014 08 28 原始内容存档于2015 12 01 9 0 9 1 存档副本 2014 08 28 原始内容存档于2013 09 09 10 0 10 1 10 2 10 3 Vertex Shader Differences msdn microsoft com 2011 02 08 2014 08 28 原始内容存档于2013 03 14 存档副本 2014 08 28 原始内容存档于2014 05 16 Radeon X1000 series lacks vertex texture fetch 1 页面存档备份 存于互联网档案馆 外部連結 编辑Introduction to the DirectX 9 High Level Shader Language 页面存档备份 存于互联网档案馆 MSDN Library HLSL Introduction 页面存档备份 存于互联网档案馆 Shader Model Comparison at Beyond3D 页面存档备份 存于互联网档案馆 Riemer s HLSL Introduction amp Tutorial with lots of sample code 页面存档备份 存于互联网档案馆 取自 https zh wikipedia org w index php title 高级着色器语言 amp oldid 72996788, 维基百科,wiki,书籍,书籍,图书馆,

文章

,阅读,下载,免费,免费下载,mp3,视频,mp4,3gp, jpg,jpeg,gif,png,图片,音乐,歌曲,电影,书籍,游戏,游戏。