DirectX Graphics API Reference

High-Level Shading Language (HLSL) Overview

The High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for use with DirectX. HLSL allows developers to write custom shaders that run on the GPU, enabling sophisticated visual effects and performance optimizations in graphics applications.

Purpose and Role

Shaders are small programs that execute on the graphics hardware. They define how vertices are transformed, how pixels are colored, and how various graphical effects are rendered. HLSL provides a C-like syntax that is easier to write and maintain than traditional assembly-level shader languages.

Key Concepts

Example: A Simple Vertex Shader

This example demonstrates a basic vertex shader that transforms vertex positions and passes color information to the next stage.


// Define structure for vertex input
struct VS_INPUT {
    float4 position : POSITION; // Vertex position in object space
    float4 color    : COLOR0;   // Vertex color
};

// Define structure for vertex output (to be passed to the pixel shader)
struct VS_OUTPUT {
    float4 position : SV_POSITION; // Vertex position in clip space
    float4 color    : COLOR0;      // Vertex color
};

// A simple vertex shader function
VS_OUTPUT main(VS_INPUT input) {
    VS_OUTPUT output;

    // Assume a simple transformation matrix (e.g., world * view * projection)
    // In a real application, this matrix would be passed as a constant buffer
    float4x4 worldViewProjectionMatrix = {
        {1.0f, 0.0f, 0.0f, 0.0f},
        {0.0f, 1.0f, 0.0f, 0.0f},
        {0.0f, 0.0f, 1.0f, 0.0f},
        {0.0f, 0.0f, 0.0f, 1.0f}
    };

    // Transform the vertex position
    output.position = mul(input.position, worldViewProjectionMatrix);

    // Pass the color through
    output.color = input.color;

    return output;
}
            

Example: A Simple Pixel Shader

This example demonstrates a basic pixel shader that outputs the interpolated color received from the vertex shader.


// Input structure must match the output structure of the vertex shader
struct PS_INPUT {
    float4 position : SV_POSITION;
    float4 color    : COLOR0;
};

// A simple pixel shader function
float4 main(PS_INPUT input) : SV_TARGET {
    // Output the interpolated color
    return input.color;
}
            

Compilation

HLSL shaders are compiled into DirectX Intermediate Language (DXIL) or legacy Direct3D 9 bytecode using the DirectX Shader Compiler (dxc.exe or fxc.exe). This compiled bytecode is then loaded by the DirectX runtime.

Benefits

HLSL is a fundamental technology for modern real-time graphics development, enabling everything from realistic lighting and materials to advanced post-processing effects.