DirectX Computational Graphics

Understanding the Core Concepts: Pixel Processing

Pixel Processing: The Heart of Rendering

After rasterization, the graphics pipeline has determined which pixels on the screen are covered by a primitive. The next crucial stage is pixel processing, also known as fragment processing in some contexts. This stage determines the final color of each pixel, taking into account various factors like textures, lighting, and material properties.

The Role of the Pixel Shader

The primary component responsible for pixel processing is the Pixel Shader. This programmable stage executes a small program for each pixel (or fragment) that needs to be rendered. Its goal is to compute the final color value that will be written to the render target.

Diagram illustrating pixel shader inputs and outputs

A pixel shader takes interpolated vertex data and outputs a final color.

Inputs to the Pixel Shader

The pixel shader receives data that has been interpolated from the vertex shader output across the primitive. Common inputs include:

Key Operations within the Pixel Shader

Pixel shaders can perform a wide range of operations to determine the final pixel color:

Shader Language (HLSL) Example

High-Level Shading Language (HLSL) is commonly used for writing DirectX shaders. Here's a simplified example of a pixel shader that samples a texture and applies a basic lighting factor:


struct PixelShaderInput {
    float4 Position : SV_POSITION;
    float2 Tex : TEXCOORD0;
    float3 Normal : NORMAL;
};

// Texture sampler and sampler state
Texture2D      g_Texture;
SamplerState   g_Sampler;

// Light direction and color
float3         g_LightDirection;
float4         g_LightColor;

float4 PSMain(PixelShaderInput input) : SV_TARGET {
    // Sample the texture
    float4 texColor = g_Texture.Sample(g_Sampler, input.Tex);

    // Normalize the normal vector
    float3 normal = normalize(input.Normal);

    // Calculate diffuse lighting
    float diffuseFactor = max(0.0, dot(normal, -g_LightDirection));
    float4 lighting = g_LightColor * diffuseFactor;

    // Combine texture color and lighting
    float4 finalColor = texColor * lighting;

    return finalColor;
}
            

Output and Beyond

The output of the pixel shader is typically a color value (often in RGBA format). This color is then subject to further stages in the pipeline, such as:

Mastering pixel processing is essential for achieving realistic and visually stunning graphics in DirectX applications, from simple color determination to complex material rendering and post-processing effects.