Introduction to High-Level Shading Language (HLSL)

Welcome to the introductory guide for the High-Level Shading Language (HLSL), the shading language used with DirectX. HLSL provides a powerful and flexible way to program the graphics processing unit (GPU) for a wide range of computational tasks, from advanced rendering techniques to general-purpose computation.

What is HLSL?

HLSL is a C-like syntax language specifically designed for writing shaders. Shaders are small programs that run on the GPU and are responsible for various stages of the graphics pipeline, such as transforming vertices, calculating pixel colors, and performing complex computations. With the evolution of graphics hardware, shaders have become increasingly programmable, enabling developers to create sophisticated visual effects and achieve unprecedented levels of realism.

Why Use HLSL?

Key Concepts

HLSL programs, known as shaders, typically fall into several categories:

Shader Model Versions

HLSL has evolved over various DirectX versions, with different shader model versions supporting different features and capabilities. It's important to be aware of the shader model you are targeting (e.g., Shader Model 5.0 for DirectX 11 and later).

Basic HLSL Syntax

HLSL syntax is similar to C, but with specific types and semantics for GPU programming. Here's a simple example of a basic vertex shader:


// Input structure for vertex data
struct VS_INPUT
{
    float4 position : POSITION; // Vertex position
    float2 texCoord : TEXCOORD; // Texture coordinates
};

// Output structure from vertex shader
struct VS_OUTPUT
{
    float4 position : SV_POSITION; // Clip-space position
    float2 texCoord : TEXCOORD; // Passed to pixel shader
};

// Constant buffer for transformation matrices
cbuffer WorldViewProjection : register(b0)
{
    matrix mtxWVP;
};

// Vertex Shader main function
VS_OUTPUT main(VS_INPUT input)
{
    VS_OUTPUT output;

    // Transform vertex position by the World-View-Projection matrix
    output.position = mul(float4(input.position.xyz, 1.0f), mtxWVP);
    output.texCoord = input.texCoord;

    return output;
}
            

Key Elements in the Example:

Data Types

HLSL includes basic types like float, int, bool, and vector/matrix types such as:

Next Steps

This introduction covers the fundamental aspects of HLSL. To delve deeper, you should explore:

Note: For detailed information on specific shader model features and advanced programming techniques, please refer to the comprehensive DirectX SDK documentation.