DirectX Computational Graphics

Programming Guides

Shader Overview

Shaders are small programs that run on the GPU and are responsible for rendering graphics. They control how objects are drawn, from applying textures and lighting to complex geometric manipulations. DirectX provides a robust shader model that allows developers to leverage the power of modern GPUs for sophisticated visual effects.

What are Shaders?

At their core, shaders are pixel-level instructions. They take input data (like vertex positions, colors, texture coordinates) and produce output data (like final pixel colors). In DirectX, there are several types of shaders, each with a specific role in the rendering pipeline:

  • Vertex Shaders: Process individual vertices, transforming them from object space to screen space, and calculating per-vertex data like normals and texture coordinates.
  • Hull Shaders: Used in tessellation to control the subdivision of geometry.
  • Domain Shaders: Also part of tessellation, they determine the final positions of new vertices generated by the hull shader.
  • Geometry Shaders: Can create or destroy primitives (points, lines, triangles) on a per-primitive basis.
  • Pixel Shaders (or Fragment Shaders): Determine the final color of each pixel on the screen, often by sampling textures, applying lighting, and performing other per-pixel operations.
  • Compute Shaders: General-purpose parallel processors on the GPU, not directly tied to the graphics pipeline, used for tasks like physics simulations, image processing, and data analysis.

The Shader Language: HLSL

DirectX uses High-Level Shading Language (HLSL) to write shaders. HLSL is a C-like language that compiles down to GPU-specific bytecode. It provides a high level of abstraction, making shader programming more accessible.

Here's a very basic example of a simple vertex shader in HLSL:


struct VS_INPUT {
    float4 position : POSITION;
};

struct VS_OUTPUT {
    float4 position : SV_POSITION;
};

VS_OUTPUT main(VS_INPUT input) {
    VS_OUTPUT output;
    output.position = mul(float4(input.position.xyz, 1.0), WorldViewProjection); // Assuming WorldViewProjection is a matrix passed in
    return output;
}
                

Shader Stages and the Graphics Pipeline

Shaders are invoked at different stages of the DirectX graphics pipeline. The typical flow involves:

  1. Input Assembler: Gathers vertex data.
  2. Vertex Shader: Processes vertices.
  3. Tessellation Stages (Optional): Hull and Domain Shaders refine geometry.
  4. Geometry Shader (Optional): Generates or modifies primitives.
  5. Stream Output (Optional): Captures geometry data.
  6. Rasterizer: Determines which pixels are covered by primitives.
  7. Pixel Shader: Determines the color of each pixel.
  8. Output Merger: Blends and writes the final pixel color.

Key Concepts

  • Semantics: Attributes that define the meaning and usage of variables (e.g., POSITION for vertex position, SV_POSITION for the final clip-space position).
  • Resources: Textures, buffers, and samplers that shaders can access.
  • Constant Buffers: Provide per-frame, per-object, or per-mesh data to shaders.
  • Shader Model: Defines the capabilities and features supported by a particular version of the DirectX shader architecture.

Understanding shaders is fundamental to advanced graphics programming in DirectX. By mastering HLSL and the graphics pipeline, you can create visually stunning and dynamic applications.