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HLSL Basics

High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for Microsoft Windows. It is used to write shaders for DirectX. Shaders are small programs that run on the graphics processing unit (GPU) and control how graphics are rendered.

Introduction to HLSL

HLSL offers a C-like syntax, making it relatively easy to learn for developers familiar with C, C++, or C#. It allows for a higher level of abstraction compared to older shader languages like Assembly, enabling more complex and sophisticated visual effects.

Key Concepts

Data Types

HLSL supports a variety of data types, including:

Variables and Semantics

Variables in HLSL are declared with a type and a name. Often, variables are associated with semantics, which define their purpose within the graphics pipeline.

Common semantics include:

Example variable declaration:

float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;

Functions

HLSL functions are similar to C functions, taking parameters and returning a value. The entry point for shaders is typically a function marked with a specific semantic.

A simple vertex shader function signature:

struct VS_OUTPUT {
    float4 Pos : SV_POSITION;
    float2 Tex : TEXCOORD0;
};

VS_OUTPUT vs_main(float4 Pos : POSITION, float2 Tex : TEXCOORD) {
    VS_OUTPUT output;
    output.Pos = mul(WorldViewProjectionMatrix, Pos); // Apply transformations
    output.Tex = Tex;
    return output;
}

Built-in Functions

HLSL provides a rich set of built-in functions for mathematical operations, texture sampling, and other common graphics tasks:

Control Flow

HLSL supports standard control flow statements:

Important: Shaders run on the GPU, which is highly parallel. Avoid complex branching or loops that can lead to performance bottlenecks if not managed carefully.

Shader Stages

HLSL programs are compiled for specific shader stages within the DirectX graphics pipeline. The most common stages are:

Example: A Simple Pixel Shader

This pixel shader simply outputs a solid color.

float4 ps_main(float4 Pos : SV_POSITION) : SV_TARGET {
    return float4(1.0f, 0.0f, 0.0f, 1.0f); // Red color
}

Tip: Understanding semantics is crucial for passing data between different shader stages and for the GPU to correctly interpret inputs and outputs.

Resources

Shaders can access various resources:

HLSL provides syntaxes for declaring these resources:

cbuffer cbPerObject : register(b0) {
    matrix WorldViewProjection;
};

Texture2D myTexture : register(t0);
SamplerState mySampler : register(s0);

This section provides a foundational understanding of HLSL. Further topics include advanced shading techniques, shader model versions, and specific API interactions.