DirectX Computational Graphics Documentation

Advanced Topics: Advanced Shader Techniques

Mastering Advanced Shader Techniques in DirectX

Welcome to the advanced section of DirectX computational graphics tutorials. This page delves into sophisticated shader programming techniques that unlock complex visual effects and optimize rendering pipelines. We'll explore concepts beyond basic vertex and pixel shaders, focusing on programmability, performance, and cutting-edge rendering features.

1. Geometry Shaders: Expanding the Primitive Pipeline

Geometry shaders offer a unique opportunity to generate or manipulate primitives within the graphics pipeline. They operate on entire primitives (points, lines, triangles) and can output new primitives, making them ideal for techniques like:

A basic example of a geometry shader might expand a single point into a small quad:


struct GS_INPUT {
    float4 pos : SV_POSITION;
    float2 tex : TEXCOORD0;
};

struct PS_INPUT {
    float4 pos : SV_POSITION;
    float2 tex : TEXCOORD0;
};

[maxvertexcount(4)]
void main(point GS_INPUT input[1], inout primitiveTopology topology, inout PointStream triStream) {
    PS_INPUT p1, p2, p3, p4;

    p1.pos = float4(input[0].pos.x - 0.1f, input[0].pos.y - 0.1f, input[0].pos.z, 1.0f);
    p1.tex = float2(0.0f, 0.0f);

    p2.pos = float4(input[0].pos.x + 0.1f, input[0].pos.y - 0.1f, input[0].pos.z, 1.0f);
    p2.tex = float2(1.0f, 0.0f);

    p3.pos = float4(input[0].pos.x - 0.1f, input[0].pos.y + 0.1f, input[0].pos.z, 1.0f);
    p3.tex = float2(0.0f, 1.0f);

    p4.pos = float4(input[0].pos.x + 0.1f, input[0].pos.y + 0.1f, input[0].pos.z, 1.0f);
    p4.tex = float2(1.0f, 1.0f);

    triStream.Append(p1);
    triStream.Append(p2);
    triStream.Append(p3);
    triStream.Append(p4);

    triStream.RestartStrip();
}
            

2. Tessellation Shaders: Dynamic Level of Detail

Tessellation shaders, comprising Hull and Domain shaders, enable dynamic subdivision of primitives to add geometric detail based on factors like camera distance or screen space. This is crucial for:

Hull shaders determine the tessellation factors, and Domain shaders process the newly generated vertices.

3. Compute Shaders: Offloading to the GPU

Compute shaders liberate the GPU from the traditional graphics pipeline, allowing it to be used as a general-purpose parallel processor. This is powerful for:

Compute shaders operate on threads grouped into thread groups, enabling massive parallelization. They read from and write to buffer resources (like StructuredBuffer or RWTexture2D).


RWStructuredBuffer<float4> outputBuffer : register(u0);
float deltaTime : register(b0, space0);
float4 objectPosition : register(b0, space1);

[numthreads(64, 1, 1)]
void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID) {
    uint index = dispatchThreadID.x;
    float4 currentPos = outputBuffer[index];
    currentPos.xyz += normalize(currentPos.xyz - objectPosition.xyz) * deltaTime * 0.5f;
    outputBuffer[index] = currentPos;
}
            

4. Advanced Texturing and Sampling

Beyond basic texture lookups, advanced techniques involve:

5. Shader Performance Optimization

Mastering advanced shaders also means optimizing their execution:

6. Advanced Rendering Techniques

These shaders often form the backbone of modern rendering:

By mastering these advanced shader techniques, you can push the boundaries of visual fidelity and performance in your DirectX applications.