Reference for HLSLįor HLSL reference documentation, see the Reference for HLSL. There you'll also find overviews of, and release notes about, the successive generations of shader model version that have been released, going back as far as HLSL shader model 5. The programming guide discusses the different kinds of shader stages, and how to create, compile, optimize, bind, and link shaders. Where to go nextįor a conceptual introduction to HLSL, see the Programming guide for HLSL. You can program the entire pipeline with HLSL instructions. HLSL was created (starting with DirectX 9) to set up the programmable 3D pipeline. However, if for example you're inclined to write your own convolution operator (for image processing) as HLSL in a compute shader, then you'll get better performance in that scenario if you use Direct Machine Learning (DirectML) instead. Or you could use HLSL to write a compute shader, perhaps to implement a physics simulation. HLSL is the C-like high-level shader language that you use with programmable shaders in DirectX.įor example, you can use HLSL to write a vertex shader, or a pixel shader, and use those shaders in the implementation of the renderer in your Direct3D application.
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