The High-Level Shader Language[1] or High-Level Shading Language[2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

Thumb
A scene containing several different 2D HLSL shaders. Distortion of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. The square in the background has been transformed and rotated. The partial transparency and reflection of the water in the foreground are added by a shader applied finally to the entire scene.

HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently.[3] HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics.[citation needed]

HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent, and bitangent vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterization.

Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer.

D3D11.3 and D3D12 introduced Shader Model 5.1[4] and later 6.0.[5]

Shader model comparison

GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline.

Pixel shader comparison

More information Pixel shader version, 1.0 ...
Pixel shader version 1.0 1.1 1.2

1.3[6]

1.4[6]2.0[6][7]2.0a[6][7][8]2.0b[6][7][9]3.0[6][10]4.0[11]4.1[12]

5.0[13]

Dependent texture limit 4 4 468Unlimited8UnlimitedUnlimited
Texture instruction limit 4 4 46 * 232UnlimitedUnlimitedUnlimitedUnlimited
Arithmetic instruction limit 8 8 8 8 * 2 64 Unlimited Unlimited Unlimited Unlimited
Position register No No NoNoNoNoNoYesYes
Instruction slots 8 8 + 4 8 + 4(8 + 6) * 264 + 32512512≥ 512≥ 65536
Executed instructions 8 8 + 4 8 + 4(8 + 6) * 264 + 3251251265536Unlimited
Texture indirections 4 4 444Unlimited4UnlimitedUnlimited
Interpolated registers 2 + 4 2 + 4 2 + 42 + 62 + 82 + 82 + 81032
Instruction predication No No NoNoNoYesNoYesNo
Index input registers No No NoNoNoNoNoYesYes
Temp registers 2 2 + 4 3 + 4612 to 322232324096
Constant registers 8 8 8832323222416×4096
Arbitrary swizzling No No NoNoNoYesNoYesYes
Gradient instructions No No NoNoNoYesNoYesYes
Loop count register No No NoNoNoNoNoYesYes
Face register (2-sided lighting) No No NoNoNoNoYesYesYes
Dynamic flow control No No NoNoNoNoNoYes (24)Yes (64)
Bitwise Operators No No NoNoNoNoNoNoYes
Native Integers No No NoNoNoNoNoNoYes
Close
  • PS 1.0 — Unreleased 3dfx Rampage, DirectX 8
  • PS 1.1GeForce 3, DirectX 8
  • PS 1.23Dlabs Wildcat VP, DirectX 8.1
  • PS 1.3GeForce 4 Ti, DirectX 8.1
  • PS 1.4Radeon 8500-9250, Matrox Parhelia, DirectX 8.1
  • Shader Model 2.0Radeon 9500-9800/X300-X600, DirectX 9
  • Shader Model 2.0aGeForce FX/PCX-optimized model, DirectX 9.0a
  • Shader Model 2.0bRadeon X700-X850 shader model, DirectX 9.0b
  • Shader Model 3.0Radeon X1000 and GeForce 6, DirectX 9.0c
  • Shader Model 4.0Radeon HD 2000 and GeForce 8, DirectX 10
  • Shader Model 4.1Radeon HD 3000 and GeForce 200, DirectX 10.1
  • Shader Model 5.0Radeon HD 5000 and GeForce 400, DirectX 11
  • Shader Model 5.1GCN 1+, Fermi+, DirectX 12 (11_0+) with WDDM 2.0
  • Shader Model 6.0 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.1
  • Shader Model 6.1 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.3
  • Shader Model 6.2 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.4
  • Shader Model 6.3 — GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.5
  • Shader Model 6.4 — GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.6
  • Shader Model 6.5 — GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.7
  • Shader Model 6.6 — GCN 4+, Maxwell+, DirectX 12 (11_0+) with WDDM 3.0
  • Shader Model 6.7 — GCN 4+, Maxwell+, DirectX 12 (12_0+) with WDDM 3.1
  • Shader Model 6.8 — RDNA 1+, Maxwell 2+, DirectX 12 (12_0+) with WDDM 3.2


"32 + 64" for Executed Instructions means "32 texture instructions and 64 arithmetic instructions."

Vertex shader comparison

More information Vertex shader version, 1.0 ...
Vertex shader version 1.0 1.1[14] 2.0[7][14][8]2.0a[7][14][8]3.0[10][14]4.0[11]
4.1[12]
5.0[13]
# of instruction slots 128 128256256≥ 512≥ 65536
Max # of instructions executed 128 12810246553665536Unlimited
Instruction predication NoNoNoYesYesYes
Temp registers 12 121216324096
# constant registers ≥ 96 ≥ 96≥ 256256≥ 25616×4096
Address register No Yes Yes Yes Yes Yes
Static flow control NoNoYesYesYesYes
Dynamic flow control NoNoNoYesYesYes
Dynamic flow control depth 242464
Vertex texture fetch NoNoNoNoYesYes
# of texture samplers 4128
Geometry instancing support NoNoNoNoYesYes
Bitwise operators NoNoNoNoNoYes
Native integers NoNoNoNoNoYes
Close

See also

Footnotes

Wikiwand in your browser!

Seamless Wikipedia browsing. On steroids.

Every time you click a link to Wikipedia, Wiktionary or Wikiquote in your browser's search results, it will show the modern Wikiwand interface.

Wikiwand extension is a five stars, simple, with minimum permission required to keep your browsing private, safe and transparent.