The High Level Shader Language ( HLSL ) is a shader language developed by Microsoft for use with Direct3D, and is very similar to Cg.
HLSL allows writing complex graphical computations to be done on the graphics card quickly and efficiently, thus allowing complex effects while also decreasing the chance of programming errors compared to assembly shader programming.
= Shader Model Comparison =
| PS_2_0 | PS_2_a | PS_2_b | PS_3_0 | |
|---|---|---|---|---|
| Dependent texture limit | 4 | No Limit | 4 | No Limit |
| Texture instruction limit | 32 | Unlimited | Unlimited | Unlimited |
| Position register | No | No | No | Yes |
| Instruction slots | 32 + 64 | 512 | 512 | ≥ 512 |
| Executed instructions | 32 + 64 | 512 | 512 | ≥65535 |
| Interpolated registers | 2 + 8 | 2 + 8 | 2 + 8 | 10 |
| Instruction predication | No | Yes | No | Yes |
| Index input registers | No | No | No | Yes |
| Temp registers | 12 | 22 | 32 | 32 |
| Constant registers | 32 | 32 | 32 | 224 |
| Arbitrary swizzling | No | Yes | No | Yes |
| Gradient instructions | No | Yes | No | Yes |
| Loop count register | No | No | No | Yes |
| Face register (2-sided lighting) | No | No | No | Yes |
| Dynamic flow control | No | No | No | 24 |
| VS_2_0 | VS_2_a | VS_3_0 | |
|---|---|---|---|
| # of instruction slots | 256 | 256 | >=512 |
| Max # of instructions executed | 65535 | 65535 | >=65535 |
| Instruction Predication | No | Yes | Yes |
| Temp Registers | 12 | 13 | 32 |
| # constant registers | >=256 | >=256 | >=256 |
| Static Flow Control | Yes | Yes | Yes |
| Dynamic Flow Control | No | Yes | Yes |
| Dynamic Flow Control Depth | No | 24 | 24 |
| Vertex Texture Fetch | No | No | Yes |
| # of texture samplers | No | No | 4 |
| Geometry Instancing Support | No | No | Yes |
=External links=
This article is licensed under the GNU Free Documentation License.
It uses material from the
"High Level Shader Language".
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