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Programming Direct3D requires understanding of where different types of resources are bound to the shader pipeline. The shader pipeline consists of configurable fixed function stages (Input Shader, Tessellator, Stream Output, Rasterizer, Output merger), and opt-in HLSL programmable shader stages (Vertex Shader, Hull Shader, Domain Shader, Geometry Shader, Pixel Shader, Compute Shader). Passing data into shaders involves creating & binding resources to the pipeline in C++ on CPU, so that HLSL can manipulate them on GPU, in parallel and at multiple stages. 3 main types of inputs can be passed in to HLSL: buffers, shader resource views and sampler state objects.
The graphics pipeline programmable shaders are written in HLSL – a C / C++ derived language with a simplified API and semantics for specifying how data is passed between stages. Shader Pipeline components The shader pipeline consists of configurable fixed function stages and HLSL programmable shader stages. Different pipeline stages can perform multiple ops at the same time. Depending upon the use case scenario, different shader stages can be leveraged. Data is passed between HLSL programmable shader stages via matching output & input struct fields decorated with HLSL semantics, and by HLSL global system value semantics. Different shader...(Read whole news on source site)

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Home : Blog List : Josh Reuben : Direct3D 11 Programming in a Nutshell