This article is rated Start-class on Wikipedia's content assessment scale. It is of interest to the following WikiProjects: | |||||||||||||||||||||||||||||||||||||||||||||||
|
An article that you have been involved in editing, High Level Shader Language, has been proposed for a merge with another article. If you are interested in the merge discussion, please participate by going here, and adding your comments on the discussion page. Thank you. 76.64.117.68 (talk) 01:01, 29 June 2011 (UTC)
SM 5.0 (DX 11) has been along quite a bit of time, and still no info about it...not even a comment about it in this Talk page (besides mine, of course). — Preceding unsigned comment added by 87.221.60.52 (talk • contribs) 05:32, 26 January 2011 (UTC)
HLSL was designed to be similar to the Renderman shading language, and it more useful to compare it against that. There are many differnces neccecitated by hardware architecture. However, many of the language features and intrinics are exactly the same as Renderman. In addition, the language has 2 distinct differnces from C. The first is that it is natively a vector and math language, thus all types are vectored. The 2nd difference is that there is no persistent state. That is, an HLSL program can't access any memory in read/write fasion, it may read from one peice of memory (e.g. textures), and write to another (e.g.) the backbuffer), and one shader cannot pass any information to another instance of a shader (unless it is further down the graphics pipeline.) Dankbaker 15:45, 20 September 2007 (UTC)
Shader Models vs Shader Profiles — Preceding unsigned comment added by 88.218.166.45 (talk • contribs) 20:47, 19 April 2008 (UTC)
Could some info on Shader Model 4 be added, please? — Preceding unsigned comment added by Navstar (talk • contribs) 23:59, 25 April 2006 (UTC)
Where can one find similar info for GLSL and Cg as is provided in the two tables in this article ? —The preceding unsigned comment was added by 88.85.52.191 (talk) 17:19, 1 January 2007 (UTC).
at some places there is a specification of ">= 256" which makes no sense to me. it should be "<=256". maybe it would be even better to be able to express the same without <>= just by using max (or min?) in the specs? — Preceding unsigned comment added by 85.178.238.194 (talk • contribs) 14:56, 22 May 2007 (UTC)
I've written a few shaders, so I'm not entirely knowledgeable on the subject. There are lots of terms used here without explanation. Someone who really knows their stuff probably knows what these mean, but I sure don't. For instance, what is a Dependent texture limit and how's it different from a Texture instruction limit? It'd be great if someone could go through and at the very least make a quick glossary of some of the terms, or link them if they're explained elsewhere. --Numsgil (talk) 23:08, 31 August 2008 (UTC)
Please stop beating this dead horse. Vertex Texture Fetch is not a requirement of SM3.0 —Preceding unsigned comment added by 72.230.128.81 (talk) 00:25, 7 March 2011 (UTC)
In PS 2.0b the instruction slots are listed as 513, and in VS 2.0a temp registers are listed at 13, are these typos or vandalism? — Preceding unsigned comment added by 164.106.249.254 (talk • contribs) 16:00, 26 August 2010 (UTC)
note, see above. SM 4.1 corresponds to DX 10.1, and supported by the radeon 4k series rather than the competing geforce 200TeeTylerToe (talk) 09:53, 1 July 2013 (UTC)
Geometry_instancing— Preceding unsigned comment added by 195.212.58.199 (talk) 15:44, 25 November 2015 (UTC)
The two articles describe two main implementations of the same core language. The HLSL article goes deep into the compile target profiles while the language-level information goes missing; the Cg article is basically the opposite of that. Given the copying needed to improve either article, it makes more sense to just merge them. Merging also help bring out the idea of other targets such as SPIR-V (either from MS DXC or from Kronos GLslang). --Artoria2e5 🌉 02:41, 26 April 2020 (UTC)