procedural-3d-engine/shaders/hlsl
2023-06-08 16:50:12 +02:00
..
base
bloom
computecloth
computecullandlod
computeheadless
computenbody
computeparticles
computeraytracing
computeshader
conditionalrender
conservativeraster
debugmarker
deferred
deferredmultisampling
deferredshadows
descriptorindexing
descriptorsets
displacement
distancefieldfonts
dynamicuniformbuffer
gears
geometryshader
gltfloading
gltfscenerendering
hdr
imgui
indirectdraw
inlineuniformblocks
inputattachments
instancing
mesh
meshshader
multisampling
multithreading
multiview
negativeviewportheight
occlusionquery
offscreen
oit
parallaxmapping
particlefire
pbrbasic
pbribl
pbrtexture
pipelines
pipelinestatistics
pushconstants
pushdescriptors
radialblur
raytracingbasic
raytracingcallable
raytracingreflections
raytracingsbtdata
raytracingshadows
renderheadless
screenshot
shadowmapping
shadowmappingcascade
shadowmappingomni
specializationconstants
sphericalenvmapping
ssao
stencilbuffer
subpasses
terraintessellation
tessellation
textoverlay
texture
texture3d
texturearray
texturecubemap
texturecubemaparray
texturemipmapgen
texturesparseresidency
triangle
variablerateshading
viewportarray
vulkanscene
compile.py
README.md

HLSL Shaders

This directory contains a fork of the shaders found in data/shaders/glsl, re-written in HLSL. These can be compiled with DXC using the compile.py script.

Known issues

  • specialization constants can't be used to specify array size.
  • gl_PointCoord not supported. HLSL has no equivalent. We changed the shaders to calulate the PointCoord manually in the shader. (computenbody, computeparticles, particlefire examples).
  • HLSL doesn't have inverse operation (deferred, hdr, instancing, skeletalanimation & texturecubemap examples).
  • modf causes compilation to fail without errors or warnings. (modf not used by any examples, easily confused with fmod)
  • In specializationconstants example, shader compilation fails with error:
    --- Error msg: fatal error: failed to optimize SPIR-V: Id 10 is defined more than once
    
    When multiple constant ids are defined and have different types. We work around this problem by making all constant ids the same type, then use asfloat, asint or asuint to get the original value in the shader.
  • gl_RayTmaxNV not supported. (nv_ray_tracing_* examples)
  • HLSL interface for sparse residency textures is different from GLSL interface. After translating from HLSL to GLSL the shaders behave slightly different. Most important parts do behave identically though.