Other meanings of High-Level Shader Language
Computer Graphics
High-Level Shader Language (HLSL) is Microsoft's proprietary shading language for programming shaders in Direct3D, introduced with DirectX 9 in 2002. It allows developers to write vertex, pixel, geometry, hull, domain, and compute shaders in a C-like syntax, which are then compiled to intermediate bytecode for execution on the GPU. HLSL is the primary shading language for Windows graphics programming and has influenced other shading languages, including the OpenGL Shading Language (GLSL).
HLSL was introduced with DirectX 9 in 2002, replacing the low-level assembly language shader programming that preceded it. It was developed by Microsoft in collaboration with NVIDIA and ATI (now AMD) to provide a higher-level abstraction for GPU programming. The language has evolved through several versions, with DirectX 10 introducing Shader Model 4.0 and DirectX 11 adding tessellation and compute shaders. DirectX 12 brought further enhancements, including root signatures and improved debugging. The latest versions, HLSL 2021 and 6.8, added features like template support, operator overloading, and enhanced ray tracing intrinsics.1
HLSL is a C-like language with additional data types such as vectors, matrices, and samplers, and it supports functions, structs, and control flow. Shaders are written as entry-point functions that take input parameters and return output values. The language includes built-in intrinsics for common graphics operations, such as texture sampling, dot products, and transcendental functions. It also supports user-defined functions and preprocessor directives. HLSL is compiled using the DirectX Shader Compiler (DXC), which produces DXIL (DirectX Intermediate Language) bytecode for execution on the GPU.2
HLSL supports multiple shader stages, each with a specific role in the graphics pipeline. Vertex shaders process individual vertices, pixel shaders determine the color of each pixel, geometry shaders can generate or modify primitives, and hull and domain shaders handle tessellation. Compute shaders are used for general-purpose GPU computing. Each shader model (e.g., SM 5.0, SM 6.0) defines the capabilities and features available to the shader, such as the maximum number of instructions, texture units, and supported data types. Shader Model 6.0 introduced wave intrinsics for efficient data sharing across threads.3
HLSL has several lesser-known features and historical quirks. For instance, it supports "effects" files (FX) that encapsulate multiple techniques and passes, allowing for easier state management. The language also includes a "fast" math mode that trades precision for speed. HLSL's compiler has a "strip" option to remove unused shader code, reducing binary size. Historically, HLSL was the first shading language to support "shader linking," which allows precompiled shader libraries to be linked at runtime. Additionally, HLSL has been used beyond Direct3D, such as in the FXC compiler for offline shader compilation and in the Windows Advanced Rasterization Platform (WARP) for software rendering.4
HLSL is a key technology for real-time graphics on Windows, with ongoing development by Microsoft.
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