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Are there any limitations on pixel shader flow control?
Pixel shader flow control instructions have limits affecting how many levels of nesting can be included in the instructions. In addition, there are some limitations for implementing per-pixel flow control with gradient instructions.
How are resource ranges bound in HLSL shader?
The resource ranges specified in the HLSL shaders are logical ranges. They are be bound to concrete heap ranges at runtime via the root signature mechanism. Normally, a logical range maps to a heap range that does not overlap with other heap ranges.
Which is HLSL model does Direct3D 12 support?
This topic describes some specific features of using High Level Shader Language (HLSL) Shader Model 5.1 with Direct3D 12. All Direct3D 12 hardware supports Shader Model 5.1, so support for this model does not depend on what the hardware feature level is.
What does nesting depth mean in pixel shader?
Nesting depth defines the number of instructions that can be called from inside of each other. Each type of instruction has one or more nesting limits as indicated in the following table. The pixel shader instruction set includes several instructions that produce or use gradients of quantities with respect to screen space x and y.
How are gradients computed in a pixel shader?
Typically, hardware implementations run the pixel shader on multiple pixels simultaneously (such as a 2×2 grid), so that gradients of quantities computed in the shader can be reasonably approximated as deltas of the values at the same point of execution in adjacent pixels.
How to visualize gradients in signed distance fields?
In a signed distance field, that vector is always of unit length (more on this later). The gradients for our cat can be visualised for in a couple of ways: On the left, gradient.x (-1 to 1) is shown in the green channel and gradient.y (-1 to 1) is shown in the blue channel.