What do you need to know about pixel shader stage?

What do you need to know about pixel shader stage?

Pixel shader output register components must be declared before they can be used; each register is allowed a distinct output-write mask. Use the depth-write-enable state (in the output-merger stage) to control whether depth data gets written to a depth buffer (or use the discard instruction to discard data for that pixel).

How to create scalar for pixel shader in Win32?

For instance, a pixel position should be marked with the SV_Position semantic. The IA stage can produce one scalar for a pixel shader (using SV_PrimitiveID); the rasterizer stage can also generate one scalar for a pixel shader (using SV_IsFrontFace).

When to use pixel shader when multisampling texture?

When multisampling a texture, a pixel shader is invoked once per-covered pixel while a depth/stencil test occurs for each covered multisample. Samples that pass the depth/stencil test are updated with the pixel shader output color.

What to do with depth data in pixel shader?

Use the depth-write-enable state (in the output-merger stage) to control whether depth data gets written to a depth buffer (or use the discard instruction to discard data for that pixel). A pixel shader can also output an optional 32-bit, 1-component, floating-point, depth value for depth testing (using the SV_Depth semantic).

How to create raw view to buffer in D3D11?

You can use the HLSL ByteAddressBuffer and RWByteAddressBuffer object types when you work with raw buffers. To create a raw view to a buffer, you must first call ID3D11Device::CreateBuffer with the D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS flag to create the underlying buffer resource.

Can you create a structured buffer in DirectX11?

There should be no problem with creating a structured buffer with dynamic usage, allowing you to use Map/Unmap. This is certainly allowed by the API. The only restriction is that you can’t use the NO_OVERWRITE map flag (prior to D3D11.1); you have to use DISCARD instead.