Yotsuba Shader
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HLSL syntax

Teams coming from Direct3D and HLSL. Inspired by HLSL (Direct3D).

Package and namespace YotsubaShader.HlslSyntax · 31 attributes


Why choose it

System-value semantics (SV_Position, SV_VertexID, SV_DispatchThreadID) read clearly, and the relationship between stages, inputs, position and fragment color is easy to see. It is a good first choice when you are starting fresh.

Compute workgroup size is a method attribute: [numthreads(x, y, z)]. Resources use cbuffer and register(RegisterPrefix.b, n).

The same shader

Triangle.cs
using YotsubaShader.Language;
using YotsubaShader.HlslSyntax;
using YotsubaShader.HlslSyntax.Resources;

public struct VertexOutput
{
    [SV_Position]
    public Vector4 Position;
}

public class Triangle
{
    [register(RegisterPrefix.u, 0)]
    public RWStructuredBuffer<float> Output;

    [ShaderStage(Stage.Vertex)]
    public VertexOutput Vertex([SV_VertexID] uint id)
    {
        VertexOutput output = new VertexOutput();
        output.Position = new Vector4(0, 0, 0, 1);
        return output;
    }

    [ShaderStage(Stage.Fragment)]
    [return: SV_Target(0)]
    public Vector4 Fragment(VertexOutput input)
    {
        return new Vector4(1, 0.4f, 0.7f, 1);
    }

    [ShaderStage(Stage.Compute)]
    [numthreads(8, 8, 1)]
    public void Compute([SV_DispatchThreadID] UInt3 id)
    {
    }
}

Common built-ins

BuiltIns.cs
using YotsubaShader.Language;
using YotsubaShader.HlslSyntax;

public struct VertexOutput
{
    // Clip-space position (vertex output)
    [SV_Position]
    public Vector4 Position;
}

public class BuiltIns
{
    [ShaderStage(Stage.Vertex)]
    public VertexOutput Vertex(
        // Vertex index
        [SV_VertexID] uint vertex,
        // Instance index
        [SV_InstanceID] uint instance)
    {
        VertexOutput output = new VertexOutput();
        output.Position = new Vector4(vertex, instance, 0, 1);
        return output;
    }

    [ShaderStage(Stage.Fragment)]
    public Vector4 Fragment(
        // Fragment coordinate
        [SV_Position] Vector4 coord)
    {
        return new Vector4(coord.X, coord.Y, 0, 1);
    }

    [ShaderStage(Stage.Compute)]
    // Workgroup size (method attribute)
    [numthreads(8, 8, 1)]
    public void Compute(
        // Global invocation id
        [SV_DispatchThreadID] uint id)
    {
        uint index = id;
    }
}

Resources

Resources.cs
using YotsubaShader.Language;
using YotsubaShader.HlslSyntax;
using YotsubaShader.HlslSyntax.Resources;

public struct Material
{
    public float Exposure;
}

public class Resources
{
    // Uniform buffer, with its binding slot
    [cbuffer, register(RegisterPrefix.b, 0)]
    public Material Material;

    // Read/write storage buffer
    [register(RegisterPrefix.u, 0)]
    public RWStructuredBuffer<float> Output;

    // Read-only storage buffer
    [register("t0")]
    public StructuredBuffer<float> Input;
}

All HLSL syntax attributes

Other syntaxes: GLSL syntax · MSL syntax · SPIR-V syntax · WGSL syntax