HLSL syntax
Teams coming from Direct3D and HLSL. Inspired by HLSL (Direct3D).
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
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
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
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;
}
Other syntaxes: GLSL syntax · MSL syntax · SPIR-V syntax · WGSL syntax
