HLSL Shader Model 5 Features for Direct3D 11

Information
The topic you requested is included in another documentation set. For convenience, it's displayed below. Choose Switch to see the topic in its original location.
0 out of 1 rated this helpful - Rate this topic

This section contains overview material for the High-Level Shader Language, specifically the new features in shader model 5 introduced in Microsoft Direct3D 11.

In This Section

ItemDescription

Dynamic Linking

Dynamic linking allows the runtime to make a decision at draw-time (rather than compile-time) about which code path to run. This reduces the shader proliferation problem caused by shaders with nearly identical input signatures.

Geometry Shader Features

New geometry shader features including: instancing, which provides a performance boost when the order of primitives in the stream doesn't matter, and multiple point output streams so a shader can output vertices on more than one stream.

Tessellation

The Direct3D 11 runtime supports three new stages that implement tessellation, which converts low-detail subdivision surfaces into higher-detail primitives on the GPU. Tessellation tiles (or breaks up) high-order surfaces into suitable structures for rendering. The three tessellation stages are hull-shader, tessellator, and domain-shader stages.

 

In addition, the reference section covers many new API elements for shader model 5 including: attributes, intrinsic functions, shader model 5 objects and methods, and system values.

 

 

Send comments about this topic to Microsoft

Build date: 3/5/2013

Did you find this helpful?
(1500 characters remaining)

Community Additions

© 2013 Microsoft. All rights reserved.