This section contains the reference pages for HLSL Shader Model 5.
Shader Model 5 is a superset of the capabilites in Shader Model 4. It has been designed using a common-shader core which provides a common set of features to all programmable shaders, which are only programmable using HLSL.
|Instruction Set||HLSL intrinsic functions|
|Vertex Shader Max||No restriction|
|Pixel Shader Max||No restriction|
|New Shader Profiles Added||cs_4_0, gs_4_0*, ps_4_0*, vs_4_0*, cs_4_1, gs_4_1*, ps_4_1*, vs_4_1*, cs_5_0, ds_5_0, gs_5_0, hs_5_0, ps_5_0, vs_5_0|
* - gs_4_0, gs_4_1, ps_4_0, ps_4_1, vs_4_0 and vs_4_1 were introduced in Shader Model 4.0, however, DirectX 11 adds support for structured buffers and byte address buffers to Shader Model 4 running on DirectX 10 hardware.
Shader Model 5 introduces the compute shader which provides high-speed general purpose computing.
A more complete listing of Shader Model 5 features is included in a listing of the Direct3D 11 features.
The Shader Model 5 Assembly section describes the assembly instructions that the Shader Model 5 supports.
Reference pages for Shader Model 5 attributes.
Reference pages for Shader Model 5 intrinsic functions.
Reference pages for Shader Model 5 objects and methods.
Reference pages for Shader Model 5 system values.