Mark a variable that changes frequently this is a hint to the compiler. Mark a variable whose data is constant throughout the execution of a shader (such as a material color in a vertex shader) global variables are considered uniform by default. A global variable marked static is not visible to an application.
If the declaration does not include an initializer, the value is set to zero. Mark a local variable so that it is initialized one time and persists between function calls. In D3D10 the maximum total size of all variables with the groupshared storage class is 16kb, in D3D11 the maximum size is 32kb. Mark a variable for thread-group-shared memory for compute shaders. Mark a variable for sharing between effects this is a hint to the compiler. Sample code: HLSLmatrix g_mWorldViewProjection void main(in float3 InPos : Position, out precise float4 OutPos : SV_Position)
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It is useful when you want shaders for tessellation to maintain water-tight patch seams or match depth values over multiple passes. Since precise propagates only to operations that contribute to the values that are assigned to the precise-qualified variable, correctly making desired calculations precise can be tricky, so we recommended that you mark the shader outputs precise directly where you declare them, whether that's on a structure field, or on an output parameter, or the return type of the entry function.The ability to control optimizations in this way maintains result invariance for the modified output variable by disabling optimizations that might affect final results due to differences in accumulated precision differences. Without precise, these optimizations and mathematical operations are not IEEE safe.* Qualifying a variable precise doesn't make operations that use the variable precise. Where the compiler might have used fast math operations that don't account for NaN (not a number) and INF (infinite) values, precise forces IEEE requirements concerning NaN and INF values to be respected. Where the order of instructions might have been shuffled to improve performance, precise ensures that the compiler preserves the order as written.* IEEE unsafe operations are restricted. Instead, you must explicitly use the mad intrinsic function.* Order of operations are maintained. For example, where a mul and add operation might have been fused into a mad operation, precise forces the operations to remain separate. The precise keyword when applied to a variable will restrict any calculations used to produce the value assigned to that variable in the following ways:* Separate operations are kept separate. Cannot be combined with static.ĭo not interpolate the outputs of a vertex shader before passing them to a pixel shader. Mark a global variable as an external input to the shader this is the default marking for all global variables. Optional storage-class modifiers that give the compiler hints about variable scope and lifetime the modifiers can be specified in any order. Return std::make_shared(vertexShader, vertexShaderReflector, pixelShader, pixelShaderReflector, depthStencilState, params.m_stencilRef, inputLayout, params.Use the following syntax rules to declare HLSL variables. If (SUCCEEDED(m_device->CreateInputLayout(layout, ARRAYSIZE(layout), params.m_vsParams.m_shaderBytecode, params.m_vsParams.m_bytecodeLength, &inputLayout))) ID3D11InputLayout* inputLayout = nullptr VoidĜomputeShader::ShaderConstants::Enumerate( ID3DBlob& _ShaderBlob ) ,