Used for making so called hotspot (in max it is Specular level+specular color). It is part of the light that is reflected from surface. Specular is calculated poer vertex or per pixel depending od specific shader.
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1) incorrect input to vertex shader (misalignment with constants, for example) - try to trace Vertex Shader (press green triangle, and debug) - at least one of your vertex have to be translated via MVP matrix and produce correct SV_TARGET pixel. Don't forget to compile your hlsl code with debug info.
In addition to producing vertex data from Buffers, the IA can auto-generate scalar counter values such as: VertexID(8.16), PrimitiveID(8.17) and InstanceID(8.18),for input to shader stages in the graphics pipeline.
The Compute Shader allows the GPU to be viewed as a generic grid of data-parallel processors, withoutany graphics baggage from the graphics pipeline. The Compute Shader has explicit access to fast shared memory tofacilitate communication between groups of shader invocations, and the ability to perform scattered reads andwrites to memory. The availablility of atomic operations enables unique access to shared memory addresses.The Compute Shader is not part of the Graphics Pipeline (all the previously discussed shader stages).The Compute Shader exists on its own, albeit on the same device as all the other Shader Stages. Toinvoke this shader, Dispatch*() APIs are called instead of Draw*().
Consider a Pixel Shader that operates only on pixel-frequency inputs (e.g. all attributes have one of the following interpolationmodes(16.4): constant, linear, linear_centroid, linear_noperspective or linear_noperspective_centroid).Implementations need only execute the shader once per pixel and replicate the results to all samples in the pixel.Now suppose code is added to the shader that generates new outputs based on reading sample-frequency inputs. The existingpixel-frequency part of the shader behaves identically to before. Even though the shader will now execute at sample-frequency(so the new outputs can vary per-sample), each invocation produces the same result for the original outputs.
With a forced sample count/pattern selected at the rasterizer (ForcedSampleCount > 0), pixels are candidates for shader invocation based on the selected sample pattern,independent of the RTV ("output") sample count. The burden is then on shader code to make sense of the possible mismatch between rasterizer and output storage sample count,given the defined semantics.
Pixel Shaders always run in minimum 2x2 quanta to be able to support derivative calculations,regardless of the RenderTarget sample count. These Pixel Shader derivative calculations, used in texture filtering operations,but also available directly in shaders, are calculated by taking deltas of data in adjacent pixels. This requiresdata in each pixel has been sampled with unit spacing horizontally or vertically.
When a Buffer has been created with the Pipeline Bind flag indicating thatit may be used as a Shader Resource Input and it is a typed Buffer (the view specifies a format type), it may be read from withinshaders with the load(22.4.6). See thedescription of this instruction for detail. To use a typed Buffer as a ShaderResource Input, it must be bound at one of the available128 slots for input Resources, byfirst creating the appropriate View for this particular stage of the graphicspipeline. It is fine for the same Buffer to be bound to multiple slotssimultaneously, possibly even with different Element formats or inital offsets.However at each binding, only a single Element type is permitted, and the datastride is implied to be equal the Element size. In other words,"Array-of-structure" style layouts cannot be described for typed Buffers bound atShader Resource Input. Structured Buffers allow array-of-structures access, though withoutany automatic format conversion for elements.
In D3D11.0, the number of UAVs was limited to 8 at the Compute Shader and 8 combined RTV+UAV at the Pixel Shader.There have since been requests to increase this limit. In addition, there have been requests to havesome sort of logging ability available to all shader stages, at least for debugging purposes. Being ableto access UAVs from every graphics Shader Stage permits this.
If an application violates the 1:1 property when using the TILEABLE flag on CopySubresourceRegion, such as reading into a different pixel, or into a shader stage other than the Pixel Shaderin the second pass, the the data being read is undefined (it will have been generated by an unknown rendering pass by the application or uninitilized).
The programmable graphics pipeline has given software developers greatly enhanced flexibility and power. As a result,shader programming has evolved to the point where programmers need to combine multiple code building blocks (i.e. subroutines)on the fly. Current approaches generally cause the static creation of thousands of one-off shaders, each using a particularcombination of subroutines to realize a specific effect. The use of flow control and looping can reduce the number of theseprecompiled combinations, but these techniques have a dramatic effect on the runtime performance of the shader code,and applications are still sensitive to the extra instructions and registers used in common shaders.Furthermore, since the shader programs are "kernels" or inner loops, any extra overhead for trying to reuse the same instructionstream to represent multiple combinations is more noticeable than in more traditional CPU code. The application developerhas no way of knowing when it is safe, in regards to performance, to use flow control to mitigate code complexity.This leads to a different performance problem: dealing with of thousands of shaders. 2ff7e9595c
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