Synonyms for hlsl or Related words with hlsl

glsl              glslang              corelmage              clojure              jython              picbasic              subshader              metasl              getreflection              environmentssecure              coreimage              msil              cilk              irml              pragmas              vdhl              overridedisableall              autoit              haxe              mxml              rebol              openvera              openacc              cilkplus              lua              hlasm              openinventor              renderman              bluespec              zeebinding              gdsiii              javac              metaprogramming              overridecolormask              perlxs              hiveql              beanshell              objectarx              llvm              myhdl              coffeescript              openvg              scdl              prolog              winbatch              sequencel              htmlscript              systemverilog              fortran              modula             

Examples of "hlsl"
UnitTestCg is an open source unit test framework for Cg and HLSL programs. It has not been updated since its initial release in 2007. UnitTestCg supports both Cg 1.5b2 and DX9 HLSL.
Sony announced PSSL (PlayStation Shader Language) as a platform-specific shading language similar to HLSL for the PlayStation 4.
HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2d and 3d computer graphics.
The High-Level Shading Language (also called HLSL for short) is a C-style shader language for DirectX 9 and higher and Xbox game consoles. It is similar to Nvidia's Cg but is only supported by DirectX and Xbox. HLSL programs are compiled into bytecode equivalent of DirectX shader assembly language.
HLSL2GLSL is a command line tool and a library that translates shaders written in High Level Shader Language (HLSL) for Direct3D 9 into the OpenGL Shading Language (GLSL).
At the XDC2014 Matt Turner pointed out that due to translations from HLSL to GLSL bloated shaders have become wide spread.shader-db.
For advanced users a plug-in SDK is available which, with some DirectX/C++ or HLSL knowledge, users can code their effects.
OGRE also supports Vertex and Fragment programs along with custom shaders written in OpenGL Shading Language (GLSL), High-Level Shading Language (HLSL), Cg, and Assembly language.
When porting C++ 3D video games for playback in Adobe Flash Player, developers must translate traditional HLSL and GLSL shaders into AGAL. The C++ video game code can be converted into Flash-compatible code using CrossBridge.
HLSL was introduced as an optional alternative to the shader assembly language in Direct3D 9, but became a requirement in Direct3d 10 and higher, where the shader assembly language is deprecated.
The new generation of graphics chips allowed pixel shader-based textures, bump mapping, and lighting and shadowing technologies to become common. Shader technologies included HLSL (for DirectX), GLSL (for OpenGL), or Cg.
The toolkit has the ability to work with HLSL Shaders which are written in their common textual form but are embedded in the data flow language and are instantly compiled and uploaded as soon any part of their source code is changed.
The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
Sh was an early metaprogramming language for programmable GPUs. It offered a general-purpose programming language, following a stream-processing model. Programs written in Sh could either run on CPUs or GPUs, obviating the need to write programs in a mix of two programming languages as was the case with earlier GPU programming systems such as Cg or HLSL.
Last version (v0.9) from ATI was released in 2006, but the project was forked in 2010 to fix issues and add features like OpenGL ES support. It is now used by Unity and OGRE to translate Cg/HLSL shaders into GLSL for mobile platforms.
Another key area of the game is its programmable pixel shaders. Sony's own "PlayStation Shader Language" (PSSL) was introduced on the PlayStation 4. It has been suggested that the PlayStation Shader Language is very similar indeed to the HLSL standard in DirectX 11, with just subtle differences that were eliminated for the most part through preprocessor macros.
The new API features shader tracing and HLSL compiler enhancements, support for minimum precision HLSL scalar data types, UAVs (Unordered Access Views) at every pipeline stage, target-independent rasterization (TIR), option to map SRVs of dynamic buffers with NO_OVERWRITE, shader processing of video resources, option to use logical operations in a render target, option to bind a subrange of a constant buffer to a shader and retrieve it, option to create larger constant buffers than a shader can access, option to discard resources and resource views, option to change subresources with new copy options, option to force the sample count to create a rasterizer state, option to clear all or part of a resource view, option to use Direct3D in Session 0 processes, option to specify user clip planes in HLSL on feature level 9 and higher, support for shadow buffer on feature level 9, support for video playback, extended support for shared Texture2D resources, and on-the-fly swapping between Direct3D 10 and 11 contexts and feature levels. Direct3D 11.1 includes new feature level 11_1, which brings minor updates to the shader language, such as larger constant buffers and optional double-precision instructions, as well as improved blending modes and mandatory support for 16-bit colour formats to improve the performance of entry-level GPUs such as Intel HD Graphics. WARP has been updated to support feature level 11_1.
Direct3D 10.0 level hardware must support the following features: The ability to process entire primitives in the new geometry-shader stage, the ability to output pipeline-generated vertex data to memory using the stream-output stage, multisampled alpha-to-coverage support, readback of a depth/stencil surface or a multisampled resource once it is no longer bound as a render target, full HLSL integration - all Direct3D 10 shaders are written in HLSL and implemented with the common-shader core, integer and bitwise shader operations, organization of pipeline state into 5 immutable state objects, organization of shader constants into constant buffers, increased number of render targets, textures, and samplers, no shader length limit, new resource types and resource formats, layered runtime/API layers, option to perform per-primitive material swapping and setup using a geometry shader, increased generalization of resource access using a view, removed legacy hardware capability bits(caps).
The engine comes with a library of standard material renderers, allowing fallback materials where user hardware is unable to handle advanced methods. New materials can be added to the engine at run-time, allowing users to write their own as needed. In addition to legacy fixed-function pipeline materials, programmable Pixel and Vertex Shaders (1.1 to 3.0 and 4.0 using GLSL), ARB Fragment and Vertex Programs, HLSL, Cg and GLSL materials are supported.
Windows 10 anniversary update (version 1607) has been released on August 2, 2016; the Direct3D 12 runtime has been updated to support HLSL Shader Model 6.0 and HDR, which includes constructs for explicit multithreading and inter-process communication, allowing developers to take advantage of modern massively parallel GPUs. Other features include updated root signatures version 1.1, as well as support for HDR10 format and variable refresh rates.