HLSL固有函数 【Intrinsic Functions (DirectX HLSL)】

发表于2017-08-07
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每天30分钟看Shader--(1)HLSL固有函数 【Intrinsic Functions (DirectX HLSL)

放在blog上看起来方便,这个是MSDN上的,DirectX Documentation里也有

 

Intrinsic Functions (DirectX HLSL)

The following table lists the intrinsic functions available in HLSL. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.

Name

Syntax

Description

abs

abs(x)

Absolute value (per component).

acos

acos(x)

Returns the arccosine of each component of x.

all

all(x)

Test if all components of x are nonzero.

any

any(x)

Test if any component of x is nonzero.

asfloat

asfloat(x)

Convert the input type to a float.

asin

asin(x)

Returns the arcsine of each component of x.

asint

asint(x)

Convert the input type to an integer.

asuint

asuint(x)

Convert the input type to an unsigned integer.

atan

atan(x)

Returns the arctangent of x.

atan2

atan2(y, x)

Returns the arctangent of of two values (x,y).

ceil

ceil(x)

Returns the smallest integer which is greater than or equal to x.

clamp

clamp(x, min, max)

Clamps x to the range [min, max].

clip

clip(x)

Discards the current pixel, if any component of x is less than zero.

cos

cos(x)

Returns the cosine of x.

cosh

cosh(x)

Returns the hyperbolic cosine of x.

cross

cross(x, y)

Returns the cross product of two 3D vectors.

D3DCOLORtoUBYTE4

D3DCOLORtoUBYTE4(x)

Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware.

ddx

ddx(x)

Returns the partial derivative of x with respect to the screen-space x-coordinate.

ddy

ddy(x)

Returns the partial derivative of x with respect to the screen-space y-coordinate.

degrees

degrees(x)

Converts x from radians to degrees.

determinant

determinant(m)

Returns the determinant of the square matrix m.

distance

distance(x, y)

Returns the distance between two points.

dot

dot(x, y)

Returns the dot product of two vectors.

exp

exp(x)

Returns the base-e exponent.

exp2

exp2(x)

Base 2 exponent (per component).

faceforward

faceforward(n, i, ng)

Returns -n * sign(•(i, ng)).

floor

floor(x)

Returns the greatest integer which is less than or equal to x.

fmod

fmod(x, y)

Returns the floating point remainder of x/y.

frac

frac(x)

Returns the fractional part of x.

frexp

frexp(x, exp)

Returns the mantissa and exponent of x.

fwidth

fwidth(x)

Returns abs(ddx(x)) abs(ddy(x))

GetRenderTargetSampleCount

GetRenderTargetSampleCount()

Returns the number of render-target samples.

GetRenderTargetSamplePosition

GetRenderTargetSamplePosition(x)

Returns a sample position (x,y) for a given sample index.

isfinite

isfinite(x)

Returns true if x is finite, false otherwise.

isinf

isinf(x)

Returns true if x is INF or -INF, false otherwise.

isnan

isnan(x)

Returns true if x is NAN or QNAN, false otherwise.

ldexp

ldexp(x, exp)

Returns x * 2exp

length

length(v)

Returns the length of the vector v.

lerp

lerp(x, y, s)

Returns x s(y - x).

lit

lit(n • l, n • h, m)

Returns a lighting vector (ambient, diffuse, specular, 1)

log

log(x)

Returns the base-e logarithm of x.

log10

log10(x)

Returns the base-10 logarithm of x.

log2

log2(x)

Returns the base-2 logarithm of x.

max

max(x, y)

Selects the greater of x and y.

min

min(x, y)

Selects the lesser of x and y.

modf

modf(x, out ip)

Splits the value x into fractional and integer parts.

mul

mul(x, y)

Performs matrix multiplication using x and y.

noise

noise(x)

Generates a random value using the Perlin-noise algorithm.

normalize

normalize(x)

Returns a normalized vector.

pow

pow(x, y)

Returns xy.

radians

radians(x)

Converts x from degrees to radians.

reflect

reflect(i, n)

Returns a reflection vector.

refract

refract(i, n, R)

Returns the refraction vector.

round

round(x)

Rounds x to the nearest integer

rsqrt

rsqrt(x)

Returns 1 / sqrt(x)

saturate

saturate(x)

Clamps x to the range [0, 1]

sign

sign(x)

Computes the sign of x.

sin

sin(x)

Returns the sine of x

sincos

sincos(x, out s, out c)

Returns the sine and cosine of x.

sinh

sinh(x)

Returns the hyperbolic sine of x

smoothstep

smoothstep(min, max, x)

Returns a smooth Hermite interpolation between 0 and 1.

sqrt

sqrt(x)

Square root (per component)

step

step(a, x)

Returns (x >= a) ? 1 : 0

tan

tan(x)

Returns the tangent of x

tanh

tanh(x)

Returns the hyperbolic tangent of x

tex1D

tex1D(s, t)

1D texture lookup.

tex1Dbias

tex1Dbias(s, t)

1D texture lookup with bias.

tex1Dgrad

tex1Dgrad(s, t, ddx, ddy)

1D texture lookup with a gradient.

tex1Dlod

tex1Dlod(s, t)

1D texture lookup with LOD.

tex1Dproj

tex1Dproj(s, t)

1D texture lookup with projective divide.

tex2D

tex2D(s, t)

2D texture lookup.

tex2Dbias

tex2Dbias(s, t)

2D texture lookup with bias.

tex2Dgrad

tex2Dgrad(s, t, ddx, ddy)

2D texture lookup with a gradient.

tex2Dlod

tex2Dlod(s, t)

2D texture lookup with LOD.

tex2Dproj

tex2Dproj(s, t)

2D texture lookup with projective divide.

tex3D

tex3D(s, t)

3D texture lookup.

tex3Dbias

tex3Dbias(s, t)

3D texture lookup with bias.

tex3Dgrad

tex3Dgrad(s, t, ddx, ddy)

3D texture lookup with a gradient.

tex3Dlod

tex3Dlod(s, t)

3D texture lookup with LOD.

tex3Dproj

tex3Dproj(s, t)

3D texture lookup with projective divide.

texCUBE

texCUBE(s, t)

Cube texture lookup.

texCUBEbias

texCUBEbias(s, t)

Cube texture lookup with bias.

texCUBEgrad

texCUBEgrad(s, t, ddx, ddy)

Cube texture lookup with a gradient.

texCUBElod

tex3Dlod(s, t)

Cube texture lookup with LOD.

texCUBEproj

texCUBEproj(s, t)

Cube texture lookup with projective divide.

transpose

transpose(m)

Returns the transpose of the matrix m.

trunc

trunc(x)

Truncates floating-point value(s) to integer value(s)

 

 

3-1 HLSL内置函数

函数名            用法

abs                         计算输入值的绝对值。

acos                        返回输入值反余弦值。

all                           测试非0值。

any                         测试输入值中的任何非零值。

asin                         返回输入值的反正弦值。

atan                        返回输入值的反正切值。

atan2                       返回y/x的反正切值。

ceil                         返回大于或等于输入值的最小整数。

clamp                      把输入值限制在[min, max]范围内。

clip                         如果输入向量中的任何元素小于0,则丢弃当前像素。

cos                         返回输入值的余弦。

cosh                       返回输入值的双曲余弦。

cross                      返回两个3D向量的叉积。

ddx                         返回关于屏幕坐标x轴的偏导数。

ddy                         返回关于屏幕坐标y轴的偏导数。

degrees                   弧度到角度的转换

determinant              返回输入矩阵的值。

distance                   返回两个输入点间的距离。

dot                          返回两个向量的点积。

exp                         返回以e为底数,输入值为指数的指数函数值。

exp2                       返回以2为底数,输入值为指数的指数函数值。

faceforward             检测多边形是否位于正面。

floor                       返回小于等于x的最大整数。

fmod                       返回a / b的浮点余数。

frac                        返回输入值的小数部分。

frexp                       返回输入值的尾数和指数

fwidth                     返回 abs ( ddx (x) abs ( ddy(x))。

isfinite                     如果输入值为有限值则返回true,否则返回false。

isinf                        如何输入值为无限的则返回true。

isnan                       如果输入值为NAN或QNAN则返回true。

ldexp                       frexp的逆运算,返回 x * 2 ^ exp。

len / lenth                返回输入向量的长度。

lerp                         对输入值进行插值计算。

lit                            返回光照向量(环境光,漫反射光,镜面高光,1)。

log                          返回以e为底的对数。

log10                      返回以10为底的对数。

log2                        返回以2为底的对数。

max                        返回两个输入值中较大的一个。

min                         返回两个输入值中较小的一个。

modf                       把输入值分解为整数和小数部分。

mul                         返回输入矩阵相乘的积。

normalize                 返回规范化的向量,定义为 x / length(x)。

pow                        返回输入值的指定次幂。

radians                    角度到弧度的转换。

reflect                     返回入射光线i对表面法线n的反射光线。

refract                     返回在入射光线i,表面法线n,折射率为eta下的折射光线v。

round                      返回最接近于输入值的整数。

rsqrt                       返回输入值平方根的倒数。

saturate                   把输入值限制到[0, 1]之间。

sign                        计算输入值的符号。

sin                          计算输入值的正弦值。

sincos                     返回输入值的正弦和余弦值。

sinh                        返回x的双曲正弦。

smoothstep              返回一个在输入值之间平稳变化的插值。

sqrt                         返回输入值的平方根。

step                        返回(x >= a)? 1 : 0。

tan                          返回输入值的正切值。

fanh                        返回输入值的双曲线切线。

transpose                 返回输入矩阵的转置。

tex1D*                    1D纹理查询。

tex2D*                    2D纹理查询。

tex3D*                    3D纹理查询。

texCUBE*                立方纹理查询。

 

Intrinsic Functions (DirectX HLSL)

The following table lists the intrinsic functions available in HLSL. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.

Name

Description

Minimum shader model

abs

Absolute value (per component).

11

acos

Returns the arccosine of each component of x.

11

all

Test if all components of x are nonzero.

11

AllMemoryBarrier

Blocks execution of all threads in a group until all memory accesses have been completed.

5

AllMemoryBarrierWithGroupSync

Blocks execution of all threads in a group until all memory accesses have been completed and all threads in the group have reached this call.

5

any

Test if any component of x is nonzero.

11

asdouble

Reinterprets a cast value into a double.

5

asfloat

Convert the input type to a float.

4

asin

Returns the arcsine of each component of x.

11

asint

Convert the input type to an integer.

4

asuint

Reinterprets the bit pattern of a 64-bit type to a uint.

5

asuint

Convert the input type to an unsigned integer.

4

atan

Returns the arctangent of x.

11

atan2

Returns the arctangent of of two values (x,y).

11

ceil

Returns the smallest integer which is greater than or equal to x.

11

clamp

Clamps x to the range [min, max].

11

clip

Discards the current pixel, if any component of x is less than zero.

11

cos

Returns the cosine of x.

11

cosh

Returns the hyperbolic cosine of x.

11

countbits

Counts the number of bits (per component) in the input integer.

5

cross

Returns the cross product of two 3D vectors.

11

D3DCOLORtoUBYTE4

Swizzles and scales components of the 4D vector xto compensate for the lack of UBYTE4 support in some hardware.

11

ddx

Returns the partial derivative of x with respect to the screen-space x-coordinate.

21

ddx_coarse

Computes a low precision partial derivative with respect to the screen-space x-coordinate.

5

ddx_fine

Computes a high precision partial derivative with respect to the screen-space x-coordinate.

5

ddy

Returns the partial derivative of x with respect to the screen-space y-coordinate.

21

ddy_coarse

Computes a low precision partial derivative with respect to the screen-space y-coordinate.

5

ddy_fine

Computes a high precision partial derivative with respect to the screen-space y-coordinate.

5

degrees

Converts x from radians to degrees.

11

determinant

Returns the determinant of the square matrix m.

11

DeviceMemoryBarrier

Blocks execution of all threads in a group until all device memory accesses have been completed.

5

DeviceMemoryBarrierWithGroupSync

Blocks execution of all threads in a group until all device memory accesses have been completed and all threads in the group have reached this call.

5

distance

Returns the distance between two points.

11

dot

Returns the dot product of two vectors.

1

dst

Calculates a distance vector.

5

EvaluateAttributeAtCentroid

Evaluates at the pixel centroid.

5

EvaluateAttributeAtSample

Evaluates at the indexed sample location.

5

EvaluateAttributeSnapped

Evaluates at the pixel centroid with an offset.

5

exp

Returns the base-e exponent.

11

exp2

Base 2 exponent (per component).

11

f16tof32

Converts the float16 stored in the low-half of the uint to a float.

5

f32tof16

Converts an input into a float16 type.

5

faceforward

Returns -n * sign(dot(i, ng)).

11

firstbithigh

Gets the location of the first set bit starting from the highest order bit and working downward, per component.

5

firstbitlow

Returns the location of the first set bit starting from the lowest order bit and working upward, per component.

5

floor

Returns the greatest integer which is less than or equal to x.

11

fmod

Returns the floating point remainder of x/y.

11

frac

Returns the fractional part of x.

11

frexp

Returns the mantissa and exponent of x.

21

fwidth

Returns abs(ddx(x)) abs(ddy(x))

21

GetRenderTargetSampleCount

Returns the number of render-target samples.

4

GetRenderTargetSamplePosition

Returns a sample position (x,y) for a given sample index.

4

GroupMemoryBarrier

Blocks execution of all threads in a group until all group shared accesses have been completed.

5

GroupMemoryBarrierWithGroupSync

Blocks execution of all threads in a group until all group shared accesses have been completed and all threads in the group have reached this call.

5

InterlockedAdd

Performs a guaranteed atomic add of value to the dest resource variable.

5

InterlockedAnd

Performs a guaranteed atomic and.

5

InterlockedCompareExchange

Atomically compares the input to the comparison value and exchanges the result.

5

InterlockedCompareStore

Atomically compares the input to the comparison value.

5

InterlockedExchange

Assigns value to dest and returns the original value.

5

InterlockedMax

Performs a guaranteed atomic max.

5

InterlockedMin

Performs a guaranteed atomic min.

5

InterlockedOr

Performs a guaranteed atomic or.

5

InterlockedXor

Performs a guaranteed atomic xor.

5

isfinite

Returns true if x is finite, false otherwise.

11

isinf

Returns true if x is INF or -INF, false otherwise.

11

isnan

Returns true if x is NAN or QNAN, false otherwise.

11

ldexp

Returns x * 2exp

11

length

Returns the length of the vector v.

11

lerp

Returns x s(y - x).

11

lit

Returns a lighting vector (ambient, diffuse, specular, 1)

11

log

Returns the base-e logarithm of x.

11

log10

Returns the base-10 logarithm of x.

11

log2

Returns the base-2 logarithm of x.

11

mad

Performs an arithmetic multiply/add operation on three values.

5

max

Selects the greater of x and y.

11

min

Selects the lesser of x and y.

11

modf

Splits the value x into fractional and integer parts.

11

mul

Performs matrix multiplication using x and y.

1

noise

Generates a random value using the Perlin-noise algorithm.

11

normalize

Returns a normalized vector.

11

pow

Returns xy.

11

Process2DQuadTessFactorsAvg

Generates the corrected tessellation factors for a quad patch.

5

Process2DQuadTessFactorsMax

Generates the corrected tessellation factors for a quad patch.

5

Process2DQuadTessFactorsMin

Generates the corrected tessellation factors for a quad patch.

5

ProcessIsolineTessFactors

Generates the rounded tessellation factors for an isoline.

5

ProcessQuadTessFactorsAvg

Generates the corrected tessellation factors for a quad patch.

5

ProcessQuadTessFactorsMax

Generates the corrected tessellation factors for a quad patch.

5

ProcessQuadTessFactorsMin

Generates the corrected tessellation factors for a quad patch.

5

ProcessTriTessFactorsAvg

Generates the corrected tessellation factors for a tri patch.

5

ProcessTriTessFactorsMax

Generates the corrected tessellation factors for a tri patch.

5

ProcessTriTessFactorsMin

Generates the corrected tessellation factors for a tri patch.

5

radians

Converts x from degrees to radians.

1

rcp

Calculates a fast, approximate, per-component reciprocal.

5

reflect

Returns a reflection vector.

1

refract

Returns the refraction vector.

11

reversebits

Reverses the order of the bits, per component.

5

round

Rounds x to the nearest integer

11

rsqrt

Returns 1 / sqrt(x)

11

saturate

Clamps x to the range [0, 1]

1

sign

Computes the sign of x.

11

sin

Returns the sine of x

11

sincos

Returns the sine and cosine of x.

11

sinh

Returns the hyperbolic sine of x

11

smoothstep

Returns a smooth Hermite interpolation between 0 and 1.

11

sqrt

Square root (per component)

11

step

Returns (x >= a) ? 1 : 0

11

tan

Returns the tangent of x

11

tanh

Returns the hyperbolic tangent of x

11

tex1D(s, t)

1D texture lookup.

1

tex1D(s, t, ddx, ddy)

1D texture lookup.

21

tex1Dbias

1D texture lookup with bias.

21

tex1Dgrad

1D texture lookup with a gradient.

21

tex1Dlod

1D texture lookup with LOD.

31

tex1Dproj

1D texture lookup with projective divide.

21

tex2D(s, t)

2D texture lookup.

11

tex2D(s, t, ddx, ddy)

2D texture lookup.

21

tex2Dbias

2D texture lookup with bias.

21

tex2Dgrad

2D texture lookup with a gradient.

21

tex2Dlod

2D texture lookup with LOD.

3

tex2Dproj

2D texture lookup with projective divide.

21

tex3D(s, t)

3D texture lookup.

11

tex3D(s, t, ddx, ddy)

3D texture lookup.

21

tex3Dbias

3D texture lookup with bias.

21

tex3Dgrad

3D texture lookup with a gradient.

21

tex3Dlod

3D texture lookup with LOD.

31

tex3Dproj

3D texture lookup with projective divide.

21

texCUBE(s, t)

Cube texture lookup.

11

texCUBE(s, t, ddx, ddy)

Cube texture lookup.

21

texCUBEbias

Cube texture lookup with bias.

21

texCUBEgrad

Cube texture lookup with a gradient.

21

texCUBElod

Cube texture lookup with LOD.

31

texCUBEproj

Cube texture lookup with projective divide.

21

transpose

Returns the transpose of the matrix m.

1

trunc

Truncates floating-point value(s) to integer value(s)

1

 

1 see reference page for restrictions.

 


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