DirectX HLSL 内置函数
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) |
表 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。
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 |
DirectX HLSL 内置函数的更多相关文章
- CG 内置函数 和 HLSL 内置函数
CG 内置函数 英伟达官网链接: http://http.developer.nvidia.com/Cg/index_stdlib.html absacosallanyasinatan2atanbi ...
- Unity3D -- shader语法内置函数
该篇是Unity Shader中HLSL的内置函数,主要是一些数学方面的计算函数.在写Shader的时候可以直接使用. abs //计算输入值的绝对值. acos //返回输入值反余弦值. all / ...
- Entity Framework 6 Recipes 2nd Edition(11-12)译 -> 定义内置函数
11-12. 定义内置函数 问题 想要定义一个在eSQL 和LINQ 查询里使用的内置函数. 解决方案 我们要在数据库中使用IsNull 函数,但是EF没有为eSQL 或LINQ发布这个函数. 假设我 ...
- Oracle内置函数:时间函数,转换函数,字符串函数,数值函数,替换函数
dual单行单列的隐藏表,看不见 但是可以用,经常用来调内置函数.不用新建表 时间函数 sysdate 系统当前时间 add_months 作用:对日期的月份进行加减 写法:add_months(日期 ...
- python内置函数
python内置函数 官方文档:点击 在这里我只列举一些常见的内置函数用法 1.abs()[求数字的绝对值] >>> abs(-13) 13 2.all() 判断所有集合元素都为真的 ...
- DAY5 python内置函数+验证码实例
内置函数 用验证码作为实例 字符串和字节的转换 字符串到字节 字节到字符串
- python之常用内置函数
python内置函数,可以通过python的帮助文档 Build-in Functions,在终端交互下可以通过命令查看 >>> dir("__builtins__&quo ...
- freemarker内置函数和用法
原文链接:http://www.iteye.com/topic/908500 在我们应用Freemarker 过程中,经常会操作例如字符串,数字,集合等,却不清楚Freemrker 有没有类似于Jav ...
- set、def、lambda、内置函数、文件操作
set : 无序,不重复,可以嵌套 .add (添加元素) .update(接收可迭代对象)---等于批量 添加 .diffrents()两个集合不同差 .sysmmetric difference( ...
随机推荐
- 10.6-10.7 牛客网NOIP模拟赛题解
留个坑... upd:估计这个坑补不了了 如果还补不了就删了吧
- log4j配置文件及java调用 每个级别输出到不同的文件2
log4j.rootLogger=debug,stdout,info,debug,error log4j.appender.stdout=org.apache.log4j.ConsoleAppende ...
- .net mvc 框架实现后台管理系统 2
layui 数据表格 返回格式: var json = new { code = 0, count = pagers.totalRows, msg = "", data =null ...
- 网络流EdmondsKarp算法模板理解
先推荐一个讲网络流的博客,我的网络流知识均吸收于此 传送门 EdmondsKarp算法基本思想:从起点到终点进行bfs,只要存在路,说明存在增广路径,则取这部分路 权值最小的一部分,即为增广路径( ...
- xshell连接不上
1.排查道路通不通 ping baidu.com 是否通畅,如果不通 2.排查DNS ping 223.5.5.5 地址解释是否通畅 3.是否有劫财劫色的 检查防火墙 selinux是否 关 ...
- sshd服务及系统文件传输
一.sshd 简介 sshd= secure shell 可以通过网络在主机中开机shell的服务 客户端软件 sshd 连接方式: ssh username@ip ##文本模式的链 ...
- 关于int类型表示的最大位数
Integer 整型是有个范围的,而这个范围是跟平台版本有关的32位(最大值为:2^31 - 1)与64位(最大值为:2^63 - 1)的范围不一致.这时候超出范围的数字会被解释为float类型,所以 ...
- java——调用一个静态方法的时候有没有执行这个类的构造方法,以及这个类中的静态常量?
尝试一下: public class Try { final static int a = 1; public Try() { System.out.print("构造方法"); ...
- c++中 重载 覆盖 隐藏的区别 附加 mutable笔记
成员函数被重载的特征有: 1) 相同的范围(在同一个类中): //2) 函数名字相同: 3) 参数不同: 4) virtual关键字可有可无. 覆盖的特征有: 1) 不同的范围(分别位于派生类与基类) ...
- JavaSE---线程同步
1.当多个线程同时访问同一个数据时,容易出现线程安全问题,必须进行线程同步: 2.解决方案: 1.1 Java的多线程引入了 同步监视器 ,使用同步监视器的通用方法就是 同步代码块 //线程开始 ...