Shader stages
The function for each stage has a predefined name, so we recommend you don't change it.
HSMain
for hull shaderHSConstantMain
for patch constant functionDSMain
for domain shaderVSMain
for vertex shader (takes no arguments)GSMain
for geometry shaderPSMain
for pixel shader (takes no arguments)CSMain
for compute shader (takes no arguments)
These are all void methods.
The geometry and tessellation shaders need some kind of predefined structure as input and output. However, since Stride shaders are generic, it's impossible to know beforehand what the structure will be. As a result, these shaders use Input
and Output
structures that are automatically generated to fit the final shader.
Vertex shader
A vertex shader has to set the variable with the semantic SV_Position
. In ShaderBase
, it's ShadingPosition
.
For example:
override stage void VSMain()
{
...
streams.ShadingPosition = ...;
...
}
Pixel shader
A pixel shader has to set the variable with the semantic SV_Target
. In ShaderBase
, it is ColorTarget
.
For example:
override stage void PSMain()
{
...
streams.ColorTarget = ...;
...
}
Geometry shader
An example of geometry shader:
[maxvertexcount(1)]
void GSMain(triangle Input input[3], inout PointStream<Output> pointStream)
{
...
// fill the streams object
streams = input[0];
...
// always append streams
pointStream.Append(streams);
...
}
Input
can be used in the method body. It behaves like the streams object and contains the same members.
Output
is only used in the declaration of the method. You should append the streams object to your geometry shader output stream.
Tessellation shader
An example of a tessellation shader:
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("HSConstantMain")]
[maxtessfactor(48.0)]
void HSMain(InputPatch<Input, 3> input, out Output output, uint uCPID : SV_OutputControlPointID)
{
...
output = streams;
}
void HSConstantMain(InputPatch<Input, 3> input, const OutputPatch<Input2, 3> output, out Constants constants)
{
...
output = streams;
...
}
[domain("tri")]
void DSMain(const OutputPatch<Input, 3> input, out Output output, in Constants constants, float3 f3BarycentricCoords : SV_DomainLocation)
{
...
output = streams;
...
}
Input
and Input2
both behave like streams.
Note
Don't forget to assign output
to streams
at the end of your stage.
Compute shader
An example of a compute shader:
[numthreads(2, 3, 5)]
void CSMain()
{
...
}
You can inherit from ComputeShaderBase
and override the Compute
method.