Hlsl unroll. ) basic types: all int/uint/float/double scalar/vector/matrix. Hlsl unroll

 
) basic types: all int/uint/float/double scalar/vector/matrixHlsl unroll  The [branch] and [flatten] tags are just hints to the compiler to prefer one or the other if supported and possible

. Unrolling is generally. I assume this can be safely accepted. [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]dxc -E CSMandelJulia_scalarFloat -T cs_5_0 mandelfp16v2. Posts: 198. The any function determines if any components of the specified value are non-zero, while the all function determines if all components of the specified value are non-zero. Hi all, There are some [Attribute] blocks in HLSL flow control statements: loop, unroll (x) -> for loop. these are hints for the hlsl compiler on how you want loop unrolling to be done. 前回の記事でジオメトリシェーダーでの頂点分割を試みました。. Shader Model 4. While it can do rendering, it is generally used for tasks not directly related to drawing triangles and pixels. Use the clip HLSL intrinsic function to simulate clipping planes if each component of the x parameter represents the distance from a plane. The parser works with preprocessor pragmas and the syntax is similar to c++ OpenMP. Remarks. Teams. You loop a constant amount of iteration, so the compiler can silently unroll without side effects. Compilation time is with fxc (Windows 8 SDK) about 90 seconds. HLSL has compiler hints for unrolling and special branching and such. 在着色器阶段之间传递的所有变量都需要语义。. Now the perhaps more interesting is the Loop attribute. The DirectX 12 compiler DXC has received a PR about a month ago that adds template support to HLSL. This function is supported in the following shader models. [unroll] and the other HLSL attributes came in a later release of the shader compiler. Unable to unroll loop / Forced to unroll loop, but unrolling failed. In HLSL global variables are considered uniform by default. In your case the number of iterations is fixed at 16, and so its likely that the compiler will unroll the loop. See also. So have fun matching all your different hardwares. Does the ATI or nVidia driver unroll the loops (SM 2. 13) - Rendering - Unreal Engine Forums) for a four color variant. All i did was saying #define light cookies instead of #pragma multi_compile, as you mentioned in the 2nd post, in the urp lit shader code and the variants went from 1500M to 250M. The regular for loops in HLSL compute shaders gives different results depending on the local computer it is ran on (see image below). The loop condition depends on shader input, so I don't think that the processor is detecting a loop that it. So now, you can start to build a library of custom functions, and more complex shaders. for语句. The only current front end doing so is HLSL. A unity-specific ShaderLab language is used define the shader properties, subshaders and passes, while actual shader code is written in HLSL (High Level Shading Language). Here’s how to use HLSL shaders in an existing app, created in the Vulkan Ray Tracing Tutorial written by NVIDIA engineers Martin-Karl Lefrançois and Pascal Gautron. OK, this is a bit difficult to explain. I was able to piece together several other sources. 12f1, and URP 10. #define GAUSSIAN_BLUR_UNROLL 1 before including this file. When the Custom node is selected, the. non-streaming or streaming) as well as the state of the. With the new Unroll. Was able to get rid of the compiler optimizing by adding an [unroll] before the loop which allowed the setting of the walls variable and subsequent parsing of the array in the vertex shader. In HLSL, the unroll count is the upper limit of number of loops, not the number of unrolled iterations per loop in output IR, as it means in LLVM. There were other "safe fix" patches I noticed after 1. I quote DenisR's 2008 post on the NVidia forums: By default, the compiler unrolls small loops with a known trip count. Tour Start here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this siteTour Start here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this siteThe Graph Settings tab is important to set up the graph correctly if you’ve selected the Blank Shader Graph or want to switch to a different graph type. This partial code example is based on the BasicHLSL11. Get Cell Values 🔗︎. Sc4Freak. In your case the number of iterations is fixed at 16, and so its likely that the compiler will unroll the loop. Item Description; warning-specifier: Behavior to set for the specified warnings. There were other "safe fix" patches I noticed after 1. The problem is DX9 & ShaderModel 3. Stack Exchange network consists of 183 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. ) 이나 cgfx (엔비디아에서 지원하는 쉐이더 언어입니다. このため、今回は…. 0. . Would a 50-iteration for loop have a significant performance impact during a pixel shader? I tried, just out of curiosity, setting the float4 lights array to have 250 elements, and the shader wouldn’t compile, saying. An unbounded array in HLSL does match a fixed number set with numDescriptors in the descriptor table, and a fixed size in the HLSL does match an. ワイヤーフレームの幅. Stack Exchange network consists of 181 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. loop. In Unity, you usually write shader A program that runs on the GPU. All groups and messages. 2 Answers. Diligent Engine uses state-of-the art shader sonverter that allows transforming HLSL source into GLSL. 1 or higher. Unroll the loop until it stops executing. First of all, I created a custom node which allows me to perform a Gaussian Blur on a Texture Object. txt file in the build directory. 5. sponsored post. However sometimes that's not really an option, like when unrolling a loop makes a shader more than 65k instructions, or some other both artificial and spec limitations. 20,295. Thanks for the reference. Still, different drivers/the glsl compiler can be confused easily and sometimes its better to just unroll manually. Also did you try to use [loop] attribute for generating code that uses flow control? -Microsoft’s next-gen HLSL compiler-Open sourced in January 2017-Based on LLVM/Clang •Spiregg: HLSL to SPIR-V compilation using DXC-Google contributing SPIR-V CodeGen since April 2017-Share front-end parsing, HLSL validation-Recommended DXC for HLSL to SPIR-V compilation Careers. Gaussian Blur for URP. Hot Network Questions Most elementary proof showing that exponential growth wins against polynomial growthintersections [ i + 2] = intersections [ i]; i --; } In the inspector of this compute shader, I get the following warning: loop doesn't seem to do anything, forcing loop to unroll at kernel main. {"payload":{"allShortcutsEnabled":false,"fileTree":{"tools/clang/test/HLSLFileCheck/hlsl/control_flow/attributes/unroll":{"items":[{"name":"2d_array. The basic scalar type constructors can be used to convert values from one type to another. In HLSL, #pragma directives are a type of preprocessor directive. Zebediah Figura (@zfigura) Release for 1. Note that the following images were captured using the Vehicle Game Sample/Template/Demo which is made. Saved searches Use saved searches to filter your results more quicklyJussi said: Another thing to check would be if the Unity Editor reports any errors for the URP/Lit shader when you select it in the Editor. 2 Answers. 1 or higher. #pragma anki frag_shader_begins. HLSL-only or GLSL-only compute shaders. hlsl; directive; or ask your own question. Generally the same shader source file is compiled many times to generate various permutations of the HLSL shader. Supported. Is possible to speed up the compilation from. Unfortunately, the [loop] attribute isn’t completely foolproof. Here is shader code: void DownsamplePass_Pixel_Shader ( in float4 Position : POSITION0, in float4 PositionSS :. Just add Cull Off at the start of the SubShader section. In your case it's doing this, and since you don't provide an upper. Use the [unroll(n)] attribute to force an exact higher number. In Unity, regular #include directives work the same as in standard HLSL. 1f ? -1:1 ); Type Description. 1 Answer. Example. . Oct 24, 2007. Keep, Unsubscribe, Rollup. A flow-control statement determines at run time which block of HLSL statements to execute next. That means the compiler will have to create a copy of the body of the loop for each iteration so that there is. Use flow-control statements in the compiled shader; do not unroll the loop. . hlsl". We start by implementing that in 2d. glsl. Thanks!HLSL也支持for, while和do while循环。和条件语句一样,它可能也会在基于运行时的条件值判断而产生动态分支,从而影响程序性能。如果循环次数较小,我们可以使用属性[unroll]来展开循环,代价是产生更多的汇编指令。用法如下:I am working on a Direct3D rendering application that uses a lot of texture RAM. int count = min (iterCount, 4); for (int i = 0; i < count; ++i) {. fastopt. Rendering Materials , Shaders , material-functions , hlsl , custom-nodes , question , unreal-engine The HLSL parser is built in two parts: the lexer and the parser. For information about writing HLSL itself, see Using HLSL in Unity. Low fps on Arm Mali GPU. New subject: [PATCH v4 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. For really basic shaders for texture to texture rendering/blending etc. hlsl This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. from bool. Also the various semantics should have been attributes. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. More info. Learn more about Teams1 Answer. hlsl","contentType. Sorry. 1 is available in Direct3D 10. これに指定された幅の値を掛けると、太さ分に該当する重心. The [fastopt] and [allow_uav_condition] attributes are ignored if [unroll] is specified. Also did you try to use [loop] attribute for generating code that uses flow control?-Microsoft’s next-gen HLSL compiler-Open sourced in January 2017-Based on LLVM/Clang •Spiregg: HLSL to SPIR-V compilation using DXC-Google contributing SPIR-V CodeGen since April 2017-Share front-end parsing, HLSL validation-Recommended DXC for HLSL to SPIR-V compilationCareers. hlsl","path":"GDeflate/shaders/GDeflate. Sorted by: 7. Unroll loops to create multiple independent operations rather than a single collection of operations. If it is true, then you get 1, in whatever the output type is. Additional resources. I think the problem should be in material function or in custom node with HLSL but I found only two custom MF and seems like everything is ok with it. generic preprocessor (same as GLSL) scanner (keywords, identifiers, etc. At the moment, the DirectX HLSL Compiler provides the following components: dxc. 添加了unroll标签的for循环是可以展开的,直到循环条件终止,代价是产生更多机器码. Example. I think it is because after compilation the shader may try to run. fx file in the BasicHLSL11 Sample. This page contains information about using shader code blocks. ll and is processed by flex to produce C code. NEW! GDC 2021. The % operator is documented here and is defined to work on floating point numbers as well as integers. . First, the reason why the second one works, is because it is automatically unrolled. Return Value. {"payload":{"allShortcutsEnabled":false,"fileTree":{"GDeflate/shaders":{"items":[{"name":"GDeflate. HLSL tile shader. ) basic types: all int/uint/float/double scalar/vector/matrix. It is particularly useful in shader model 4 and later when the compiler compiles loops. You can now read the entire book for free! GDC Talks. New subject: [PATCH v8 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. None. For clarification, if considering my Python results as the correct solution, unrolling the loop in HLSL gives me better results than what not unrolling gives. 하나 이상의 HLSL 구문입니다. 2. Defines the number of threads to be executed in a single thread group when a compute shader is dispatched (see ID3D11DeviceContext::Dispatch ). hlsl","path. jpg. Shader compilers are extremely aggressive about unrolling since early HW often didn't have flow control and the cost on more recent HW can vary. You should be using tex2Dgrad or tex2Dlod inside a loop. It works with vs_3_0 and ps_3_0. Clang supports a number of AArch64-specific attributes to manage state added by the Scalable Matrix Extension (SME). h","path":"MSAAFilter/AppPCH. If you need that GLSL pragma you'll still need to roll your own (or send a pull request that adds it for GLSL 🤠) Beta Was this. hlsl","path":"PostProcessing/Shaders/API/D3D11. UNROLL for (uint k = 0; k. If we wish to add source annotations to more grammatical elements in the future we will encounter more ambiguities because the : character has other meanings in C and modern C++ as well. Dynamically Uniform Expressions and Uniform Control Flow" from the GLSL specs I linked above elaborates on how different instances of the shader are executed at the same time, and the flow is "uniform" only when the same instruction is called in all instances of the shader. abs (ddx (x)) + abs (ddy (x)) を返します。. 添加了loop标签的for循环不能展开,流式控制每次. Get Cell Values 🔗︎. hlsl","path. x が有限の. しかし粗いポリゴンのモデルにひびを入れる場合は分割数を増やしたいなど、分割具合をもっと柔軟に設定できるようにしたいです。. ”. A great starting point on using HLSL in Vulkan via SPIR-V is the HLSL to SPIR-V feature mapping manual. Visit Stack ExchangeTour Start here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this siteQ&A for professional and independent game developers. The [unroll] and [loop] attributes are mutually exclusive and will generate compiler errors when both are specified. It is broken into several sections. [unroll] turns into spv::LoopControlUnrollMask [loop] turns in. the last reply in that post was saying to change the route, but i tried to put the Common. The HLSL parser is built in two parts: the lexer and the parser. #pragma token-string. I have one relatively complicated shader, which I want to compile. One way is using the HLS pragma as follows: const unsigned int N = 1024; const unsigned int B =. // vertex #version 450 #extension GL_ARB_separate_shader_objects : enable out gl_PerVertex. You can put #pragma directives anywhere in your HLSL code, but it is a. Visit Stack ExchangeQ&A for professional and independent game developers. float2 xyCoordMultiplier : register (c13) : register (c14); I think that's how you tie two different. I would like for this code to be dynamic so as to reduce the instruction count. Shader Model 3 (DirectX HLSL) yes (pixel shader only) Shader Model 2 (DirectX HLSL) yes (pixel shader only)New subject: [PATCH v8 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. Tool adoption does. Use '-HV 2016' to treat this as warning. Using pragma directives. CEO update: Giving thanks and building upon our product & engineering foundation. The transformation can be undertaken manually by the programmer or by an optimizing compiler. Shader warning in 'hlsl_file': array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll at kernel move at hlsl_file. The source file is hlsl_lexer. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Modules/Rendering/Shaders":{"items":[{"name":"vaASSAOLite. Remarks. This is not supported in legacy GL/GLES targets, so to support this, varying structs are flattened. High-level language GLSL & HLSL HLSL Intermediate language SPIR-V SPIR-V & DXIL Supported platform Windows, Linux, macOS Windows, Linux, macOS Compiler library size Small Big (LLVM/Clang) HLSL shader model Up to 5. Hi all, There are some [Attribute] blocks in HLSL flow control statements: loop, unroll (x) -> for loop. This partial code example is based on the BasicHLSL11. The useful pragmas are 3: #pragma anki include “path/filename. I'm coming from a DX9 background, using the now outdated FX framework, where uniform variables can be used as a sort of preprocessor value that changes the compilation of a shader. HLSL to SPIR-V feature mapping manual. See also. New subject: [PATCH v8 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. We don't want to have to do this level of analysis in Naga. These parameters are the same letters used with the /O compiler options. Shader target model. Note: When you use Shader Model 2. Creating custom shaders in Unity 2020. Each line begins with a regular expression followed by a statement written in C code. HLSL has two syntaxes for specifying source annotations. 추가 정보. There's probably crap I'm missing but GLSL needs some help. To enable HLSL 2021, add the flag -HV. This could be a reason that fxc try to unroll the for loop so that the shader program is executed in lockstep mode. Anyway the HLSL compiler will, in general, attempt to unroll loops and flatten branches unless you try to convince it otherwise. it will take one cycles to enter the loop and one cycle to exit the loop copy_A. However it says The % operator is defined only in cases where either both sides are positive or both sides are negative. It is a revisited itoa() function for HLSL producing resulting ascii codes in an array of uint. {"payload":{"allShortcutsEnabled":false,"fileTree":{"NIS":{"items":[{"name":"NIS_Config. 0 don't handle dynamic loop lengths well, so unrolled loops are generally better / faster and the compiler will try to unroll most of the time. Default volume texture: _texture = new VolumeTexture(device, size. ここのfor文で頂点シェーダーから貰った3つの頂点をそれぞれ射影変換しています。 そうすることにより、通常のレンダリングと同様にポリゴン位置を決めることが出来ます。. Well that is the thing, I do want to change these at runtime. Note that we use function texCUBElod()—setting the mipmap level explicitly to 0—instead of texCUBE(), because texCUBE(), like tex2D(), would force the DirectX 9 HLSL compiler to unroll the dynamic loop (Sander 2005). #pragma optimize( "s", on ) Using the optimize pragma with the empty string ("") is a special form of the directive:. This statement can only be called from a pixel shader; it is not supported within a geometry shader or a vertex shader. Now this flow control can be set statically in compilation time, or it can be. I'm not sure but what I know is that the hardware schedule and process fragments by block of 2x2 (for computing derivatives). ) basic types: all int/uint/float/double scalar/vector/matrix. It's usually better to unroll the stuff yourself, since AMD/Intel/. Note that GLSL keywords uniform/varying are inherited from RSL (RenderMan shading language). Learn more about Teams If you unroll the loop by a factor of 1000 (ie 1000 threads), HLS will recognise that it can't read and write 1000 RAM elements at once and instead it'll build a large state machine to allow each thread to access the RAM (one at a time). High-level language GLSL & HLSL HLSL Intermediate language SPIR-V SPIR-V & DXIL Supported platform Windows, Linux, macOS Windows, Linux, macOS Compiler library size Small Big (LLVM/Clang) HLSL shader model Up to 5. {"payload":{"allShortcutsEnabled":false,"fileTree":{"PostProcessing/Shaders/API":{"items":[{"name":"D3D11. Hi everybody, I am currently encountering a problem with some HLSL custom node. It's also settled that a variable coming out of the vertex shader stage for example is varying (HLSL doesn't need this keyword at all!). This could be a reason that fxc try to unroll the for loop so that the shader program is executed in lockstep mode. #pragma anki vert_shader_begins. 1, + 6. 添加了flatten标签的if语句shader会执行全部情况的分支代码,然后根据判断语句来决定使用哪个结果。. . None of the methods works for me. It contains detailed information on semantics, syntax, supported features and extensions and much more and is a must-read. Preprocessor directive that provides machine-specific or operating system-specific features while retaining overall compatibility with the C and C++ languages. Each line begins with a regular expression followed by a statement written in C code. The loop is unable to unroll, the loop doesn't appear to terminate in a timely manner (in the specified number of iterations), or the unrolled loop is too large. - lighting and everything off - which Unity seems to want to compile for all possible scene conditions. I added that line "compile_arguments -unroll none" as described by Sinbad, but unfortunately that did not have any effect. It will work &#111;n any target that supports the break instruction, though there is a limitation &#111;n SM3 pixel shaders, due to complexities involved with gradient oThat sounds great! I'm looking forward to it, and the limitation is reasonable and "avoidable enough" to not really hurt. See also. これに指定された幅の値を掛けると、太さ分に該当する重. That is, if we can assume it's the same situation for PC. 2. Unable to unroll loop / Forced to unroll loop, but unrolling failed. Like. For more information on regular #include directives, see the HLSL documentation: include. For clarification, if considering my Python results as the correct solution, unrolling the loop in HLSL gives me better results than what not unrolling gives. ARB_compute_shader. Unity outputs this error: Shader error: can't unroll loops marked with loop attribute. loop. Compile the statement as a series of if statements, each with the flatten attribute. // the shader code would be a ton more complex. 特定のサンプル インデックスのサンプル位置 (x,y) を返します。. {"payload":{"allShortcutsEnabled":false,"fileTree":{"desktop-src/direct3dhlsl":{"items":[{"name":"images","path":"desktop-src/direct3dhlsl/images","contentType. j: Next unread message ; k: Previous unread message ; j a: Jump to all threads ; j l: Jump to MailingList overviewQuestion I have problem with loop in hlsl code. hlsl". in this case with dynamic indexing. I have encountered a similar issue and I believe it is because you are assigning data to an array inside the loop. glsl”. Use the [loop] attribute in your HLSL to force actual loops. x += step (y, 0. Then we calculate the distance to the input value based on. Reload to refresh your session. Upon importing the Universal RP package into my project (Unity 2020. unreal-engine, Scripting, hlsl. Featured on Meta Update: New Colors Launched. On modern processors, loop unrolling. Glossary programs. In HLSL, #include directives are a type of preprocessor directive. Narrator natural voices availability varies. This is the home page of the book 3D Math Primer for Graphics and Game Development. In this case, the compiler should have emitted a warning, stating that the attribute was unrecognized. hlsl. The compiler often guesses right, but occasionally the. The Xilinx Vitis-HLS synthesises the for -loop into a pipelined microarchitecture with II=1. I believe so, yes. Teams. will Yan. Second question: whatever you want to do with that shader. The function returns either 0 or 1 depending on whether the x parameter is greater than the y parameter. What are they, and what do they do? When we need to use 'em? What are their purposes? Thx. gitignore. {"payload":{"allShortcutsEnabled":false,"fileTree":{"OIT_DX11/AOIT Technique":{"items":[{"name":"AOIT. This results in additional clock cycles to enter and exit the loops. Thanks. 5. hlsl","path":"Modules/Rendering/Shaders/vaASSAOLite. If you now fill this fixed array from extern with an arbitrary amount of data, HLSL has no way to know about this. [unroll(N)] for (int j = 0; j < N; j++) // Being unrolled. This feature is highly optimized to do the exact thing you are describing. Instead of editing intricate code and custom libraries inside. hlsl","contentType. . 1 つ以上 の HLSL ステートメント。 注釈 [unroll] 属性と [loop] 属性は相互に排他的であり、両方が指定されるとコンパイラ エラーが生成されます。 [unroll] が指定されている場合、[fastopt] 属性と [allow_uav_condition] 属性は無視されます。 こちらもご覧ください. So for every vertex you give the GPU, this code will be. Can somebody help me with it? Update: I think I found HLSL code with that errors but still don’t know how to fix it:1 Answer. Note: Unity originally used the Cg language, hence the. If it unrolls the loop and your array is marked as constant (doesn't come from a buffer. 相关主题. However, synthesis stops with following error: ERROR: [XFORM 203-504] Stop unrolling loop 'Loop-1' in function 'func_m' because it may cause large runtime and excessive memory usage due to increase in code size. Loop Unrolling (unroll Pragma) The Intel® HLS Compiler supports the unroll pragma for unrolling multiple copies of a loop. - manually unroll loops (works better (in terms of compilation time) than using [unroll], [fastopt] or whatever compiler hints) - especially true for nested loops! - the deeper the called function, the worse - look for redundant texture sampling which could be pulled up from loops or functions - you'll get cache hit, however it will compile longerShader Model 2 (DirectX HLSL) and higher shader models: yes: Shader Model 1 (DirectX HLSL) vs_1_1: See also. Flow Control Jan 4, 2013. HLSL 6+ uniform variables and compilation. SHADER_TARGET is defined to a numeric value that matches the Shader A program that runs on the GPU. The following code shows the HLSL closest hit shader that calculates shadows with a single point light from the sample app: #include "raycommon. x += (y < 0. If it is false, then you get 0, in whatever the output type is (floating-point types get 0. Fragment Shader. i or j). I have to do the Filtering with the variable filter size. continue;Thread View. The % operator is documented here and is defined to work on floating point numbers as well as integers. 3. glslcc: Cross-compiler for GLSL shader language (GLSL->HLSL,METAL,GLES,GLSLv3) @septag. You can insert the Custom expression from the Custom category in the Material palette or from the right-click search menu in the Material Graph. 1 Answer. Connect and share knowledge within a single location that is structured and easy to search. soramamenatan. discard; Parameters. Settings. GCN3 introduced 16 bit register support. Usually, compute shader files are written in HLSL, and compiled or translated into all necessary platforms automatically. Creates a linker interface. don't know what this #pragma is. It is available in the latest compiler code, but is not the default. 0 HDRP (windows) and getting warnings. That means you're sampling a texture using tex2D in a variable length loop. HLSL: High Level Shader Language (Microsoft DirectX) HLSL: Harvard Law School Library: HLSL: Higher Lever Shading Language (computing) HLSL: Heidelberger Life Science. -Write multiple shaders/techniques/passes to handle the different combinations. Well you have a few options: -Use a loop/ifs like you have. In the next compiler release, we've added an attribute called [fastopt] that tells the compiler not to bother simulating the loop. Unroll 指令在 for 循环的代码区域进行优化,这个指令不包含流水线执行的概念,单纯地将循环体展开使用更多地硬件资源实现,保证并行循环体在调度地过程中是彼此独立的。. Ah, very good, thanks for the closure on this one. Stop executing the current loop ( do, for, while ), update the loop conditions, and begin executing from the top of the loop. Note This function is part of the HLSL shader linking technology that you can use on all Direct3D 11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time. They provide additional information to the shader A program that runs on the GPU.