Graphics Reference
In-Depth Information
Unlike other shaders, the hull shader consists of two HLSL functions: the patch constant
function, and hull shader function.
This shader stage requires that the IA stage has one of the patch list topologies set as
its active primitive topology (for example, SharpDX.Direct3D.PrimitiveTopology.
PatchListWith3ControlPoints for managed and D3D11_PRIMITIVE_TOPOLOGY_3_
CONTROL_POINT_PATCHLIST for unmanaged).
Device context commands that control the hull shader stage are grouped within the
DeviceContext.HullShader property or for unmanaged device begin with HS.
Tessellator stage
The tessellator stage is the second stage of the optional tessellation stages. This fixed
function stage subdivides a quad, triangle, or line into smaller objects. The tessellation
factor and type of division is controlled by the output of the hull shader stage.
Unlike all other fixed function stages the tessellator stage does not include any direct method
of controlling its state. All required information is provided within the output of the hull shader
stage and implied through the choice of primitive topology and configuration of the hull and
domain shaders.
Domain Shader (DS) stage
The domain shader is the third and final stage of the optional tessellation stages.
This programmable stage calculates the final vertex position of a subdivided point
generated during tessellation.
The types of operations that take place within this shader stage are often fairly similar
to a vertex shader when not using the tessellation stages.
Device context commands that control the domain shader stage are grouped by the
DeviceContext.DomainShader property, or for unmanaged begin with DS.
Geometry Shader (GS) stage
The optional geometry shader stage runs shader code that takes an entire primitive or
primitive with adjacency as input. The shader is able to generate new vertices on output
(triangle strip, line strip, or point list).
The geometry shader stage is unique in that its output can go
to the rasterizer stage and/or be sent to a vertex buffer via the
stream output stage (SO).
 
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