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每天30分钟看Shader--(1)HLSL固有函数 【Intrinsic Functions (DirectX HLSL)】(每天看30分钟手机可以吗)

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Intrinsic Functions (DirectX HLSL)

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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.

NameSyntaxDescriptionabsabs(x)Absolute value (per component).acosacos(x)Returns the arccosine of each component of x.allall(x)Test if all components of x are nonzero.anyany(x)Test if any component of x is nonzero.asfloatasfloat(x)Convert the input type to a float.asinasin(x)Returns the arcsine of each component of x.asintasint(x)Convert the input type to an integer.asuintasuint(x)Convert the input type to an unsigned integer.atanatan(x)Returns the arctangent of x.atan2atan2(y, x)Returns the arctangent of of two values (x,y).ceilceil(x)Returns the smallest integer which is greater than or equal to x.clampclamp(x, min, max)Clamps x to the range [min, max].clipclip(x)Discards the current pixel, if any component of x is less than zero.coscos(x)Returns the cosine of x.coshcosh(x)Returns the hyperbolic cosine of x.crosscross(x, y)Returns the cross product of two 3D vectors.D3DCOLORtoUBYTE4D3DCOLORtoUBYTE4(x)Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware.ddxddx(x)Returns the partial derivative of x with respect to the screen-space x-coordinate.ddyddy(x)Returns the partial derivative of x with respect to the screen-space y-coordinate.degreesdegrees(x)Converts x from radians to degrees.determinantdeterminant(m)Returns the determinant of the square matrix m.distancedistance(x, y)Returns the distance between two points.dotdot(x, y)Returns the dot product of two vectors.expexp(x)Returns the base-e exponent.exp2exp2(x)Base 2 exponent (per component).faceforwardfaceforward(n, i, ng)Returns -n * sign(•(i, ng)).floorfloor(x)Returns the greatest integer which is less than or equal to x.fmodfmod(x, y)Returns the floating point remainder of x/y.fracfrac(x)Returns the fractional part of x.frexpfrexp(x, exp)Returns the mantissa and exponent of x.fwidthfwidth(x)Returns abs(ddx(x)) &#; abs(ddy(x))GetRenderTargetSampleCountGetRenderTargetSampleCount()Returns the number of render-target samples.GetRenderTargetSamplePositionGetRenderTargetSamplePosition(x)Returns a sample position (x,y) for a given sample index.isfiniteisfinite(x)Returns true if x is finite, false otherwise.isinfisinf(x)Returns true if x is &#;INF or -INF, false otherwise.isnanisnan(x)Returns true if x is NAN or QNAN, false otherwise.ldexpldexp(x, exp)Returns x * 2explengthlength(v)Returns the length of the vector v.lerplerp(x, y, s)Returns x &#; s(y - x).litlit(n • l, n • h, m)Returns a lighting vector (ambient, diffuse, specular, 1)loglog(x)Returns the base-e logarithm of x.loglog(x)Returns the base- logarithm of x.log2log2(x)Returns the base-2 logarithm of x.maxmax(x, y)Selects the greater of x and y.minmin(x, y)Selects the lesser of x and y.modfmodf(x, out ip)Splits the value x into fractional and integer parts.mulmul(x, y)Performs matrix multiplication using x and y.noisenoise(x)Generates a random value using the Perlin-noise algorithm.normalizenormalize(x)Returns a normalized vector.powpow(x, y)Returns xy.radiansradians(x)Converts x from degrees to radians.reflectreflect(i, n)Returns a reflection vector.refractrefract(i, n, R)Returns the refraction vector.roundround(x)Rounds x to the nearest integerrsqrtrsqrt(x)Returns 1 / sqrt(x)saturatesaturate(x)Clamps x to the range [0, 1]signsign(x)Computes the sign of x.sinsin(x)Returns the sine of xsincossincos(x, out s, out c)Returns the sine and cosine of x.sinhsinh(x)Returns the hyperbolic sine of xsmoothstepsmoothstep(min, max, x)Returns a smooth Hermite interpolation between 0 and 1.sqrtsqrt(x)Square root (per component)stepstep(a, x)Returns (x >= a) ? 1 : 0tantan(x)Returns the tangent of xtanhtanh(x)Returns the hyperbolic tangent of xtex1Dtex1D(s, t)1D texture lookup.tex1Dbiastex1Dbias(s, t)1D texture lookup with bias.tex1Dgradtex1Dgrad(s, t, ddx, ddy)1D texture lookup with a gradient.tex1Dlodtex1Dlod(s, t)1D texture lookup with LOD.tex1Dprojtex1Dproj(s, t)1D texture lookup with projective divide.tex2Dtex2D(s, t)2D texture lookup.tex2Dbiastex2Dbias(s, t)2D texture lookup with bias.tex2Dgradtex2Dgrad(s, t, ddx, ddy)2D texture lookup with a gradient.tex2Dlodtex2Dlod(s, t)2D texture lookup with LOD.tex2Dprojtex2Dproj(s, t)2D texture lookup with projective divide.tex3Dtex3D(s, t)3D texture lookup.tex3Dbiastex3Dbias(s, t)3D texture lookup with bias.tex3Dgradtex3Dgrad(s, t, ddx, ddy)3D texture lookup with a gradient.tex3Dlodtex3Dlod(s, t)3D texture lookup with LOD.tex3Dprojtex3Dproj(s, t)3D texture lookup with projective divide.texCUBEtexCUBE(s, t)Cube texture lookup.texCUBEbiastexCUBEbias(s, t)Cube texture lookup with bias.texCUBEgradtexCUBEgrad(s, t, ddx, ddy)Cube texture lookup with a gradient.texCUBElodtex3Dlod(s, t)Cube texture lookup with LOD.texCUBEprojtexCUBEproj(s, t)Cube texture lookup with projective divide.transposetranspose(m)Returns the transpose of the matrix m.trunctrunc(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&#;的绝对&#;。

acos 返回输入&#;反余弦&#;。

all 测试非0&#;。

any 测试输入&#;中的任何非零&#;。

asin 返回输入&#;的反正弦&#;。

atan 返回输入&#;的反正切&#;。

atan2 返回y/x的反正切&#;。

ceil 返回大于或等于输入&#;的最小整数。

clamp 把输入&#;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&#;的余弦。

cosh 返回输入&#;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&#;。

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&#;为指数的指数函数&#;。

exp2 返回以2为底数,输入&#;为指数的指数函数&#;。

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&#;的小数部分。

frexp 返回输入&#;的尾数和指数

fwidth 返回 abs ( ddx (x) &#; abs ( ddy(x))。

isfinite 如果输入&#;为有限&#;则返回true,否则返回false。

isinf 如何输入&#;为无限的则返回true。

每天30分钟看Shader--(1)HLSL固有函数 【Intrinsic Functions (DirectX HLSL)】(每天看30分钟手机可以吗)

isnan 如果输入&#;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&#;进行插&#;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。

log 返回以为底的对数。

log2 返回以2为底的对数。

max 返回两个输入&#;中较大的一个。

min 返回两个输入&#;中较小的一个。

modf 把输入&#;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&#;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&#;的整数。

rsqrt 返回输入&#;平方根的倒数。

saturate 把输入&#;限制到[0, 1]之间。

sign 计算输入&#;的符号。

sin 计算输入&#;的正弦&#;。

sincos 返回输入&#;的正弦和余弦&#;。

sinh 返回x的双曲正弦。

smoothstep 返回一个在输入&#;之间平稳变化的插&#;。

sqrt 返回输入&#;的平方根。

step 返回(x >= a)? 1 : 0。

tan 返回输入&#;的正切&#;。

fanh 返回输入&#;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.

NameDescriptionMinimum shader modelabsAbsolute value (per component).acosReturns the arccosine of each component of x.allTest if all components of x are nonzero.AllMemoryBarrierBlocks execution of all threads in a group until all memory accesses have been completed.5AllMemoryBarrierWithGroupSyncBlocks execution of all threads in a group until all memory accesses have been completed and all threads in the group have reached this call.5anyTest if any component of x is nonzero.asdoubleReinterprets a cast value into a double.5asfloatConvert the input type to a float.4asinReturns the arcsine of each component of x.asintConvert the input type to an integer.4asuintReinterprets the bit pattern of a -bit type to a uint.5asuintConvert the input type to an unsigned integer.4atanReturns the arctangent of x.atan2Returns the arctangent of of two values (x,y).ceilReturns the smallest integer which is greater than or equal to x.clampClamps x to the range [min, max].clipDiscards the current pixel, if any component of x is less than zero.cosReturns the cosine of x.coshReturns the hyperbolic cosine of x.countbitsCounts the number of bits (per component) in the input integer.5crossReturns the cross product of two 3D vectors.D3DCOLORtoUBYTE4Swizzles and scales components of the 4D vector xto compensate for the lack of UBYTE4 support in some hardware.ddxReturns the partial derivative of x with respect to the screen-space x-coordinate.ddx_coarseComputes a low precision partial derivative with respect to the screen-space x-coordinate.5ddx_fineComputes a high precision partial derivative with respect to the screen-space x-coordinate.5ddyReturns the partial derivative of x with respect to the screen-space y-coordinate.ddy_coarseComputes a low precision partial derivative with respect to the screen-space y-coordinate.5ddy_fineComputes a high precision partial derivative with respect to the screen-space y-coordinate.5degreesConverts x from radians to degrees.determinantReturns the determinant of the square matrix m.DeviceMemoryBarrierBlocks execution of all threads in a group until all device memory accesses have been completed.5DeviceMemoryBarrierWithGroupSyncBlocks 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.5distanceReturns the distance between two points.dotReturns the dot product of two vectors.1dstCalculates a distance vector.5EvaluateAttributeAtCentroidEvaluates at the pixel centroid.5EvaluateAttributeAtSampleEvaluates at the indexed sample location.5EvaluateAttributeSnappedEvaluates at the pixel centroid with an offset.5expReturns the base-e exponent.exp2Base 2 exponent (per component).ftofConverts the float stored in the low-half of the uint to a float.5ftofConverts an input into a float type.5faceforwardReturns -n * sign(dot(i, ng)).firstbithighGets the location of the first set bit starting from the highest order bit and working downward, per component.5firstbitlowReturns the location of the first set bit starting from the lowest order bit and working upward, per component.5floorReturns the greatest integer which is less than or equal to x.fmodReturns the floating point remainder of x/y.fracReturns the fractional part of x.frexpReturns the mantissa and exponent of x.fwidthReturns abs(ddx(x)) &#; abs(ddy(x))GetRenderTargetSampleCountReturns the number of render-target samples.4GetRenderTargetSamplePositionReturns a sample position (x,y) for a given sample index.4GroupMemoryBarrierBlocks execution of all threads in a group until all group shared accesses have been completed.5GroupMemoryBarrierWithGroupSyncBlocks 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.5InterlockedAddPerforms a guaranteed atomic add of value to the dest resource variable.5InterlockedAndPerforms a guaranteed atomic and.5InterlockedCompareExchangeAtomically compares the input to the comparison value and exchanges the result.5InterlockedCompareStoreAtomically compares the input to the comparison value.5InterlockedExchangeAssigns value to dest and returns the original value.5InterlockedMaxPerforms a guaranteed atomic max.5InterlockedMinPerforms a guaranteed atomic min.5InterlockedOrPerforms a guaranteed atomic or.5InterlockedXorPerforms a guaranteed atomic xor.5isfiniteReturns true if x is finite, false otherwise.isinfReturns true if x is &#;INF or -INF, false otherwise.isnanReturns true if x is NAN or QNAN, false otherwise.ldexpReturns x * 2explengthReturns the length of the vector v.lerpReturns x &#; s(y - x).litReturns a lighting vector (ambient, diffuse, specular, 1)logReturns the base-e logarithm of x.logReturns the base- logarithm of x.log2Returns the base-2 logarithm of x.madPerforms an arithmetic multiply/add operation on three values.5maxSelects the greater of x and y.minSelects the lesser of x and y.modfSplits the value x into fractional and integer parts.mulPerforms matrix multiplication using x and y.1noiseGenerates a random value using the Perlin-noise algorithm.normalizeReturns a normalized vector.powReturns xy.Process2DQuadTessFactorsAvgGenerates the corrected tessellation factors for a quad patch.5Process2DQuadTessFactorsMaxGenerates the corrected tessellation factors for a quad patch.5Process2DQuadTessFactorsMinGenerates the corrected tessellation factors for a quad patch.5ProcessIsolineTessFactorsGenerates the rounded tessellation factors for an isoline.5ProcessQuadTessFactorsAvgGenerates the corrected tessellation factors for a quad patch.5ProcessQuadTessFactorsMaxGenerates the corrected tessellation factors for a quad patch.5ProcessQuadTessFactorsMinGenerates the corrected tessellation factors for a quad patch.5ProcessTriTessFactorsAvgGenerates the corrected tessellation factors for a tri patch.5ProcessTriTessFactorsMaxGenerates the corrected tessellation factors for a tri patch.5ProcessTriTessFactorsMinGenerates the corrected tessellation factors for a tri patch.5radiansConverts x from degrees to radians.1rcpCalculates a fast, approximate, per-component reciprocal.5reflectReturns a reflection vector.1refractReturns the refraction vector.reversebitsReverses the order of the bits, per component.5roundRounds x to the nearest integerrsqrtReturns 1 / sqrt(x)saturateClamps x to the range [0, 1]1signComputes the sign of x.sinReturns the sine of xsincosReturns the sine and cosine of x.sinhReturns the hyperbolic sine of xsmoothstepReturns a smooth Hermite interpolation between 0 and 1.sqrtSquare root (per component)stepReturns (x >= a) ? 1 : tanReturns the tangent of xtanhReturns the hyperbolic tangent of xtex1D(s, t)1D texture lookup.1tex1D(s, t, ddx, ddy)1D texture lookup.tex1Dbias1D texture lookup with bias.tex1Dgrad1D texture lookup with a gradient.tex1Dlod1D texture lookup with LOD.tex1Dproj1D texture lookup with projective divide.tex2D(s, t)2D texture lookup.tex2D(s, t, ddx, ddy)2D texture lookup.tex2Dbias2D texture lookup with bias.tex2Dgrad2D texture lookup with a gradient.tex2Dlod2D texture lookup with LOD.3tex2Dproj2D texture lookup with projective divide.tex3D(s, t)3D texture lookup.tex3D(s, t, ddx, ddy)3D texture lookup.tex3Dbias3D texture lookup with bias.tex3Dgrad3D texture lookup with a gradient.tex3Dlod3D texture lookup with LOD.tex3Dproj3D texture lookup with projective divide.texCUBE(s, t)Cube texture lookup.texCUBE(s, t, ddx, ddy)Cube texture lookup.texCUBEbiasCube texture lookup with bias.texCUBEgradCube texture lookup with a gradient.texCUBElodCube texture lookup with LOD.texCUBEprojCube texture lookup with projective divide.transposeReturns the transpose of the matrix m.1truncTruncates floating-point value(s) to integer value(s)

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