August 2003 Efficient High-Level Shader Development Natalya Tatarchuk 3D Application Research Group...
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Transcript of August 2003 Efficient High-Level Shader Development Natalya Tatarchuk 3D Application Research Group...
August 2003
Efficient High-Level Shader Development
Natalya Tatarchuk3D Application Research GroupATI Technologies, Inc.
August 2003
Overview• Writing optimal HLSL code
– Compiling issues – Optimization strategies– Code structure pointers
• HLSL Shader Examples– Multi-layer car paint effect– Translucent Iridescent Shader– Überlight Shader
August 2003
Why use HLSL?• Faster, easier effect development
– Instant readability of your shader code – Better code re-use and maintainability– Optimization
• Added benefit of HLSL compiler optimizations• Still helps to know what’s under the hood
• Industry standard which will run on cards from any vendor
– Current and future industry direction
• Increase your ability to iterate on a given shader design, resulting in better looking games
• Conveniently manage shader permutations
August 2003
Compile Targets• Legal HLSL is still independent of compile
target chosen
• But having an HLSL shader doesn’t mean it will always run on any hardware!
• Currently supported compile targets:– vs_1_1, vs_2_0, vs_2_sw– ps_1_1, ps_1_2, ps_1_3, ps_1_4, ps_2_0, ps_2_sw
• Compilation is vendor-independent and is done by a D3DX component that Microsoft can update independent of the runtime release schedule
August 2003
Compilation Failure• The obvious: program errors (bad syntax, etc)
• Compile target specific reasons – your shader is too complex for the selected target– Not enough resources in the selected target
• Uses too many registers (temporaries, for example)• Too many resulting asm instructions for the compile
target
– Lack of capability in the target• Such as trying to sample a texture in vs_1_1• Using dynamic branching when unsupported in the
target• Sampling texture too many times for the target
(Example: more than 6 for ps_1_4)
• Compiler provides useful messages
August 2003
Use Disassembly for Hints• Very helpful for understanding relationship between
compile targets and code generation
• Disassembly output provides valuable hints when “compiling down” to an older compile target
• If successfully compiled for a more recent target (eg. ps_2_0), look at the disassembly output for hints when failing to compile to an older target (eg. ps_1_4)
– Check out instruction count for ALU and tex ops– Figure out how HLSL instructions get mapped to assembly
August 2003
Getting Disassembly Output for Your Shaders
• Directly use FXC– Compile for any target desired– Compile both individual shader files and full
effects– Various input arguments
• Allow to turn shader optimizations on / off• Specify different entry points• Enable / disable generating debug information
August 2003
Easier Path to Disassembly
• Use RenderMonkey while developing shaders
– See your changes in real-time
• Disassembly output is updated every time a shader is compiled
– Displays count for ALUand texture ops, as well as the limits forthe selected target
– Can save resulting assembly code into text file
August 2003
Optimizing HLSL Shaders• Don’t forget you are running on a
vector processor
• Do your computations at the most efficient frequency
– Don’t do something per-pixel that you can do per-vertex
– Don’t perform computation in a shader that you can precompute in the app
• Use HLSL intrinsic functions– Helps hardware to optimize your shaders– Know your intrinsics and how they map to asm,
especially asm modifiers
August 2003
HLSL Syntax Not Limited• The HLSL code you write is not limited by the compile
target you choose
• You can always use loops, subroutines, if-else statements etc
• If not natively supported in the selected compile target, the compiler will still try to generate code:– Loops will be unrolled– Subroutines will be inlined– If – else statements will execute both branches, selecting
appropriate output as the result
• Code generation is dependent upon compile target• Use appropriate data types to improve instruction count
– Store your data in a vector when needed– However, using appropriate data types helps compiler do
better job at optimizing your code
August 2003
Using If Statement in HLSL
• Can have large performance implications
– Lack of branching support in most asm models
– Both sides of an ‘if’ statement will be executed
– The output is chosen based on which side of the ‘if’ would have been taken
• Optimization is different than in the CPU programming world
August 2003
Example of Using If in Vs_1_1
If ( Threshold > 0.0 ) Out.Position = Value1;else Out.Position = Value2;
// calculate lerp value based on Value > 0mov r1.w, c2.xslt r0.w, c3.x, r1.w
// lerp between Value1 and Value2mov r7, -c1add r2, r7, c0mad oPos, r0.w, r2, c1
generates following assembly output:
August 2003
Example of Function Inlining// Bias and double a value to take it from 0..1 range to -1..1 range
float4 bx2(float x){ return 2.0f * x - 1.0f;}
float4 main( float4 tc0 : TEXCOORD0, float4 tc1 : TEXCOORD1, float4 tc2 : TEXCOORD2, float4 tc3 : TEXCOORD3) : COLOR{ // Sample noise map three times with different // texture coordinates float4 noise0 = tex2D(fire_distortion, tc1); float4 noise1 = tex2D(fire_distortion, tc2); float4 noise2 = tex2D(fire_distortion, tc3);
// Weighted sum of signed noise
float4 noiseSum = bx2(noise0) * distortion_amount0 + bx2(noise1) * distortion_amount1 + bx2(noise2) * distortion_amount2;
// Perturb base coordinates in direction of noiseSum as function of height (y) float4 perturbedBaseCoords = tc0 + noiseSum * (tc0.y * height_attenuation.x + height_attenuation.y);
// Sample base and opacity maps with perturbed coordinates float4 base = tex2D(fire_base, perturbedBaseCoords); float4 opacity = tex2D(fire_opacity, perturbedBaseCoords);
return base * opacity;}
August 2003
Code Permutations Via Compilationstatic const bool bAnimate = false;VS_OUTPUT vs_main( float4 Pos: POSITION, float2 Tex: TEXCOORD0 ){ VS_OUTPUT Out = (VS_OUTPUT) 0; Out.Pos = mul( view_proj_matrix, Pos ); if ( bAnimate ) { Out.Tex.x = Tex.x + time / 2; Out.Tex.y = Tex.y - time / 2; } else Out.Tex = Tex; return Out;}
bool bAnimate = false;VS_OUTPUT vs_main( float4 Pos: POSITION, float2 Tex: TEXCOORD0 ){ VS_OUTPUT Out = (VS_OUTPUT) 0; Out.Pos = mul( view_proj_matrix, Pos ); if ( bAnimate ) { Out.Tex.x = Tex.x + time / 2; Out.Tex.y = Tex.y - time / 2; } else Out.Tex = Tex; return Out;}
static const bool bAnimate = false; vs_1_1dcl_position v0dcl_texcoord v1mul r0, v0.y, c1mad r0, c0, v0.x, r0mad r0, c2, v0.z, r0mad oPos, c3, v0.w, r0mov oT0.xy, v1
5 instructions
vs_1_1def c6, 0.5, 0, 0, 0dcl_position v0 dcl_texcoord v1mul r0, v0.y, c1mad r0, c0, v0.x, r0mov r1.w, c4.xmul r1.x, r1.w, c6.xmad r0, c2, v0.z, r0mov r1.y, -r1.xmad oPos, c3, v0.w, r0mad oT0.xy, c5.x, r1, v1
8 instructions
const bool bAnimate = false;
August 2003
Scalar and Vector Data Types
• Scalar data types are not all natively supported in hardware– i.e. integers are emulated on float hardware
• Not all targets have native half and none currently have double
• Can apply swizzles to vector types float2 vec = pos.xy– But!
• Not all targets have fully flexible swizzles• Acquaint yourself with the swizzles
native to the relevant compile targets (particularly ps_2_0 and lower)
August 2003
Integer Data Type
• Added to make relative addressing more efficient
• Using floats for addressing purposes without defined truncation rules can result in incorrect access to arrays.
• All inputs used as ints should be defined as ints in your shader
August 2003
Example of Integer Data Type Usage
• Matrix palette indices for skinning– Declaring variable as an int is a ‘free’
operation => no truncation occurs– Using a float and casting it to an int or
using directly => truncation will happenOut.Position = mul( inPos, World[Index]);
// Index declared as float
frc r0.w, r1.w
add r2.w, -r0.w, r1.w
mul r9.w, r2.w, c61.x
mova a0.x, r9.w
m4x4 oPos, v0, c0[a0.x]
// Index declared as int
mul r0.w, c60.x, r1.w
mova a0.x, r0.w
m4x4 oPos, v0, c0[a0.x]
Code generated with float index vs integer index
August 2003
Real-World Shader Examples
• Will present several case studies of developing shaders used in ATI’s demos
– Multi-tone car paint effect– Translucent iridescent effect
– Classic überlight example
• Examples are presented as RenderMonkeyTM workspaces
– Distributed publicly with version 1.0 release
August 2003
Multi-Tone Car Paint
August 2003
Multi-Tone Car Paint Effect
• Multi-tone base color layer
• Microflake layer simulation
• Clear gloss coat
• Dynamically Blurred Reflections
August 2003
Car Paint Layers Build UpMulti-Tone Base Color Microflake Layer
Clear gloss coat Final Color Composite
August 2003
Multi-Tone Base Paint Layer
• View-dependent lerpingbetween three paintcolors
• Normal from appearancepreserving simplificationprocess, N
• Uses subtractive tone to control overall color accumulation
August 2003
Multi-Tone Base Coat Vertex Shader
VS_OUTPUT main( float4 Pos : POSITION, float3 Normal : NORMAL, float2 Tex : TEXCOORD0, float3 Tangent : TANGENT, float3 Binormal: BINORMAL ){ VS_OUTPUT Out = (VS_OUTPUT) 0;
// Propagate transformed position out: Out.Pos = mul( view_proj_matrix, Pos );
// Compute view vector: Out.View = normalize( mul(inv_view_matrix, float4( 0, 0, 0, 1)) - Pos );
// Propagate texture coordinates: Out.Tex = Tex; // Propagate tangent, binormal, and normal vectors to pixel shader: Out.Normal = Normal; Out.Tangent = Tangent; Out.Binormal = Binormal; return Out;}
August 2003
Multi-Tone Base Coat Pixel Shaderfloat4 main( float4 Diff: COLOR0, float2 Tex: TEXCOORD0, float3 Tangent: TEXCOORD1, float3 Binormal: TEXCOORD2, float3 Normal: TEXCOORD3, float3 View: TEXCOORD4 ) : COLOR{ float3 vNormal = tex2D( normalMap, Tex ); vNormal = 2 * vNormal - 1.0;
float3 vView = normalize( View );
float3x3 mTangentToWorld = transpose( float3x3( Tangent, Binormal, Normal )); float3 vNormalWorld = normalize( mul(mTangentToWorld,vNormal)); float fNdotV = saturate( dot( vNormalWorld, vView ) );
float fNdotVSq = fNdotV * fNdotV; float4 paintColor = fNdotV * paintColor0 + fNdotVSq * paintColorMid + fNdotVSq * fNdotVSq * paintColor2;
return float4( paintColor.rgb, 1.0 );}
Compute the result color by lerping
three input tones using computed
fresnel term.
Fetch normal froma normal map andscale and bias it
to move into [-1; 1]
Compute Nw • V using world-space
normal vector
Normalize the viewvector to ensure
higher quality results
August 2003
Microflake Layer
August 2003
Microflake Deposit Layer• Simulating light interaction resulting from metallic
flakes suspended in the enamel coat of the paint
• Uses high frequency normalized vector noise map (Nn) which is repeated across the surface of the car
August 2003
Computing Microflake Layer Normals• Start out by using normal vector
fetched from the normal map, N
• Using the high frequency noise map, compute perturbed normal Np
• Simulate two layers of microflake deposits by computing perturbed normals Np1 and Np2
bNaN
bNaNN
n
np
1
where a << b
dNcN
dNcNN
n
np
2
where c = b
August 2003
Microflake Layer Pixel Shaderfloat4 main(float4 Diff: COLOR0, float2 Tex : TEXCOORD0,
float3 Tangent: TEXCOORD1, float3 Binormal: TEXCOORD2, float3 Normal: TEXCOORD3, float3 View: TEXCOORD4, float3 SparkleTex : TEXCOORD5 ) : COLOR
{ … fetch and signed scale the normal fetched from the normal map
float3 vFlakesNormal = 2 * tex2D( microflakeNMap, SparkleTex ) - 1;float3 vNp1 = microflakePerturbationA * vFlakesNormal + normalPerturbation * vNormal ; float3 vNp2 = microflakePerturbation * ( vFlakesNormal + vNormal ) ;
float3 vView = normalize( View );float3x3 mTangentToWorld = transpose( float3x3( Tangent, Binormal, Normal ));
float3 vNp1World = normalize( mul( mTangentToWorld, vNp1) );float fFresnel1 = saturate( dot( vNp1World, vView ));
float3 vNp2World = normalize( mul( mTangentToWorld, vNp2 ));float fFresnel2 = saturate( dot( vNp2World, vView ));
float fFresnel1Sq = fFresnel1 * fFresnel1;float4 paintColor = fFresnel1 * flakeColor + fFresnel1Sq * flakeColor + fFresnel1Sq * fFresnel1Sq * flakeColor + pow( fFresnel2, 16 ) * flakeColor;
return float4( paintColor, 1.0 );}
Fetch initial perturbed normal vector from the noise map
Compute dot productsof the normalized viewvector with the two
microflaker layer normals
Compose the microflakelayer color
Compute normal vectors forboth microflake layers
August 2003
Clear Gloss Coat
August 2003
Dynamically Blurred Reflections
Blurred Reflections
August 2003
Dynamic Blurring of Environment Map Reflections• A gloss map can be supplied to specify the
regions where reflections can be blurred • Use bias when sampling the environment
map to vary blurriness of the resulting reflections
• Use texCUBEbias for to access the cubic environment map
• For rough specular, the bias is high, causing a blurring effect
• Can also convert color fetched from environment map to luminance in rough trim areas
August 2003
Clear Gloss Coat Pixel Shaderfloat4 ps_main( ... /* same inputs as in the previous shader */ ){ // ... use normal in world space (see Multi-tone pixel shader)
// Compute reflection vector:float fFresnel = saturate(dot( vNormalWorld, vView));float3 vReflection = 2 * vNormalWorld * fFresnel - vView;
float fEnvBias = glossLevel;
// Sample environment map using this reflection vector and bias:float4 envMap = texCUBEbias( showroomMap, float4( vReflection, fEnvBias ) );
// Premultiply by alpha: envMap.rgb = envMap.rgb * envMap.a;
// Brighten the environment map sampling result:envMap.rgb *= brightnessFactor;
// Combine result of environment map reflection with the paint // color:float fEnvContribution = 1.0 - 0.5 * fFresnel;
return float4( envMap.rgb * fEnvContribution, 1.0 );}
Premultiply by alpha channelof the environment map to avoid clamping highlights and brighten
the reflections
Resulting reflective highlights
Shader parameter is used to dynamicallyblur the reflections by biasing
the texture fetch from the environment map
Compute the reflection vectorto fetch from the environment map
August 2003
Compositing Multi-Tone Base Layer and Microflake Layer
• Base color and flake effect are derived from Np1 and Np2 using the following polynomial:
color0(Np1·V) + color1(Np1·V)2 + color2(Np1·V)4 + color3(Np2·V)16
Base Color Flake
August 2003
Compositing Final Look{
...
// Compute final paint color: combines all layers of paint as well// as two layers of microflakes:
float fFresnel1Sq = fFresnel1 * fFresnel1;
float4 paintColor = fFresnel1 * paintColor0 + fFresnel1Sq * paintColorMid + fFresnel1Sq * fFresnel1Sq * paintColor2 + pow( fFresnel2, 16 ) * flakeLayerColor;
// Combine result of environment map reflection with the paint // color:
float fEnvContribution = 1.0 - 0.5 * fNdotV;
// Assemble the final look:
float4 finalColor;
finalColor.a = 1.0;finalColor.rgb = envMap * fEnvContribution + paintColor;
return finalColor;
}
August 2003
Original Hand-Tuned Assemblyps.2.0
def c0, 0.0, 0.5, 1.0, 2.0
def c1, 0.0, 0.0, 1.0, 0.0
dcl_2d s0
dcl_2d s1
dcl_cube s2
dcl_2d s3
dcl t0
dcl t1
dcl t2
dcl t3
dcl t4
dcl t5
texld r0, t0, s1
texld r8, t5, s3
mad r3, r8, c0.w, -c0.z
mad r6, r3, c4.r, r0
mad r7, r3, c4.g, r0
dp3 r4.a, t4, t4
rsq r4.a, r4.a
mul r4, t4, r4.a
mul r2.rgb, r0.x, t1
mad r2.rgb, r0.y, t2, r2
mad r2.rgb, r0.z, t3, r2
dp3 r2.a, r2, r2
rsq r2.a, r2.a
mul r2.rgb, r2, r2.a
dp3_sat r2.a, r2, r4
mul r3, r2, c0.w
. . .
mad r1.rgb, r2.a, r3, -r4
mov r1.a, c10.a
texldb r0, r1, s2
mul r10.rgb, r6.x, t1
mad r10.rgb, r6.y, t2, r10
mad r10.rgb, r6.z, t3, r10
dp3 r10.a, r10, r10
rsq r10.a, r10.a
mul r10.rgb, r10, r10.a
dp3_sat r6.a, r10, r4
mul r10.rgb, r7.x, t1
mad r10.rgb, r7.y, t2, r2
mad r10.rgb, r7.z, t3, r2
dp3 r10.a, r10, r10
rsq r10.a, r10.a
mul r10.rgb, r10, r10.a
dp3_sat r7.a, r10, r4
mul r0.rgb, r0, r0.a
mul r0.rgb, r0, c2.r
mov r4.a, r6.a
mul r4.rgb, r4.a, c5
mul r4.a, r4.a, r4.a
mad r4.rgb, r4.a, c6, r4
mul r4.a, r4.a, r4.a
mad r4.rgb, r4.a, c7, r4
pow r4.a, r7.a, c4.b
mad r4.rgb, r4.a, c8, r4
mad r1.a, r2.a, c2.z, c2.w
mad r6.rgb, r0, r1.a, r4
mov oC0, r6
40 ALU ops3 Tex Fetches
43 Total
August 2003
Car Paint Shader HLSL Compiler Disassembly Outputps_2_0
def c9, 0.5, 1, 0, 0
def c10, 2, -1, 16, 1
dcl t0.xy
dcl t1.xyz
dcl t2.xyz
dcl t3.xyz
dcl t4.xyz
dcl t5.xy
dcl_2d s0
dcl_2d s1
dcl_cube s2
texld r0, t0, s1
mad r5.xyz, c10.x, r0, c10.y
mul r0.xyz, r5.y, t2
dp3 r1.x, t4, t4
mad r0.xyz, t1, r5.x, r0
rsq r0.w, r1.x
mad r1.xyz, t3, r5.z, r0
mul r3.xyz, r0.w, t4
nrm r0.xyz, r1
dp3_sat r6.x, r0, r3
mul r0.xyz, r0, r6.x
add r0.xyz, r0, r0
mad r0.xyz, t4, -r0.w, r0
mov r0.w, c8.x
texld r1, t5, s0
texldb r0, r0, s2
mad r2.xyz, c10.x, r1, c10.y
mul r1.xyz, r5, c2.x
mad r1.xyz, c3.x, r2, r1
mul r4.xyz, r1.y, t2
mad r4.xyz, t1, r1.x, r4
add r2.xyz, r5, r2
mad r4.xyz, t3, r1.z, r4
nrm r1.xyz, r4
mul r2.xyz, r2, c7.x
dp3_sat r5.x, r1, r3
mul r1.xyz, r2.y, t2
mul r1.w, r5.x, r5.x
mad r4.xyz, t1, r2.x, r1
mul r1.xyz, r1.w, c6
mad r4.xyz, t3, r2.z, r4
mul r1.w, r1.w, r1.w
nrm r2.xyz, r4
mad r1.xyz, r5.x, c4, r1
dp3_sat r2.x, r2, r3
mad r1.xyz, r1.w, c5, r1
pow r1.w, r2.x, c10.z
mad r1.xyz, r1.w, c1, r1
mul r0.xyz, r0.w, r0
mad r0.w, r6.x, -c9.x, c9.y
mul r0.xyz, r0, c0.x
mad r0.xyz, r0, r0.w, r1
mov r0.w, c10.w
mov oC0, r0
38 ALU ops3 Tex Fetches
41 Total !
August 2003
Full Result of Multi-Layer Paint
August 2003
Translucent Iridescent Shader: Butterfly Wings
August 2003
Translucent Iridescent Shader: Butterfly Wings• Simulates translucency of delicate butterfly
wings– Wings glow from scattered reflected light– Similar to the effect of softly backlit rice paper
• Displays subtle iridescent lighting – Similar to rainbow pattern on the surface of soap bubbles– Caused by the interference of light waves resulting from
multiple reflections of light off of surfaces of varying thickness
• Combines gloss, opacity and normal maps for a multi-layered final look
– Gloss map contributes to satiny highlights– Opacity map allows portions of wings to be transparent– Normal map is used to give wings a bump-mapped look
August 2003
RenderMonkey Butterfly Wings Shader Example• Parameters that contribute to the
translucency and iridescence look:– Light position and scene ambient color– Translucency coefficient– Gloss scale and bias– Scale and bias for speed of iridescence change
• Workspace:Iridescent Butterfly.rfx
August 2003
Translucent Iridescent Shader: Vertex Shader..// Propagate input texture coordinates:
Out.Tex = Tex;
// Define tangent space matrix: float3x3 mTangentSpace; mTangentSpace[0] = Tangent; mTangentSpace[1] = Binormal; mTangentSpace[2] = Normal;
// Compute the light vector (object space): float3 vLight = normalize( mul( inv_view_matrix, lightPos ) - Pos ); // Output light vector in tangent space: Out.Light = mul( mTangentSpace, vLight ); // Compute the view vector (object space): float3 vView = normalize( mul( inv_view_matrix, float4(0,0,0,1)) - Pos
);
// Output view vector in tangent space: Out.View = mul( mTangentSpace, vView ); // Compute the half angle vector (in tangent space): Out.Half = mul( mTangentSpace, normalize( vView + vLight ) );
return Out;
Compute Halfway vectorH = V + L
in tangent spaceCompute view vector
in tangent space
Compute light vector in
tangent space
Define tangent space matrix
August 2003
Translucent Iridescent Shader: Loading Information
float3 vNormal, baseColor;float fGloss, fTranslucency;
// Load normal and gloss map:float4( vNormal, fGloss ) = tex2D( bump_glossMap, Tex );
// Load base and opacity map:float4 (baseColor, fTranslucency) = tex2D( base_opacityMap, Tex );
Load base texture color and alpha value from combined base and opacity texture map
Load normal from a normal map and gloss valuefrom a gloss map (combined in one texture map)
August 2003
Diffuse Illumination For Translucency
float3 scatteredIllumination = saturate(dot(-vNormal, Light)) * fTranslucency * translucencyCoeff;
float3 diffuseContribution = saturate(dot(vNormal,Light)) + ambient;
baseColor *= scatteredIllumination + diffuseContribution;
Light scattered on the butterfly wings iscomputed based on the negative normal(for scattering off the surface), light vectorand translucency coefficient and value forthe given pixel.
Compute diffusely reflected light usingthe bump-mapped normal and ambient
contribution
Combine diffuse and scattered light with base texture
*( +) =
August 2003
Adding Opacity to ButterlyWings
Resulted color is modulated by the opacity value to add
transparency to the wings:
// Premultiply alpha blend to avoid clamping the highlights:baseColor *= fOpacity;
* =
August 2003
Making Butterfly Wings Iridescent
// Compute index into the iridescence gradient map, which// consists of N*V coefficient float fGradientIndex = dot( vNormal, View) *
iridescence_speed_scale + iridescence_speed_bias;
// Load the iridescence value from the gradient map:float4 iridescence = tex1D( gradientMap, fGradientIndex );
Iridescence is a view-dependent effectScale and bias gradient map index to make
iridescence change quicker across the wingsSample gradient map based on the computed index
Resulting iridescence image:
August 2003
Assembling Final Color// Compute glossy highlights using values from gloss map:float fGlossValue = fGloss * ( saturate( dot( vNormal, Half )) *
gloss_scale + gloss_bias );
// Assemble the final color for the wingsbaseColor += fGlossValue * iridescence;
Assemble final wings colorCompute gloss value based on the original
gloss map input and < N, H> dot product
August 2003
HLSL Disassembly Comparisonps.2.0def c0, 0, .5, 1, 2
def c1, 4, 0, 0, 0
...
texld r1, t0, s1
mad r1.xyz, r1, c0.w, -c0.z
dp3_sat r4.y, r1, t2
dp3_sat r4.w, r1, -t2
texld r0, t0, s0
mul r4.w, r4.w, r0.a
mad r5.w, r4.w, c1.x, r4.y
add r5.rgb, r5.w, c3
mul r0.rgb, r0, r5
sub_sat r0.a, c0.z, r0.a
dp3 r6.xy, r1, t1
dp3_sat r6.y, r1, t3
mad r6.y, r6.y, c4.x, c4.y
mul r6.z, r6.y, r1.w
mad r6.x, r6.x, c4.z, c4.w
texld r2, r6, s2
mul r0.rgb, r0, r0.a
mad r0.rgb, r6.z, r2, r0
mov oC0, r0
ps_2_0def c6, 2, -1, 1, 0
texld r0, t0, s1
mad r2.xyz, c6.x, r0, c6.y
dp3_sat r0.x, r2, t3
mov r1.w, c5.x
mad r1.w, r0.x, r1.w, c3.x
dp3 r0.x, r2, t1
mul r2.w, r0.w, r1.w
mov r0.w, c2.x
mad r0.xy, r0.x, r0.w, c0.x
texld r1, r0, s2
texld r0, t0, s0
dp3_sat r4.x, r2, t2
dp3_sat r3.x, -r2, t2
add r2.xyz, r4.x, c4
mul r1.w, r0.w, r3.x
mul r1.xyz, r2.w, r1
mad r2.xyz, r1.w, c1.x, r2
mul r0.xyz, r0, r2
add r0.w, -r0.w, c6.z
mad r0.xyz, r0, r0.w, r1
mov oC0, r0
Hand-Tuned Assembly Code HLSL Compiler-Generated Disassembly Code
12 ALU3 Texture15 Total
15 ALU3 Texture18 Total
August 2003
Example of Translucent Iridescent Shader
August 2003
Optimization Study: Überlight
• Flexible light described in JGT article “Lighting Controls for Computer Cinematography” by Ronen Barzel of Pixar
• Überlight is procedural and has many controls:– light type, intensity, light color, cuton, cutoff, near edge,
far edge, falloff, falloff distance, max intensity, parallel rays, shearx, sheary, width, height, width edge, height edge, roundness and beam distribution
• Code here is based upon the public domain RenderMan® implementation by Larry Gritz
August 2003
Überlight Spotlight Mode• Spotlight mode defines a procedural
volume with smooth boundaries
• Shape of spotlight is made up of two nested superellipses which are swept along direction of light
• Also has smooth cuton and cutoff planes
• Can tune parameters to get all sorts of looks
August 2003
Überlight Spotlight Volume
Roundness = ½
August 2003
Überlight Spotlight VolumeOuter swept Outer swept superellipsesuperellipse
Inner sweptInner swept superellipsesuperellipse
aa
bb
Roundness = 1
BBAA
August 2003
Original clipSuperellipse() routine
float clipSuperellipse ( float3 Q, // Test point on the x-y plane float a, // Inner superellipse float b, float A, // Outer superellipse float B, float roundness) // Same roundness for both ellipses{ float x = abs(Q.x), y = abs(Q.y);
float re = 2/roundness; // roundness exponent
float q = a * b * pow (pow(b*x, re) + pow(a*y, re), -1/re); float r = A * B * pow (pow(B*x, re) + pow(A*y, re), -1/re);
return smoothstep (q, r, 1);}
• Computes attenuation as a function of a point’s position in the swept superellipse.
• Directly ported from original RenderMan source• Compiles to 42 cycles in ps_2_0, 40 cycles on R3x0
Separate calculations of absolute value
Computes ellipse roundness exponent for every point
August 2003
Vectorized Version
float clipSuperellipse ( float2 Q, // Test point on the x-y plane float4 aABb, // Dimensions of superellipses float2 r) // Two precomputed functions of roundness{ float2 qr, Qabs = abs(Q);
float2 bx_Bx = Qabs.x * aABb.wzyx; // Swizzle to unpack bB float2 ay_Ay = Qabs.y * aABb; qr.x = pow (pow(bx_Bx.x, r.x) + pow(ay_Ay.x, r.x), r.y); qr.y = pow (pow(bx_Bx.y, r.x) + pow(ay_Ay.y, r.x), r.y);
qr *= aABb * aABb.wzyx;
return smoothstep (qr.x, qr.y, 1);}
• Precompute functions of roundness in app• Vectorize abs() and all of the multiplications• Compiles to 33 cycles in ps_2_0, 28 cycles on R3x0
Contains precomputed 2/roundness and
–roundness / 2 parameters
Compute b * x and B * x in a single instruction
and a * y and A * y in another instruction
Final result computation that feeds into smoothstep() function
Vectorized computation of the absolute value
August 2003
smoothstep() function
• Standard function in procedural shading• Intrinsics built into RenderMan and
DirectX HLSL:
0
1
edge0 edge1
August 2003
C implementation
float smoothstep (float edge0, float edge1, float x){ if (x < edge0) return 0;
if (x >= edge1) return 1;
// Scale/bias into [0..1] range x = (x - edge0) / (edge1 - edge0);
return x * x * (3 - 2 * x);}
August 2003
HLSL implementation
float smoothstep (float edge0, float edge1, float x){ // Scale, bias and saturate x to 0..1 range x = saturate((x - edge0) / (edge1 – edge0));
// Evaluate polynomial return x * x * (3 – 2 * x);}
• The free saturate handles x outside of [edge0..edge1] range
August 2003
Vectorized HLSL Implementation
float3 smoothstep3 (float3 edge, float3 OneOverWidth, float3 x){ // Scale, bias and saturate x to [0..1] range x = saturate( (x - edge) * OneOverWidth );
// Evaluate polynomial return x * x * (3 – 2 * x); }
• Operation performed on float3s to compute three different smoothstep operations in parallel
• Precompute 1/(edge1 – edge0)– Done in the app for edge widths at cuton and cutoff planes
• With these optimizations, the entire spotlight volume computation of überlight compiles to 47 cycles in ps_2_0, 41 cycles on R3x0
August 2003
Summary• Writing optimal HLSL code
– Compiling issues – Optimization strategies– Code structure pointers
• Shader Examples– Shipped with RenderMonkey version 1.0
see www.ati.com/developer
Iridescent Butterfly.rfxMultiTone Car Paint.rfx