Hlsl unroll. This topic should be used as a reference point when porting your existing high-level shader language (HLSL) shaders over from D3DCompiler (FXC) to DXCompiler (DXC). Hlsl unroll

 
 This topic should be used as a reference point when porting your existing high-level shader language (HLSL) shaders over from D3DCompiler (FXC) to DXCompiler (DXC)Hlsl unroll  NEW! GDC 2021

Instead I’m going to throw my Material asset (including comments) at you for everyone to use, adjust and play around with. Share. I’ve successfully build all the binaries and trying to open the starter content. Hi, I'm writing a compute shader which contains a for loop. The following code shows the HLSL closest hit shader that calculates shadows with a single point light from the sample app: #include "raycommon. If you have a benchmark you are actively testing against and a range of relevant hardware, then try things to see what happens. x の小数部を返します。. HLS优化设计中pipeline以及unroll指令:细粒度并行优化的完美循环-HLS 优化设计的最关键指令有两个:一个是流水线 (pipeline) 指令,一个是数据流(dataflow) 指令。正确地使用好这两个指令能够增强算法地并行性,提升吞吐量,降低延迟但是需要遵循一定的代. The UNROLL pragma transforms loops by creating multiples copies of the loop body in the RTL design, which allows some or all loop iterations to occur in parallel. D3DCreateLinker. We start by simply dividing our space into cells by flooring the input value and generating random positions inside of the cells based on that. 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!). 0 flow control)?[PATCH v8 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. h","contentType":"file"},{"name":"NIS_Main. Use the [loop] attribute in your HLSL to force actual loops. In short: You can't return an array of floats defined in the function in HLSL. Conceptually HLSL matrices are row-major while SPIR-V matrices are column-major, thus all HLSL matrices are represented by their transposes. flatten. 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. branch, flatten -> if statement. 2 HLSL validation No Yes(update) check out post #3](Custom Stencil: Radial Silhouette Post Process Materiel (HLSL) (PC) (Full code) (4. . 2. 3. More info See in Glossary compiler that isn’t covered by other types of preprocessor directive. We start by simply dividing our space into cells by flooring the input value and generating random positions inside of the cells based on that. I was able to piece together several other sources. HLSL mul and D3DXMATRIX order mismatch 3 Direct3D11: "gradient instruction used in a loop with varying iteration, forcing loop to unroll", warning: X3570hlsl과 문법 정도가 조금 다릅니다. Use flow-control statements in the compiled shader; do not unroll the loop. The transformation can be undertaken manually by the programmer or by an optimizing compiler. x の仮数と指数を返します。. January 27, 2011 06:25 AM. x/y の浮動小数点の剰余を返します。. . TextureCubeArray is available in Shader Model 4. Upon importing the Universal RP package into my project (Unity 2020. Late response to this, but all I can suggest is leveraging the per-component math of HLSL better in your shaders. 4. 0 HDRP (windows) and getting warnings. In the next compiler release, we've added an attribute called [fastopt] that tells the compiler not to bother simulating the loop. In general the HLSL compiler likes to unroll loops whenever it can, which is typically when the number of iterations is known at compile time. Now the perhaps more interesting is the Loop attribute. cginc","contentType":"file"},{"name. This example returns a literal value: float main ( float input : COLOR0) : COLOR0 { return 0; } This example returns the scalar result of an expression. #pragma anki frag_shader_begins. It's usually better to unroll the stuff yourself, since AMD/Intel/. The source file is hlsl_lexer. Here is the source code. Example code: #pragma unroll <N> for (int i = 0; i < M; ++i) { // Some useful work } In this example, <N> specifies the unroll factor, that is, the number of copies of the loop that the. Dataflow. Stop executing the current loop ( do, for, while ), update the loop conditions, and begin executing from the top of the loop. More info See in Glossary compiler that isn’t covered by other types of preprocessor directive. We start by implementing that in 2d. このため、今回は…. That means you're sampling a texture using tex2D in a variable length loop. This must done for compatibility with HLSL shaders and also proper vertex assembly creation in D3D application. Remarks. 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. - lighting and everything off - which Unity seems to want to compile for all possible scene conditions. Pixel Shaders perform operations that include fetching texture data and performing lighting calculations. ) 이나 cgfx (엔비디아에서 지원하는 쉐이더 언어입니다. So we’re just left with the min/max component selection, which we can easily unroll and — boom: the. 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. Supported. I try adjustments and recompile one shader but that seems to recompile ALL shaders making. 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. 2. If you're stuck with DX9 then your only alternative is to store your lighting parameters in a texture. hlsl","path":"OIT_DX11/AOIT Technique/AOIT. 1, + 6. } Here, it's possible for the compiler to prove that the count can't be more than 4, so it would be safe to unroll the loop 4x, with. generic preprocessor (same as GLSL) scanner (keywords, identifiers, etc. I'm not sure but what I know is that the hardware schedule and process fragments by block of 2x2 (for computing derivatives). Additional resources. Ask Question Asked 2 years, 6 months ago. 0 wave ops Up to 6. To add HLSL code to your shader asset, you put the code inside a shader code block. Please avoid unrolling the loop or form sub-functions for code in the loop body. Sorry. 1 I didn't pick any of them. 2. "3. b * 255; mip > 1 && indirection. I think it is because after compilation the shader may try to run. Use the clip HLSL intrinsic function to simulate clipping planes if each component of the x parameter represents the distance from a plane. {"payload":{"allShortcutsEnabled":false,"fileTree":{"tools/clang/test/HLSLFileCheck/hlsl/control_flow/attributes/unroll":{"items":[{"name":"2d_array. Dang man you saved my life! Allthough i was using light cookies i choose the ability to build. Loop Unrolling (unroll Pragma) The Intel® HLS Compiler supports the unroll pragma for unrolling multiple copies of a loop. {"payload":{"allShortcutsEnabled":false,"fileTree":{"PostProcessing/Shaders/API":{"items":[{"name":"D3D11. 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. . usf are. Shader files in Unity are written using two languages. HLSL 6+ uniform variables and compilation. Posts: 198. With these requirements, I put the following constraints: #pragma HLS LATENCY min=500 max=528 // directive for FUNCT #pragma HLS UNROLL factor=1 // directive for L0 loop However, the synthesized design results in function latency over 3000 cycles and the log shows the following warning. Though obviously the shader would no longer do the job you want. Unroll / loop attributes as seen in other compilers are always seen as hints. int count = min (iterCount, 4); for (int i = 0; i < count; ++i) {. The above code forces the loop to unroll and gives the following warning: warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll. One, the Microsoft-style C Attribute syntax, which uses single brackets [] to enclose an attribute and it’s arguments: [WaveOpsIncludeHelperLanes] [shader("compute")] [numthreads(1,1,1)] The second, the HLSL annotation syntax, which annotates variable, field and parameter declarations. October 23, 2023 12:45. 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。. 1 or higher. 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. For example you can write the following (dummy) shader program test. Q&A for professional and independent game developers. hlslHLSL 2021. 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. 8. Use the [unroll(n)] attribute to force an exact higher number. If it is true, then you get 1, in whatever the output type is. 3. non-streaming or streaming) as well as the state of the. You need to declare blurLength as a static int for this to work. 2 HLSL validation No Yeshlsl; directive; or ask your own question. Hi everybody, I am currently encountering a problem with some HLSL custom node. these are hints for the hlsl compiler. 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. Compilation time is with fxc (Windows 8 SDK) about 90 seconds. Touching this variable in shader caused compiler to unroll. Anyway the HLSL compiler will, in general, attempt to unroll loops and flatten branches unless you try to convince it otherwise. Specifically, this topic provides details about the following: Enable some of the old FXC compilation behaviors that are disabled by default on DXC. We would like to show you a description here but the site won’t allow us. January 19, 2009 10:59 PM. In one hand you have single bracket attributes like [unroll] and [numthreads()] and in the other [[vk::binding()]]. This allowed the developer to easily and effortlessly compile a single shader into many versions of itself, where each. . 5) ? <complex formula> : 0;You signed in with another tab or window. You need to declare blurLength as a static int for this to work. Requires Windows PC with microphone capability. branch, flatten -> if statement. January 19, 2009 10:59 PM. hlsl","path":"Modules/Rendering/Shaders/vaASSAOLite. . I believe so, yes. Also, use the clip function to test for alpha behavior, as shown in the following example: clip( Input. They provide additional information to the shader A program that runs on the GPU. It works with vs_3_0 and ps_3_0. What are they, and what do they do? When we need to use 'em? What are their purposes? Thx. 8, but on the precedent of 1. Optionally, you can specify the maximum number of times the loop can execute. hlsl. 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。. Item Description; warning-specifier: Behavior to set for the specified warnings. 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. UNROLL for (uint k = 0; k. gerstner_wave. May 25, 2010 07:18 PM. Hello fellow Unreal Engine users! This is not really a tutorial in that I guide you through every single step. It is broken into several sections. A great starting point on using HLSL in Vulkan via SPIR-V is the HLSL to SPIR-V feature mapping manual. Addtionally, for while loops, in order for HLSL to emit correctly it has to know the maximum iteration count on the loop because this is implemented via an rep. 顶点位置P、向量Dir的模型空间Model、视图空间View、裁剪空间Projection的矩阵变换, 法线Normal的矩阵变换, 切线Tangent的矩阵变换; 光照 (Lighting) BRDF. Shader has ~700 lines, which are compiled into ~3000 instructions. Problems building or running the engine, queries about how to use features etc. We need to select an Active Target (Universal, HDRP or Visual Effect, depending on which is installed in the project). 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. buy doesn't matter. When the unroll attribute is applied on a loop and if the loop-trip–count can't be ascertained at compile-time or if it's above a certain threshold, then by default, DXC fails to compile shaders such as the following. Or in cases where both sides should be shown, you can turn culling off. The simplest return statement returns control from the function to the calling program; it returns no value. 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. As Chuck Walbourn already stated, adding an [unroll] statement before the for loops fixes the warnings. Hi all, There are some [Attribute] blocks in HLSL flow control statements: loop, unroll (x) -> for loop. shaders-msl-no-opt. Feedback. So after i calculate the filter size in the vertex shader, i pass it to the pixel shader and calculate the around pixel position This is my code to calculate the offset for each pixel around the current pixel. The shader assembly now has the ability to jump/branch to a new statement of execution, which is noticeable in the compiled code. Note that the following images were captured using the Vehicle Game Sample/Template/Demo which is made. fx file in the BasicHLSL11 Sample. This is the home page of the book 3D Math Primer for Graphics and Game Development. Minimal working example Below is an MWE consisting of a C# script for Unity, the corresponding compute shader where the computations are performed and a screen-shot of my console when. I tried #pragma optionNV (unroll 1) Doesn't seem to work. hlsl. The regular for loops. 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). If it unrolls the loop and your array is marked as constant (doesn't come from a buffer. Get Cell Values 🔗︎. . ワイヤーフレームの幅. Compilation time is with fxc (Windows 8 SDK) about 90 seconds. Resources Developer Site; Xilinx Wiki; Xilinx GithubNew subject: [PATCH v4 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. When unrolling a loop, the iteration count has to be a compile-time constant; without the static on there, the. Featured on Meta Update: New Colors Launched. For general information on writing HLSL, see Microsoft’s HLSL documentation. The compiler produce a "warning X3557: loop only executes for 0 iteration(s), forcing loop to unroll" and I don't understand why. I have encountered a similar issue and I believe it is because you are assigning data to an array inside the loop. glslcc: Cross-compiler for GLSL shader language (GLSL->HLSL,METAL,GLES,GLSLv3) @septag. The decoder ring also has a translation table for concepts and terms used in. What you get depends on the kind of conversion. That's a no no. As far as I know, you have to declare arrays with a predefined length ( Array syntax needs a positive integer as size ). The file that they include is called an include file. Topic Replies Views Activity; Niagara HLSL Troubleshoot. ”. Connect and share knowledge within a single location that is structured and easy to search. in advance. generic preprocessor (same as GLSL) scanner (keywords, identifiers, etc. mabulous, May 18, 2022. Compiling from spv -> HLSL gives me shader errrors due to HLSL trying to unroll the loop but fails after 1024 unrolls. This results in additional clock cycles to enter and exit the loops. Visit Stack Exchange{"payload":{"allShortcutsEnabled":false,"fileTree":{"":{"items":[{"name":"cmake","path":"cmake","contentType":"directory"},{"name":". HLSL compilation speed. I could go debug HLSL, that is obtainable from context, but I found some more errors, caused by angle in other parts of application. 在着色器阶段之间传递的所有变量都需要语义。. Visit Stack ExchangeQ&A for professional and independent game developers. Sorted by: 7. The warning now doesn't appear. Creates a linker interface. So now, you can start to build a library of custom functions, and more complex shaders. I would like to have a button inside the node editor that triggers the code generation for the current expression tree and creates the compute shader asset containing that code. Submit and view feedback for. it can just unroll the loop (or. Rendering Materials , Shaders , material-functions , hlsl , custom-nodes , question , unreal-engine The HLSL parser is built in two parts: the lexer and the parser. Well, of course you can't: I'm asking you not to! Does anyone have any idea how can I get a regular (not unrolled) for. For more information on regular #include directives, see the HLSL documentation: include. はじめに 今回は書いたことのなかったファーシェーダを試してみます。コードも書きやすいのでこれからはレガシーパイプラインではなく Universal Render Pipeline(URP)メインで書いていこうかな、と思っています(HDRP は直書きが大変すぎて趣味としては辛さが勝ったので余り触れない感じで. Where details are missing, C++ functionality can be assumed. Creates a linker interface. hlsl","path. Shader has ~700 lines, which are compiled into ~3000 instructions. It is a new feature that has been added in DirectX 11, which allows you to sub-divide low level primitives into high-detailed primitives. When using DXC to compile the HLSL produced by spirv-cross I get the following error: error: use of undeclared identifier '_189' ui. glsl: // common code #pragma anki. Note the configure may fail if linker plugin. So if your early exit can make a whole warp terminate sooner (for example, if threads 0 to 31 all take the early exit), then yes, it is worth it, because the hardware can schedule another warp to execute and that reduces the overall kernel run. Unroll loops to create multiple independent operations rather than a single collection of operations. Some flow-control statements support static control that is specified at compile time; others offer. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Modules/Rendering/Shaders":{"items":[{"name":"vaASSAOLite. Probably your shader model version requieres to have a compile-time constant iteration count, eg. Note that GLSL keywords uniform/varying are inherited from RSL (RenderMan shading language). The following information only applies to. 从 Direct3D 9 迁移到 Direct3D 10 及更高版本. Re: [PATCH v8 0/1] MR150: vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. I have encountered a similar issue and I believe it is because you are assigning data to an array inside the loop. When loops are rolled, synthesis creates the logic for one iteration of the loop, and the RTL design executes this logic for. 3. In your case the number of iterations is fixed at 16, and so its likely that the compiler will unroll the loop. “Flatten” says “Run both the if and else blocks, but only use the one that is appropriate based. Compile with FXC to an fx target pre-compiled binary (ie: fx_2_0 or whatever yoFix unroll, when storing to pointer to array. True if all components of the x parameter are non-zero; otherwise, false. // Object Declarations Texture2D g_MeshTexture; // Color texture for mesh SamplerState MeshTextureSampler { Filter =. Pipeline means to instruct a task to execute in a pipeline, allowing the next execution of the task to begin before the current execution is complete. ) 등의 기타 쉐이더 언어와 매우 흡사합니다. vertical path hookup through to SPIR-V generation. Zebediah Figura (@zfigura) Release for 1. OK, this is a bit difficult to explain. A great starting point on using HLSL in Vulkan via SPIR-V is the HLSL to SPIR-V feature mapping manual. And unrolling loops is one of those directives. 看UE4的Shader代码的时候经常会看到if语句之前会有branch,flatten关键词,而for循环前面会有unroll,loop这样的关键词,比如如下代码:. Adding the unroll attribute to loops does not guarantee that the compiler is able to legalize the code. The attributes come in the form of type- and declaration attributes:In general the HLSL compiler likes to unroll loops whenever it can, which is typically when the number of iterations is known at compile time. Default volume texture: _texture = new VolumeTexture(device, size. -Write multiple shaders/techniques/passes to handle the different combinations. Reduces the compile time but produces less aggressive optimizations. 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. Pipeline means to instruct a task to execute in a pipeline, allowing the next execution of the task to begin before the current execution is complete. Fragment Shader. Nikolay Sivov 14 Apr 2023 14 Apr '23Unfortantly, especially for pixel shader targets, there are very few cases where you can actually use a loop to do anything useful, most of the time the time HLSL has to unroll it. 0), Metal (MSL) and also other GLSL versions (GLSL 330, GLSL 400, etc. Was this page helpful? Yes No. There were other "safe fix" patches I noticed after 1. Minimum Shader Model. 12f1, and URP 10. 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。. Return Value. It contains detailed information on semantics, syntax, supported features and extensions and much more and is a must-read. The [branch] and [flatten] tags are just hints to the compiler to prefer one or the other if supported and possible. HLSL code (on the GPU) is not like C code on the CPU. SurfaceInput. #pragma optimize( "s", on ) Using the optimize pragma with the empty string ("") is a special form of the directive:. Using pragma directives. vs","contentType":"directory"},{"name":"DXUT","path":"DXUT","contentType. x += step (y, 0. HLSL is the C-like high-level shader language that you use with programmable shaders in DirectX. This is not supported in legacy GL/GLES targets, so to support this, varying structs are flattened. I have another shader of similar size and compilation time is 20 seconds. 0 and all shader types (vertex, pixel, geometry, hull, domain, and compute). My hlsl shader cannot unroll a loop? 0. Shader Model 4. TextureCubeArray is available in Shader Model 4. Sometimes, if you put a compiler-visible upper bound on the loop count then the compiler will be able to unroll it: uniform int iterCount;. Here is shader code: void DownsamplePass_Pixel_Shader ( in float4 Position : POSITION0, in float4 PositionSS :. This could be a reason that fxc try to unroll the for loop so that the shader program is executed in lockstep mode. soramamenatan. HLSL will let you do it, but when the shader is compiled all constant register accesses have to be explicit (static at compile-time). For example, the following pragma is equivalent to the /Os compiler option:. continue;Thread View. Unrolling is generally. At a texel, the distance value is obtained from the alpha channel of the cube map. New subject: [PATCH v3 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. It’s also possible to add multiple active targets to the list, if you need it to be. HLSL code gets executed at every vertex (in the vertex shader) or every at pixel (in the pixel shader). 1 Answer. In general the HLSL compiler likes to unroll loops whenever it can, which is typically when the number of iterations is known at compile time. You can put #pragma directives anywhere in your HLSL code, but it is a. So, if you use dynamic branching excessively when you target these profiles, you can receive compilation errors. Then we calculate the distance to the input value based on. 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. This could be a problem for us. Array reference can not be used as an l-value. Featured on Meta Update: New Colors Launched. I assume this can be safely accepted. The useful pragmas are 3: #pragma anki include “path/filename. Type Description. The shader compiler can still unroll the loop if the number of required iterations is known at compile time. Creates a linker interface. gitignore","path":". How to make a custom semantics HLSL shader for the pixel shader. I'm not sure but what I know is that the hardware schedule and process fragments by block of 2x2 (for computing derivatives). I have tried applying different URP-shaders to the material and the message appears for all of them in play mode (and nothing renders). In your case it's doing this, and since you don't provide an upper. Shader Model 4. 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. sponsored post. January 27, 2011 06:25 AM. Q&A for work. The [branch] and [flatten] tags are just hints to the compiler to prefer one or the other if supported and possible. The Overflow Blog Build vs. This could be a reason that fxc try to unroll the for loop so that the shader program is executed in lockstep mode. For a multi-light combination you should be fine with pre-baking values using techniques and/or multi-passing the rendering. So for every vertex you give the GPU, this code will be. This is actually not fully correct. Example. The HLSL definition means that using the [unroll(count)] can cut off loop iterations before the loop condition would have stopped iteration, and the loop is guaranteed to be completely unrolled. \$\begingroup\$ @DMGregory, actually just being able to do it in the Unity editor would be fine if it is possible to create a compute shader asset through a script. A pattern such as for (int i = 0; i < n && i < MAX_N; ++i) gives a dynamic bound and allows the compiler to unroll (to nested if-statements). [the first seems easier to do]: texture2D (a,b); out of loop => tex2D (a,b); texture2D (a,b); inside loop => tex2Dlod (a, b, 0, 0); We propose this change or equivalent fixes as we definitely need sampling in loops, following. h","path":"MSAAFilter/AppPCH. HLSL has compiler hints for unrolling and special branching and such. Loop unrolling, also known as loop unwinding, is a loop transformation technique that attempts to optimize a program's execution speed at the expense of its binary size, which is an approach known as space–time tradeoff. However it says The % operator is defined only in cases where either both sides are positive or both sides are negative. 5. 1 I didn't pick any of them. NEW! GDC 2021. Using pragma directives. 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. Getting There in Style: Intro to interpolation and Control Systems. The #pragma unroll directive however can be used to control unrolling. What does it mean? “If” flow controls in HLSL come in two flavors: “branch” and “flatten. 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. Unity outputs this error: Shader error: can't unroll loops marked with loop attribute. . jpg","path":"Example. Cg/HLSL can also accept uniform keyword, but it is not necessary: uniform float4 _MyColor; Property types in ShaderLab Unity’s language for defining the structure of Shader objects. Incident update and uptime reporting. Sc4Freak. Also the various semantics should have been attributes. See also. Vega extends this by performing 16 bit math at. 1 Answer. Re: [PATCH v8 0/1] MR150: vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. Thanks for the reference. No such reservation for the fmod function as far as I can see. Hello, I was looking for a simple way to do edge highlighting and I could not find any solid configurable options. シェーダープロパティでピクセル単位で幅を指定できるようにしました。. Unroll and loop work alongside the optimizing compiler, but are not substitute for it, nor can they be substituted by it. So I was trying to work this around and use a non-gradient sample method from hlsl documentation called SampleLevel. A Compute Shader is a Shader Stage that is used entirely for computing arbitrary information. Loop aren't automatically unrolled, if you are. will Yan. Remarks.