Hlsl unroll. flatten. Hlsl unroll

 
flattenHlsl unroll  Matteo Bruni (@Mystral) 14 Apr 2023 14 Apr '23Unity ID

Upon importing the Universal RP package into my project (Unity 2020. New subject: [PATCH v4 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. Remarks. Loop Unrolling (unroll Pragma) The Intel® HLS Compiler supports the unroll pragma for unrolling multiple copies of a loop. When I’m trying to. . Well that is the thing, I do want to change these at runtime. 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. The ability to specify the size of the. TextureCubeArray is available in Shader Model 4. 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. Thanks for the reference. #pragma token-string. 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. With the new Unroll. D3DCreateLinker. The simplest return statement returns control from the function to the calling program; it returns no value. The problem is DX9 & ShaderModel 3. Creates a linker interface. Typically, pixels outnumber vertices in a scene, so pixel shaders execute more often than vertex shaders. yes (pixel shader only), but you must use the legacy compile option when compiling. The OpenGL Shading Language is a C-style language, so it covers most of the features you would expect with such a language. In your case though you're mostly conflating the [] operator. 相关主题. 2. Example. On modern processors, loop unrolling. unreal-engine, Scripting, hlsl. 12f1, and URP 10. HLSL 'optimizing' used variable. [unroll] and the other HLSL attributes came in a later release of the shader compiler. Glossary programs. 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. Sc4Freak. hlslHLSL 2021. Low fps on Arm Mali GPU. Converts the specified value from degrees to radians. New subject: [PATCH v5 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. 1 is available in Direct3D 10. This statement can only be called from a pixel shader; it is not supported within a geometry shader or a vertex shader. If it unrolls the loop and your array is marked as constant (doesn't come from a buffer. hlsl","path":"Modules/Rendering/Shaders/vaASSAOLite. At the moment, the DirectX HLSL Compiler provides the following components: dxc. 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. " Code (CSharp): const float minLayers = 8; const float maxLayers = 32; float numLayers = lerp (maxLayers. mabulous, May 18, 2022. This function uses the following formula: (x >= y) ? 1 : 0. Solution which worked was to compute number of samples on CPU and send it to the shader and use this variable as (for) loop boundary. See also. 8. I mean, it may happen that the shader works for a small part of the image, anything that doesn't take 1024 iterations to render a single pixel (that's crazy, by the way)@user2464424: Yes, NV does have quite a few proprietary GLSL #pragma directives. . For our implementation of voronoi noise each of our cells will have one point. 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. 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. Unroll the loop until it stops executing. HLSL tile shader. New subject: [PATCH v8 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. 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. We start by implementing that in 2d. The function returns either 0 or 1 depending on whether the x parameter is greater than the y parameter. I never had to use a "for" instruction neither unroll into a shader but after a fast research, DirectX 9 does not support well "for" instruction, that's why "unroll" exist, it will remove the for instruction and unroll it like you have wrote every step of it. 2. Modified 2 years, 6 months ago. Also, the shader now appears to compile much faster. Or you could use HLSL to write a compute shader, perhaps to implement a physics. Then we calculate the distance to the input value based on. The parser works with preprocessor pragmas and the syntax is similar to c++ OpenMP. HLSL: High Level Shader Language (Microsoft DirectX) HLSL: Harvard Law School Library: HLSL: Higher Lever Shading Language (computing) HLSL: Heidelberger Life Science. #2 - External Code Editing and # include. Hi all, There are some [Attribute] blocks in HLSL flow control statements: loop, unroll (x) -> for loop. Specifically, this topic provides details about the following: Enable some of the old FXC compilation behaviors that are disabled by default on DXC. UNROLL for (uint k = 0; k. 0). Hi all, There are some [Attribute] blocks in HLSL flow control statements: loop, unroll (x) -> for loop. Compile with FXC to an fx target pre-compiled binary (ie: fx_2_0 or whatever yoFix unroll, when storing to pointer to array. Using a flow-control statement, a shader can loop through. The file that they include is called an include file. 此处显示了向着色器变量添加语义的语法 ( 变量语法 (DirectX HLSL) ) 。. It basically depends on hardware and on the driver, so different hardware or different driver versions might in the end determine a different execution from what you specified with the tag. I think it is because after compilation the shader may try to run. See also. 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. You need to declare blurLength as a static int for this to work. I have one relatively complicated shader, which I want to compile. {"payload":{"allShortcutsEnabled":false,"fileTree":{"tools/clang/test/HLSL":{"items":[{"name":"rewriter","path":"tools/clang/test/HLSL/rewriter","contentType. Compute Shader. I assume this can be safely accepted. The source file is hlsl_lexer. In that case it's going to unroll loops for you in unexpected ways because the [] notation is really syntactic sugar. Might be cheaper than an if, might not. 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。. 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. GCN3 introduced 16 bit register support. {"payload":{"allShortcutsEnabled":false,"fileTree":{"tools/clang/test/HLSLFileCheck/hlsl/control_flow/attributes/unroll":{"items":[{"name":"2d_array. Generally the same shader source file is compiled many times to generate various permutations of the HLSL shader. If it unrolls the loop and your array is marked as constant (doesn't come from a buffer. Type Description1 Answer. glslcc: Cross-compiler for GLSL shader language (GLSL->HLSL,METAL,GLES,GLSLv3) @septag. Creates a linker interface. ArachnidAnimal, Nov 25, 2017. hlsl","contentType":"file. In conclusion . This state includes the runtime mode that the processor is in (e. My hlsl shader cannot unroll a loop? 0. [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]This attribute is available in shader model vs_2_x and shader model 3 and later. . I think on GLSL in order to prevent it from trying to unroll I still need it, and I don't know how you'd do that as a define for GLSL anyway since you can't nest pre. The Overflow Blog Build vs. 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. hlsl', which I can see is there in the. Flow Control Jan 4, 2013. HLSL Shader help. generic preprocessor (same as GLSL) scanner (keywords, identifiers, etc. loop. don't know what this #pragma is. 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;. continue;Thread View. I tried #pragma optionNV (unroll 1) Doesn't seem to work. Loops in the C/C++ functions are kept rolled by default. We eventually need to implement the semantics of the HLSL [unroll] attribute in our back-end. Remarks. You can put #pragma directives anywhere in your HLSL code, but it is a. Play around with sigma and radius values to find the optimal parameters. ワイヤーフレームの幅. ) basic types: all int/uint/float/double scalar/vector/matrix. Fragment Shader. If you do not want the compiler to unroll loops, use this attribute to reduce compile time. 2 HLSL validation No Yes(update) check out post #3](Custom Stencil: Radial Silhouette Post Process Materiel (HLSL) (PC) (Full code) (4. 1 or higher. Get Cell Values 🔗︎. But although they should be available the texture object PostProcessInput_0_Texture and sampler object PostProcessInput_0_Sampler defined in PostProcessMaterialShaders. Warn when unroll attribute can't be honored. I try adjustments and recompile one shader but that seems to recompile ALL shaders making. Array reference can not be used as an l-value. Narrator natural voices availability varies. Usually, compute shader files are written in HLSL, and compiled or translated into all necessary platforms automatically. - lighting and everything off - which Unity seems to want to compile for all possible scene conditions. In short: You can't return an array of floats defined in the function in HLSL. The starting point of the project is a fork of the LLVM and Clang projects, modified to accept HLSL and emit a validated container that can be consumed by GPU drivers. NEW! GDC 2021. Typically, pixel shaders are executed once per pixel for a given piece of geometry. buy doesn't matter. This must done for compatibility with HLSL shaders and also proper vertex assembly creation in D3D application. In HLSL, #pragma directives are a type of preprocessor directive. . ARB_compute_shader. } 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. January 19, 2009 10:59 PM. In your case it's doing this, and since you don't provide an upper. Now the perhaps more interesting is the Loop attribute. One or more HLSL statements. That means the compiler will have to create a copy of the body of the loop for each iteration so that there is. I’ve successfully build all the binaries and trying to open the starter content. { _CBUnrolled[j] = f(fnh, h, theta); theta += dtheta; } } Edit After some more testing, the deviation has been. Also, use the clip function to test for alpha behavior, as shown in the following example: clip( Input. We start by implementing that in 2d. 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!). @AusSkiller: Putting the declarations outside the for-loop, good idea!GLSL and SPIR-V define implicit derivatives as undefined in the specification in contrast to HLSL which seems to like these cases (e. 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). This allowed the developer to easily and effortlessly compile a single shader into many versions of itself, where each. The Custom Material Expression enables you to write custom HLSL shader code operating on an arbitrary amount of inputs and outputting the result of the operation. fastopt. Parameters. Use the [loop] attribute in your HLSL to force actual loops. The solution to this issue is either to make sure that the proper side is always facing the camera. hlsl. We just do a best effort for backcompat with FXC because it would accept some surprising patterns, but it is impossible for us to match behavior in all cases. 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. HLSL are compiled in the video card, outside the exectuable. This could be a reason that fxc try to unroll the for loop so that the shader program is executed in lockstep mode. hlsl","path":"Modules/Rendering/Shaders/vaASSAOLite. Developed in the 1970s for computer graphics applications. 8. 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. Using a flow-control statement, a shader can loop through a set of statements, or jump (branch) to an instruction other than the one on the next line. There were other "safe fix" patches I noticed after 1. September 28, 2023 23:58. Code: Select all texture_unit { tex_coord_set 0 tex_address_mode clamp filtering linear linear linear }Geometry Shader. 8. it can just unroll the loop (or. Q&A for work. Well that is the thing, I do want to change these at runtime. In this case, the compiler should have emitted a warning, stating that the attribute was unrecognized. Qiita Blog. Loading Application. Where details are missing, C++ functionality can be assumed. Vertex Shader. Probably your shader model version requieres to have a compile-time constant iteration count, eg. Creating custom shaders in Unity 2020. HLSL semantics. 2. So i +1 and accept the answer. In HLSL global variables are considered uniform by default. When loops are rolled, synthesis creates the logic for one iteration of the loop, and the RTL design executes this logic for. That means you're sampling a texture using tex2D in a variable length loop. . For information about writing HLSL itself, see Using HLSL in Unity. 1 or higher. 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码风格。. Example code: 1 #pragma unroll <N> 2 for (int i = 0; i < M; ++i) { 3 // Some useful work 4 } In this example, N specifies the unroll factor, that is, the number of copies of the loop that the HLS compiler generates. We don't want to have to do this level of analysis in Naga. Here is shader code: void DownsamplePass_Pixel_Shader ( in float4 Position : POSITION0, in float4 PositionSS : VPOS, out float4. So, if you use dynamic branching excessively when you target these profiles, you can receive compilation errors. 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. 1 Hardware dependent. vs","path":". int count = min (iterCount, 4); for (int i = 0; i < count; ++i) {. Furthermore, to really match the behavior people expect when generating GLSL/SPIR-V we may also need to detect loops that require unrolling (even if the user hasn't added the [unroll] atribute). #pragma anki frag_shader_begins. This function is similar to the any HLSL intrinsic function. Connect and share knowledge within a single location that is structured and easy to search. The regular for loops. The converter can be downloaded from this page. So have fun matching all your different hardwares. New subject: [PATCH v9 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. Late response to this, but all I can suggest is leveraging the per-component math of HLSL better in your shaders. For example, the following pragma is equivalent to the /Os compiler option:. Creates a linker interface. A great starting point on using HLSL in Vulkan via SPIR-V is the HLSL to SPIR-V feature mapping manual. The compiler produce a "warning X3557: loop only executes for 0 iteration(s), forcing loop to unroll" and I don't understand why. 2 Answers. 4. In the next compiler release, we've added an attribute called [fastopt] that tells the compiler not to bother simulating the loop. Using pragma directives. And unrolling loops is one of those directives. j: Next unread message ; k: Previous unread message ; j a: Jump to all threads ; j l: Jump to MailingList overviewThis online translator only supports vertex and fragment shaders. The compiler often guesses right, but occasionally the. The % operator is documented here and is defined to work on floating point numbers as well as integers. I understand that the problem is accessing the array in the loop. 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. That is, if we can assume it's the same situation for PC. x or Shader Model 3. The unrolled for loops does give the same result for different local computer. 5) * <complex formula>; Using HLSL's step () function (which returns 0 if the first param is greater and 1 if less), you can eliminate the branch, but now the <complex formula> is being called every time, and its results are being multiplied by 0 (thus wasted effort) half of the time. 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. View all page feedback. 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. 3. 하나 이상의 HLSL 구문입니다. The joys of each vendor implementing. ”. For a multi-light combination you should be fine with pre-baking values using techniques and/or multi-passing the rendering. Qiita Blog. Essentially, “branch” says “evaluate the if first, and then only run the code in it if it’s true, otherwise, run the else block”. I’ve successfully build all the binaries and trying to open the starter content. As you can see in the above example, I have used HLSL shader semantics for input and output layout. 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:. Theme. The #pragma unroll directive however can be used to control unrolling. I notice that if I allocate a Pool. If that's what's going on, then Naga may just have to accept. hlsl","path. 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. h","contentType":"file"},{"name":"AppSettings. unroll. Control structures (for-loops, if-else statements, etc) exist in GLSL, including the switch statement. hlsl". For example, you can use HLSL to write a vertex shader, or a pixel shader, and use those shaders in the implementation of the renderer in your Direct3D application. The reason it's forced to unroll that loop is because of that texture load and the way D3D handles automatic mip level calculations. Parameters. The source file is hlsl_lexer. For example, you can specify -Oconfig=--loop-unroll,--scalar-replacement=300,--eliminate-dead-code-aggressive to firstly. Now this flow control can be set statically in compilation time, or it can be. The execution time of a warp is the maximum of the execution time of all threads within that warp. HLSL shaders can be compiled at author-time or at runtime, and set at runtime into the appropriate pipeline stage. One way is using the HLS pragma as follows: const unsigned int N = 1024; const unsigned int B =. txt file in the build directory. The loop can be fully or partially unrolled to create enough hardware to consume the additional data in a single clock cycle. -Write multiple shaders/techniques/passes to handle the different combinations. The % operator is documented here and is defined to work on floating point numbers as well as integers. 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: Explanation. Diligent Engine uses state-of-the art shader sonverter that allows transforming HLSL source into GLSL. To review, open the file in an editor that reveals hidden Unicode characters. However it says The % operator is defined only in cases where either both sides are positive or both sides are negative. . hlsl This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. 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. 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。. I've tried various different things to try and fix such as using the [loop] attribute, in which case I get “can't unroll loops marked with loop attribute”, and I've tried using the [unroll()] attribute to specify the amount of iterations the loop goes through, but I get the unrolling failed message again. On modern processors, loop unrolling. // the shader code would be a ton more complex. このため、今回は…. 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. For example, in the DirectX Tool Kit for DX12, the EnvironmentMapEffect. See also. Topics tagged hlsl. Prefix sum is also called "prefix scan". x の小数部を返します。. That's a no no. x の仮数と指数を返します。. More info See in Glossary compiler that isn’t covered by other types of preprocessor directive. cginc","path":"CGIncludes/AutoLight. . First, the reason why the second one works, is because it is automatically unrolled. sponsored post. Loops can either be unrolled so that there's no loop instructions in the compiled code or left as a proper loop. In one hand you have single bracket attributes like [unroll] and [numthreads()] and in the other [[vk::binding()]]. soramamenatan. 2. Control structures (for-loops, if-else statements, etc) exist in GLSL, including the switch statement. It’s also possible to add multiple active targets to the list, if you need it to be. For really basic shaders for texture to texture rendering/blending etc. In the small example shown here, because of an imperfect loop nest. @user2464424: Yes, NV does have quite a few proprietary GLSL #pragma directives. Compilation time is with fxc (Windows 8 SDK) about 90 seconds. hlsl; directive; or ask your own question. HLSL template support in UE4. 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;. Note that the following images were captured using the Vehicle Game Sample/Template/Demo which is made. Where HLSL mostly fails (for AnKi) is in the SPIR-V backend of DXC. . 3. 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. 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. In this article. When the for loop executes more than four times ( [unroll (8)] for example ) the graphics device is lost and all hell brakes loose. dynamic does not exist as a valid attribute. Defines the number of threads to be executed in a single thread group when a compute shader is dispatched (see ID3D11DeviceContext::Dispatch ). The downsample shader uses a nested 'for' loop to traverse the uv coordinates. g Sample in non-uniform control flow) and try to unroll the loop. Posts: 198. The #pragma unroll directive however can be used to control unrolling. The regular for loops does also give different results from the unrolled version of the same loop, even on the same local computer. for语句. In fact, anything in a shader SHOULD ALWAYS have an easy to track end point. It is executed concurrently on many GPU cores. I try adjustments and recompile one shader but that seems to recompile ALL shaders making. hlsl -spirv yeah it works now but as you say it uses floats as type but then adding -enable-16bit-types : dxc -E CSMandelJulia_scalarFloat -T cs_5_0 mandelfp16v2. When you use the off parameter, it turns all the optimizations, g, s, t, and y,. It is available in the latest compiler code, but is not the default. these are hints for the hlsl compiler on how you want loop unrolling to be done. 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. New subject: [PATCH v3 1/1] vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. hlsl', which I can see is there in the. h","contentType":"file"},{"name":"NIS_Main. 2 Answers. When unrolling a loop, the iteration count has to be a compile-time constant; without the static on there, the. Just add Cull Off at the start of the SubShader section. This partial code example is based on the BasicHLSL11. To review, open the file in an editor that reveals hidden Unicode characters. The regular for loops in HLSL compute shaders gives different results depending on the local computer it is ran on (see image below). in this case with dynamic indexing. Thanks for the reference. Pixel Shaders perform operations that include fetching texture data and performing lighting calculations. Instead I’m going to throw my Material asset (including comments) at you for everyone to use, adjust and play around with. the last reply in that post was saying to change the route, but i tried to put the Common. 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. This could be a problem for us. ; GDC 2018. Thanks. Q&A for professional and independent game developers. "3. In Unity, regular #include directives work the same as in standard HLSL. [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. True if all components of the x parameter are non-zero; otherwise, false. -Write multiple shaders/techniques/passes to handle the different combinations. Today, HLSL is a more usable language compared to GLSL. このため、今回は…. It uses glslang for parsing GLSL and compiling SPIR-V. As Chuck Walbourn already stated, adding an [unroll] statement before the for loops fixes the warnings. 生成使用流控制执行循环的每个迭代的代码。 与 [unroll] 属性不兼容。 fastopt: 缩短编译时间,但生成较少主动的优化。 如果使用此属性,编译器将不会展开循环。 此属性仅影响支持 中断 指令的着色器模型目标。aah yes, you're right, webgl is quite limited there. 2 and HLSL. Reduces the compile time but produces less aggressive optimizations. Direct3D 9 shaders can be designed using shader model 1, shader model 2 and shader model 3; Direct3D 10 shaders can only be. {"payload":{"allShortcutsEnabled":false,"fileTree":{"desktop-src/direct3dhlsl":{"items":[{"name":"images","path":"desktop-src/direct3dhlsl/images","contentType. h","path":"MSAAFilter/AppPCH. Shader Model 4. The Xilinx Vitis-HLS synthesises the for -loop into a pipelined microarchitecture with II=1.