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Home > Resources > Archive > Archived Tools > GPU Tools Archive > ASHLI – Advanced Shading Language Interface

ASHLI – Advanced Shading Language Interface

Overview

The support for floating point computation and the exposure of shading functionality in a standardized API form have made graphics hardware a viable workflow solution to an artist involved in digital content creation (DCC). Nevertheless, there still remains a significant interface void between the abstract shading description an artist is used to and the low level shading constructs the hardware expects. We have developed Ashli, an advanced shading language interface tool, with the primary motivation to bridge the interface gap fore mentioned.Ashli provides the artist a framework for mapping arbitrary complex shaders onto graphics shading hardware, while alleviating resource limitation concerns.

  • Input
  • Output
  • Design
  • Multipassing
  • Downloads and Resources

 

Input

Ashli is multi-lingual at its input and supports a reasonable subset of the RenderMan ®, DirectX (HLSL) and OpenGL (GLSL) languages. It operates on a program entity, which is a collection of shaders, destined for compilation. A RenderMan® program is a combination of any of displacement, surface, light, volume and imager shader types. HLSL and GLSL programs are composed of vertex and pixel (fragment) shaders.

Output

Incoming shaders are compiled to any of DirectX 9.0 Shader Models 2.0 and 3.0, and OpenGL ARB_vertex_program and ARB_fragment_program API’s. Optionally, Ashli emits metafile in the Microsoft FX format, which encapsulates hardware shader segments and techniques. In addition, Ashli generates a formals text metadata structure that specifies the mapping of runtime appearance parameters onto hardware shader resources, such as input, constant, sampler and output registers.

Design

Ashli embeds traditional complier technology with a front end and a back end component. Ashli folds all shader instances in a program into one, while optimally unrolling lighting constructs. The folded shader is then distributed onto graphics hardware processors – vertex and pixel. A simplification process converts all original input expressions to a native instruction set, to closely match the target low level language. Constant folding and dead code elimination is part of Ashli’s optimization. Code generation is the final stage with the goal of reducing usage of temporary registers and dependant texture accesses.

Multipassing

 

Often times, a complex high level shader may not fit the scarce graphics hardware resources. Exceeding the number of any of input, constant, temporary or sampler register or reaching instruction space limits is considered an unrecoverable compile error. Ashli automatically breaks the complex shader into many smaller segments (passes), where each segment uses up resources within the prescribed hardware limits.

 

figure1.jpg – Snapshot of Ashli Viewer
showing the list of programs,
RenderMan® shader and target
ARB_fragment_program.

 

figure2.jpg – Snapshot of a rendered
scene in window mode with the
controls for adjusting the properties
of the wood material.

Back to top

Downloads and Resources

  • Download ASHLI – Version 1.7.0 Date: 06/23/05
  • GPU Shading and Rendering, Shading Compilers Notes – Siggraph 2005
  • GPU Shading and Rendering, Shading Compilers Slides – Siggraph 2005
  • ASHLI – Multipass for Lower Precision Targets – Siggraph 2004
  • ASHLI Viewer Poster – Eurographics 2003
  • ASHLI Viewer Notes – Eurographics 2003

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    • Performance Optimization of Windows Applications on AMD Processors, Part I
    • Performance Optimization of Windows Applications on AMD Processors, Part II
    • Ten Things Developers Should Know About Windows 7
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    • Articles & Whitepapers
      • OpenCL™ Optimization Case Study: Diagonal Sparse Matrix Vector Multiplication Test
      • Barcelona’s Innovative Architecture Is Driven by a New Shared Cache
      • Bulk Encryption on GPUs
      • Develop Blazing Fast Code with Microsoft Visual Studio® 2008 and AMD Tools
      • Going to Barcelona: A Modern Architecture for Breakthrough Software Performance
      • Introduction to “Magny-Cours”
      • Java Performance when Debugging is Enabled
      • JPEG Decoding with Run-Length Encoding: A CPU and GPU Approach
      • New Round-to-Even Technique for Large-scale Data and Its Application in Integer Scaling
      • OpenCL™ and the AMD APP SDK
      • OpenCL™ and the AMD APP SDK v2.4
      • OpenCL™ Optimization Case Study Fast Fourier Transform – Part 1
      • OpenCL™ Optimization Case Study Fast Fourier Transform – Part II
      • OpenCL™ Optimization Case Study: Simple Reductions
      • OpenCL™ Optimization Case Study: Support Vector Machine Training
      • Tiled Convolution: Fast Image Filtering
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  • Archive
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      • Real-Time Image Processing for Autonomous Learning and Control within 3D Virtual Worlds
      • Semi-Supervised Learning-Based Method for Adaptive Shadow Detection
      • AMD OpenCL™ Coding Competition
      • Real-time Video Effects with AMD & Kinect
      • Numerical Simulation of an X-Ray Generator
    • AppShowcase Archive
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        • 128-Bit SSE5 Instruction Set
        • AMD String Library
        • Framewave Project
        • SSEPlus Project
      • GPU Tools Archive
        • ATI Stream Software Development Kit (SDK) v2.0 Beta Program
        • AMD Tootle
        • ASHLI – Advanced Shading Language Interface
        • ATI Radeon™ SDK
        • ATI Stream Software Development Kit (SDK) v1.4-beta
          • ATI Stream SDK MD5 Checksums
        • ATI_Compress
        • CubeMapGen
        • AMD GPU MeshMapper
        • GPU PerfStudio
        • Normal Mapper
        • RenderMonkey™ Toolsuite
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        • The Compressonator
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