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This lesson covers creating custom shaders with the Visual Studio DGSL Shader Designer and using them with DirectX Tool Kit.


First create a new project using the instructions from the first two lessons: The basic game loop and
Adding the DirectX Tool Kit which we will use for this lesson.

Creating custom shaders using DGSL

One approach to creating your own shader is to use a visual designer tool, such as Visual Studio's DGSL Shader Designer. In this tool, the vertex shader is 'fixed' and the visual tool is used to create the pixel shader. The result of the designer tool is a compiled shader in a .DGSL.CSO file that can be loaded at runtime. The resulting shaders can be complex and use up to 8 textures at once, perform tangent-space lighting, and many other complex effects.

To use these with DirectX Tool Kit, you can manually create DGSLEffect instances and use them with PrimitiveBatch. You can also load them automatically from a CMO using Model when you provide the DGSLEffectFactory rather than the standard EffectFactory as we demonstrated in Rendering a model.

Rendering a sphere with our effect

Save the files MyDGSLShader.dgsl,,, ReadData.h, and to your new project's folder. Using to the top menu and select Project / Add Existing Item.... Select "MyDGSLShader.dgsl" and hit "OK". Repeat for each file.

Right click on your project in the Solution Explorer. Select Build Dependencies / Build Customizations.... Check "ShaderGraphContentTask..." and hit "Ok".


Right-click on the "MyDGSLShader.dgsl" file in the Solution Explorer, select Properties.... Set Item Type to "Shader Graph Content Pipeline".


In pch.h add after the other #include statements:

#include "ReadData.h"

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

DirectX::SimpleMath::Matrix m_world;
DirectX::SimpleMath::Matrix m_view;
DirectX::SimpleMath::Matrix m_proj;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::DGSLEffect> m_effect;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_shapeVB;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_shapeIB;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture2;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;

In Game.cpp after the using namespace statements, add:

#include ""

In Game.cpp modify in CreateDevice:

static const D3D_FEATURE_LEVEL featureLevels [] =
    // TODO: Modify for supported Direct3D feature levels (see code below related to 11.1 fallback handling)

In Game.cpp, add to the TODO of CreateDevice:

m_states.reset(new CommonStates(m_d3dDevice.Get()));

// Create DGSL Effect
auto blob = DX::ReadData( L"MyDGSLShader.cso" );
DX::ThrowIfFailed(m_d3dDevice->CreatePixelShader(&blob.front(), blob.size(), nullptr,

m_effect.reset(new DGSLEffect(m_d3dDevice.Get(), m_pixelShader.Get()));

    CreateDDSTextureFromFile(m_d3dDevice.Get(), L"", nullptr,


    CreateDDSTextureFromFile(m_d3dDevice.Get(), L"", nullptr,

m_effect->SetTexture(1, m_texture2.Get());

void const* shaderByteCode;
size_t byteCodeLength;

m_effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);

DX::ThrowIfFailed( m_d3dDevice->CreateInputLayout(
    shaderByteCode, byteCodeLength, m_inputLayout.ReleaseAndGetAddressOf()));

// Create sphere geometry with DGSL vertex data
    D3D11_BUFFER_DESC desc = { 0 };
    desc.ByteWidth = sizeof(g_sphereVB);
    desc.Usage = D3D11_USAGE_DEFAULT;
    desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

    D3D11_SUBRESOURCE_DATA initData = { 0 };
    initData.pSysMem = g_sphereVB;
    DX::ThrowIfFailed( m_d3dDevice->CreateBuffer( &desc, &initData,
        m_shapeVB.ReleaseAndGetAddressOf() ) );

    D3D11_BUFFER_DESC desc = { 0 };
    desc.ByteWidth = sizeof(g_sphereIB);
    desc.Usage = D3D11_USAGE_DEFAULT;
    desc.BindFlags = D3D11_BIND_INDEX_BUFFER;

    D3D11_SUBRESOURCE_DATA initData = { 0 };
    initData.pSysMem = g_sphereIB;
    DX::ThrowIfFailed( m_d3dDevice->CreateBuffer( &desc, &initData,
        m_shapeIB.ReleaseAndGetAddressOf() ) );

m_world = Matrix::Identity;

In Game.cpp, add to the TODO of CreateResources:

m_view = Matrix::CreateLookAt(Vector3(2.f, 2.f, 2.f), Vector3::Zero, Vector3::UnitY);
m_proj = Matrix::CreatePerspectiveFieldOfView(XM_PI / 4.f,
    float(backBufferWidth) / float(backBufferHeight), 0.1f, 10.f);

m_effect->SetViewport( float(backBufferWidth), float(backBufferHeight) );


In Game.cpp, add to the TODO of OnDeviceLost:


In Game.cpp, add to the TODO of Render:

m_effect->Apply( m_d3dContext.Get() );

auto sampler = m_states->LinearWrap();
m_d3dContext->PSSetSamplers( 0, 1, &sampler );

m_d3dContext->RSSetState( m_states->CullClockwise() );

m_d3dContext->IASetIndexBuffer( m_shapeIB.Get(), DXGI_FORMAT_R16_UINT, 0 );
m_d3dContext->IASetInputLayout( m_inputLayout.Get() );

UINT stride = sizeof(VertexPositionNormalTangentColorTexture);
UINT offset = 0;
m_d3dContext->IASetVertexBuffers(0, 1, m_shapeVB.GetAddressOf(), &stride, &offset);

m_d3dContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

m_d3dContext->DrawIndexed( _countof(g_sphereIB), 0, 0 );

In Game.cpp, add to the TODO of Update:

float time = float(timer.GetTotalSeconds());


m_world = Matrix::CreateRotationZ(cosf(time) * 2.f);


Build and run to see the sphere.


Troubleshooting: If you get a runtime exception, then you may have the "" or "" in the wrong folder, have modified the "Working Directory" in the "Debugging" configuration settings, or otherwise changed the expected paths at runtime of the application. You should set a break-point on CreateDDSTextureFromFile and step into the code to find the exact problem. If you get an exception from DX::ReadData, then you may not have the "MyDGSLShader.dgsl" file building correctly.

Technical notes

We are not able to use a GeometricPrimitive because the DGSL rendering pipeline requires per-vertex tangent information. Therefore, we load a custom vertex buffer/index buffer for this lesson that uses the VertexPositionNormalTangentColorTexture vertex structure with the tangent information. This vertex information is always included with CMO models.

While the example DGSL here doesn't require it, this lesson shows setting the extra DGSL variables for time and viewport size in the Update and CreateResources methods.


The main limitation of using the DGSL tool is that it creates only Shader Model 4.0 Pixel Shaders, which requires Direct3D feature level 10.0 or greater. This is why we removed the 9.x feature levels from CreateDevice above.

To support Windows phone, you need feature level 9.3, and to target Surface RT you need feature level 9.1. There is a workaround which is to manually export the DGSL shader to an HLSL file, then compile it using FXC with either the ps_4_0_level_9_1 or ps_4_0_level_9_3 shader profile. It is quite likely you'll need to manually simplify the HLSL shader to successfully get it to compile. DGSLEffectFactory implements this workaround by looking for a 'base-name' equivalent of the .DGSL.CSO file as a .CSO file when on feature level 9.x devices.

Next lesson: Writing custom shaders

Further reading

DirectX Tool Kit docs Effects

Last edited Jul 28, 2015 at 7:55 PM by walbourn, version 23