ps_2_sw.3Cg

Langue: en

Version: 360489 (ubuntu - 24/10/10)

Section: 3 (Bibliothèques de fonctions)

NAME

ps_2_sw - Direct3D Software Shader for Model 2.0 Extended fragment profile

SYNOPSIS

   ps_2_sw
 
 
 

DESCRIPTION

This Direct3D profile corresponds to the per-fragment functionality introduced by GeForce FX (NV3x) for DirectX 9.

The compiler output for this profile conforms to the textual assembly defined by the software version of DirectX 9's Pixel Shader 2.0 Extended shader format. See:

   http://msdn.microsoft.com/en-us/library/bb172925.aspx
 
 
 
This profile is useful for debugging and prototyping.

3D API DEPENDENCIES

Requires a reference device.

This profile generates code assuming the following Direct3D 9 pixel shader capability bits are set:

   D3DD3DPSHADERCAPS2_0_ARBITRARYSWIZZLE
   D3DD3DPSHADERCAPS2_0_GRADIENTINSTRUCTIONS
   D3DD3DPSHADERCAPS2_0_PREDICATION
   D3DD3DPSHADERCAPS2_0_NODEPENDENTREADLIMIT
   D3DD3DPSHADERCAPS2_0_NOTEXINSTRUCTIONLIMIT
 
 
 

PROFILE OPTIONS


NumTemps=val
Number of 4-component vector temporaries the target implementation supports.
NumInstructionSlots=val
Number of instructions the target implementation supports.
MaxDrawBuffers=val
Number of draw buffers or Multiple Render Targets (MRT) the target implementation supports.

DATA TYPES


half
The half data type makes use of the Partial Precision instruction modifier to request less precision.

NVIDIA GPUs may use half-precision floating-point when the Partial Precision instruction modifier is specified. Half-precision floating-point is encoded with a sign bit, 10 mantissa bits, and 5 exponent bits (biased by 16), sometimes called s10e5.

float
The float data type corresponds to a floating-point representation with at least 24 bits.

NVIDIA GPUs supporting ps_2_sw use standard IEEE 754 single-precision floating-point encoding with a sign bit, 23 mantissa bits, and 8 exponent bits (biased by 128), sometimes called s10e5.

Older ATI GPUs use 24-bit floating-point.

fixed
The fixed data type is treated like half.

SEMANTICS


INPUT SEMANTICS

The varying input semantics in the ps_2_sw profile correspond to the respectively named varying output semantics of the vs_2_sw profile.

   Binding Semantics Name           Corresponding Data
 
 
 
   COLOR                            Input primary color
   COLOR0
   COL
   COL0
 
 
 
   COLOR1                           Input secondary color
   COL1
 
 
 
   TEX0                             Input texture coordinate sets 0
   TEXCOORD0
 
 
 
   TEX1                             Input texture coordinate sets 1
   TEXCOORD1
 
 
 
   TEX2                             Input texture coordinate sets 2
   TEXCOORD2
 
 
 
   TEX3                             Input texture coordinate sets 3
   TEXCOORD3
 
 
 
   TEX4                             Input texture coordinate sets 4
   TEXCOORD4
 
 
 
   TEX5                             Input texture coordinate sets 5
   TEXCOORD5
 
 
 
   TEX6                             Input texture coordinate sets 6
   TEXCOORD6
 
 
 
   TEX7                             Input texture coordinate sets 7
   TEXCOORD7
 
 
 
   FOGP                             Input fog color (XYZ) and factor (W)
   FOG
 
 
 

UNIFORM INPUT SEMANTICS

Sixteen texture units are supported:

   Binding Semantic Name            Corresponding Data
 
 
 
   TEXUNIT0                         Texture unit 0
   TEXUNIT1                         Texture unit 1
   ...
   TEXUNIT15                        Texture unit 15
 
 
 

OUTPUT SEMANTICS

   COLOR                            Output color (float4)
   COLOR0
   COL0
   COL
 
 
 
   DEPTH                            Output depth (float)
   DEPR
 
 
 

STANDARD LIBRARY ISSUES

Functions that compute partial derivatives are not supported.

There are no restrictions on dependent texture reads (up to the instruction limit) for this profile.

SEE ALSO

vs_2_sw, ps_2_x