Name
gs_4_0 - Translation profile to DirectX 10's High Level Shader Language for geometry shaders.
Synopsis
gs_4_0
Description
This Direct3D profile translates Cg into DirectX 10's High Level Shader
Language (HLSL10) for geometry shaders.
The compiler output for this profile conforms to the textual high-level
language defined by DirectX 10's High Level Shading Language.
The limitations of the gs_4_0 profile depend on what HLSL profile to
which the translated HLSL code is compiled.
3D Api Dependencies
Requires Direct3D 10 support.
http://msdn.microsoft.com/en-us/library/bb509657.aspx
Profile Options
-po pad16
This will add padding variables to the cbuffer declarations to match
the 16 byte padding the GP4 OpenGL profiles use. This makes sure
each variable in the cbuffer uses an entire float4 constant instead
of the tight packing HLSL10 normally uses.
Data Types
In general, the Cg data types translate to the HLSL10 data types with the
same name.
- float, half, fixed
-
These numeric data types all correspond to 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.
- int
-
This integral data type operates like an integer over the -2^24 to 2^24 range.
The result of int by int division is an integer (rounding down) to match C.
Semantics
Input Semantics
The varying input semantics in the gs_4_0 profile correspond to the
respectively named varying output semantics of the vs_4_0 profile.
Binding Semantics Name Corresponding Data
POSITION Object-space position (SV_Position)
NORMAL Object-space normal
COLOR Primary color (float4) (SV_Target)
COLOR0
DIFFUSE
COLOR1 Secondary color (float4)
SPECULAR
FOGCOORD Fog coordinate
TEXCOORD# Texture coordinate set #
Uniform Input Semantics
Output Semantics
Binding Semantics Name Corresponding Data
POSITION Clip-space position (SV_Position)
HPOS
COLOR Front primary color (SV_Target)
COLOR0
COL0
COL
COLOR1 Front secondary color
COL1
TEXCOORD# Texture coordinate set #
TEX# TEX# is translated to TEXCOORD#
FOGC Fog coordinate
FOG
PSIZE Point size
PSIZ
Standard Library Issues
This profile is limited to standard library support available in HLSL10 for vertex shaders.
In general, the Cg and HLSL10 standard libraries are very similar.
See Also
vs_4_0,
ps_4_0
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