Name
hlslv - Translation profile to DirectX 9's High Level Shader Language for vertex shaders.
Synopsis
hlslv
Description
This Direct3D profile translates Cg into DirectX 9's High Level Shader
Language (HLSL) for pixel shaders.
The compiler output for this profile conforms to the textual high-level
language defined by DirectX 9's High Level Shading Language. See:
http://msdn.microsoft.com/en-us/library/bb509561.aspx
The limitations of the hlslv profile depend on what HLSL profile to
which the translated HLSL code is compiled.
3D Api Dependencies
Requires Direct3D 9 support.
Profile Options
None.
Data Types
In general, the Cg data types translate to the HLSL 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 hlslv profile correspond to the
respectively named varying output semantics of the ps_2_0 profile.
Binding Semantics Name Corresponding Data
POSITION Object-space position
NORMAL Object-space normal
COLOR Primary color (float4)
COLOR0
DIFFUSE
COLOR1 Secondary color (float4)
SPECULAR
FOGCOORD Fog coordinate
TEXCOORD# Texture coordinate set #
Uniform Input Semantics
to-be-written
Output Semantics
Binding Semantics Name Corresponding Data
POSITION Clip-space position
HPOS
COLOR Front primary color
COLOR0
COL0
COL
COLOR1 Front secondary color
COL1
TEXCOORD# Texture coordinate set #
TEX#
FOGC Fog coordinate
FOG
PSIZE Point size
PSIZ
Standard Library Issues
This profile is limited to standard library support available in HLSL for vertex shaders.
In general, the Cg and HLSL standard libraries are very similar.
See Also
hlslf
|