Name
ps_3_0 - Direct3D Shader Model 3.0 fragment profile for DirectX 9
Synopsis
ps_3_0
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 DirectX 9's Pixel Shader 3.0 shader format. See:
http://msdn.microsoft.com/en-us/library/bb219845.aspx
Data-dependent loops are allowed with a limit of 256 iterations
maximum. Four levels of nesting are allowed.
Conditional expressions can be supported with data-dependent branching.
Relative indexing of uniform arrays is not supported; use texture
accesses instead.
3D Api Dependencies
Requires Direct3D 9 support.
Profile Options
None.
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
-
float values in ps_3_0 require 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.
- fixed
-
The fixed data type is treated like half.
Semantics
Input Semantics
The varying input semantics in the ps_3_0 profile correspond to the
respectively named varying output semantics of the vs_3_0 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
This profile may have limits on the number of dependent texture fetches.
See Also
vs_3_0
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