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Cg / Profiles / ps_3_0

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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