Name
vs_2_0 - Direct3D Shader Model 2.0 vertex profile for DirectX 9 
Synopsis
  vs_2_0 
Description
This Direct3D profile corresponds to the per-vertex 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 Vertex Shader 2.0 shader format.  See:
 
  http://msdn.microsoft.com/en-us/library/bb172928.aspx 
3D Api Dependencies
Requires Direct3D 9 support. 
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 vs_2_0 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
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
Eight texture units are supported: 
Binding Semantic Name            Corresponding Data
TEXUNIT0                         Texture unit 0
TEXUNIT1                         Texture unit 1
...
TEXUNIT7                         Texture unit 7
 
Output Semantics
Binding Semantics Name        Corresponding Data
POSITION, HPOS                Output position
PSIZE, PSIZ                   Output point size
FOG, FOGC                     Output fog coordinate
COLOR0, COL0                  Output primary color
COLOR1, COL1                  Output secondary color
BCOL0                         Output backface primary color
BCOL1                         Output backface secondary color
TEXCOORD0-TEXCOORD7,          Output texture coordinates
TEX0-TEX7
CLP0-CL5                      Output Clip distances
 
Standard Library Issues
Functions that compute partial derivatives are not supported. 
This profile may have limits on the number of dependent texture fetches. 
See Also
ps_2_0,
vs_2_x
 
 |