Note
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This section contains reference information for the input and output registers implemented by vertex shader version 3_0.
Register | Name | Count | R/W | # Read ports | # Reads / inst | Dimension | RelAddr | Defaults | Requires DCL |
---|---|---|---|---|---|---|---|---|---|
v# | Input Register | 16 | R | 1 | Unlimited | 4 | a0/aL | See note 1 | Yes |
r# | Temporary Register | 32 | R/W | 3 | Unlimited | 4 | No | None | No |
c# | Constant Float Register | See note 2 | R | 1 | Unlimited | 4 | a0/aL | (0, 0, 0, 0) | No |
a0 | Address Register | 1 | R/W | 1 | Unlimited | 4 | No | None | No |
b# | Constant Boolean Register | 16 | R | 1 | 1 | 1 | No | FALSE | No |
i# | Constant Integer Register | 16 | R | 1 | 1 | 4 | No | (0, 0, 0, 0) | No |
aL | Loop Counter Register | 1 | R | 1 | Unlimited | 1 | No | None | No |
p0 | Predicate Register | 1 | R/W | 1 | 1 | 4 | no | none | no |
s# | Sampler (Direct3D 9 asm-vs) | 4 | R | 1 | 1 | 4 | No | See note 3 | Yes |
Notes:
- Partial (0, 0, 0, 1) - If only a subset of channels are updated, the remaining channels will default to (0, 0, 0, 1).
- Equal to D3DCAPS9.MaxVertexShaderConst (at least 256 for vs_3_0).
- Defaults for sampler lookup exist, but values depend on texture format.
Output registers have been collapsed into 12 o# (output) registers. These can be used for anything the user wants to interpolate for the pixel shader: texture coordinates, colors, fog, etc.
Register | Name | Count | R/W | Dimension | RelAddr | Defaults | Requires DCL |
---|---|---|---|---|---|---|---|
o# | Output Register | 12 | W | 4 | aL | None | Yes |