Microsoft DirectX 8.0 (C++) |
These are the input vertex registers. Each vertex from one or more input vertex streams is loaded into the vertex input registers before the vertex shader is executed. The vertex input registers are a register file consisting of 16 four-component floating-point vectors, designated as v0 through v15. These registers are read only.
Any single instruction may access only one vertex input register. However, each source in the instruction may independently swizzle and negate that vector as it is read.
A declaration passed to the Microsoft® Direct3D® API call to create the vertex shader defines the mapping between the source vertex stream and the vertex input registers. For the fixed function pipeline, the input registers have the fixed mapping shown in the following table.
Vector Component | Register |
---|---|
Position | 0 |
Blend Weight | 1 |
Blend Indices | 2 |
Normal | 3 |
Point Size | 4 |
Diffuse | 5 |
Specular | 6 |
Texture Coordinate 0 | 7 |
Texture Coordinate 1 | 8 |
Texture Coordinate 2 | 9 |
Texture Coordinate 3 | 10 |
Texture Coordinate 4 | 11 |
Texture Coordinate 5 | 12 |
Texture Coordinate 6 | 13 |
Texture Coordinate 7 | 14 |
Position 2 | 15 |
Normal 2 | 16 |