Destination Register Masking
Microsoft DirectX 9.0 SDK Update (October 2004)

Destination Register Masking


Masking specifies which components of the destination register will be updated with the result of an instruction. Texture registers have one set of rules and nontexture registers have another set of rules.

Destination Register Masking

As shown in the following table, masking (where r is one of the valid vertex shader Registers) can be applied to the individual components of the vector data.

Component modifier Description
r.{x}{y}{z}{w} Destination mask

Texture Register Masks

The validation rules for using modifiers on texture coordinate registers are tighter than the validation rules for other registers.

For example, a vertex shader can output to texture registers in separate instructions.

	oT1.y  
	oT0.y  
	oT2  
	oT0.xz  
	oT1.x

Or, the instructions can be combined.

	oT0.xyz  
	oT1.xy  
	oT2.xyzw	

These restrictions apply only to the texture coordinate registers.



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