Registers - vs_2_0
Microsoft DirectX 9.0 SDK Update (October 2004)

Registers - vs_2_0


This section contains reference information for the input and output registers implemented by vertex shader version 2_0.

Input Registers

RegisterNameCountR/W# Read ports# Reads / instDimensionRelAddrDefaultsRequires DCL
v#Input Register16R1Unlimited4NoSee note 1Yes
r#Temporary Register12R/W3Unlimited4NoNoneNo
c#Constant Float RegisterSee note 2R124a0 / aL(0, 0, 0, 0)No
a0Address Register1R/W124NoNoneNo
b#Constant Boolean Register16R111NoFALSENo
i#Constant Integer Register16R114No(0, 0, 0, 0)No
aLLoop Counter Register1R121NoNoneNo

Notes:

  1. Partial (0, 0, 0, 1) - If only a subset of channels are updated, the remaining channels will default to (0, 0, 0, 1).
  2. Equal to D3DCAPS9.MaxVertexShaderConst (at least 256 for vs_2_0).

Output Registers

RegisterNameCountR/WDimensionRelAddrDefaultsRequires DCL
oPosPosition Register1W4NoNoneNo
oFogFog Register1W1NoNoneNo
oPtsPoint Size Register1W1NoNoneNo
oD#Color Register; See note 12W4NoNoneNo
oT#Texture Coordinate Register8W4NoNoneNo

Notes:

  1. oD0 is the diffuse color output; oD1 is the specular color output.


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