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Before an instruction runs, the data in a source register is copied to a temporary register. Swizzling refers to the ability to copy any source register component to any temporary register component. Swizzling does not affect the source register data.
As shown in the following table, swizzling can be applied to the individual components of the source register data (where r is one of the valid vertex shader input Registers - vs_1_1).
Component modifier | Description |
---|---|
r.[xyzw][xyzw][xyzw][xyzw] | Source swizzle |
Swizzling cannot be used on the m3x2, m3x3, m4x3, and m4x4 instructions.