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This section contains reference information for the vertex shader version 3_0 instructions.
There are several types of vertex shader instructions, as shown in the table. Columns to the right mean the following:
Name | Description | Instruction slots | Setup | Arithmetic | Texture | Flow control | New |
---|---|---|---|---|---|---|---|
abs | Absolute value | 1 | x | ||||
add | Add two vectors | 1 | x | ||||
break | Break out of a loop...endloop or rep...endrep block | 1 | x | ||||
break_comp | Conditionally break out of a loop...endloop or rep...endrep block, with a comparison | 3 | x | ||||
breakp | Break out of a loop...endloop or rep...endrep block, based on a predicate | 3 | x | ||||
call | Call a subroutine | 2 | x | ||||
callnz bool | Call a subroutine if a Boolean register is not zero | 3 | x | ||||
callnz pred | Call a subroutine if a predicate register is not zero | 3 | x | ||||
crs | Cross product | 2 | x | ||||
dcl_usage outut register - vs | Declare input vertex registers (see Registers - vs_3_0) | 0 | x | ||||
dcl_samplerType | Declare the texture dimension for a sampler | 0 | x | x | |||
def | Define constants | 0 | x | ||||
defb | Declare a Boolean constant | 0 | x | ||||
defi | Declare an integer constant | 0 | x | ||||
dp3 | Three-component dot product | 1 | x | ||||
dp4 | Four-component dot product | 1 | x | ||||
dst | Distance | 1 | x | ||||
else | Begin an else block | 1 | x | ||||
endif | End an if bool...else block | 1 | x | ||||
endloop | End of a loop block | 2 | x | ||||
endrep | End of a repeat block | 2 | x | ||||
exp | Full precision 2x | 1 | x | ||||
expp | Partial precision 2x | 1 | x | ||||
frc | Fractional component | 1 | x | ||||
if bool | Begin an if bool block (using a Boolean condition) | 3 | x | ||||
if_comp | Begin an if bool block, with a comparison | 3 | x | ||||
if pred | Begin an if bool block with a predicate condition | 3 | x | ||||
label | Label | 0 | x | ||||
lit | Calculate lighting | 3 | x | ||||
log | Full precision log2(x) | 1 | x | ||||
logp | Partial precision log2(x) | 1 | x | ||||
loop | Loop | 3 | x | ||||
lrp | Linear interpolation | 2 | x | ||||
m3x2 | 3x2 multiply | 2 | x | ||||
m3x3 | 3x3 multiply | 3 | x | ||||
m3x4 | 3x4 multiply | 4 | x | ||||
m4x3 | 4x3 multiply | 3 | x | ||||
m4x4 | 4x4 multiply | 4 | x | ||||
mad | Multiply and add | 1 | x | ||||
max | Maximum | 1 | x | ||||
min | Minimum | 1 | x | ||||
mov | Move | 1 | x | ||||
mova | Move data from a floating point register to an integer register | 1 | x | ||||
mul | Multiply | 1 | x | ||||
nop | No operation | 1 | x | ||||
nrm | Normalize | 3 | x | ||||
pow | xy | 3 | x | ||||
rcp | Reciprocal | 1 | x | ||||
rep | Repeat | 3 | x | ||||
ret | End of a subroutine | 1 | x | ||||
rsq | Reciprocal square root | 1 | x | ||||
setp_comp | Set the predicate register | 1 | x | ||||
sge | Greater than or equal compare | 1 | x | ||||
sgn | Sign | 3 | x | ||||
sincos | Sine and cosine | 8 | x | ||||
slt | Less than compare | 1 | x | ||||
sub | Subtract | 1 | x | ||||
texldl | Texture load with user-adjustable level of detail (LOD) | See note 1 | x | x | |||
vs | Version | 0 | x |
Notes: