Microsoft DirectX 9.0 |
This section contains reference information for the vertex shader version 2_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 | Macro-ops | Flow control | New |
---|---|---|---|---|---|---|---|
abs | Absolute value | 1 | x | x | |||
add | Add two vectors | 1 | x | ||||
call | Call a subroutine | 2 | x | x | |||
callnz | Call a subroutine if not zero | 3 | x | x | |||
crs | Cross product | 2 | x | x | |||
dcl_usage | Declare input vertex registers (see Registers - vs_2_0) | 0 | x | ||||
def | Define a floating-point constant | 0 | x | ||||
defb | Define a Boolean constant | 0 | x | x | |||
defi | Define an integer constant | 0 | x | x | |||
dp3 | Three-component dot product | 1 | x | ||||
dp4 | Four-component dot product | 1 | x | ||||
dst | Calculate a distance vector | 1 | x | ||||
else | Begin an else block | 1 | x | x | x | ||
endif | End an if...else block | 1 | x | x | |||
endloop | End of a loop block | 2 | x | x | |||
endrep | End of a repeat block | 2 | x | x | |||
exp | Full precision 2x | 1 | x | ||||
expp | Partial precision 2x | 1 | x | x | |||
frc | Fractional component | 1 | x | ||||
if | Begin an if block | 3 | x | x | |||
label | Label | 0 | x | x | |||
lit | Partial lighting calculation | 3 | x | ||||
log | Full precision log2(x) | 1 | x | ||||
logp | Partial precision log2(x) | 1 | x | ||||
loop | Loop | 3 | x | x | |||
lrp | Linear interpolation | 2 | x | x | |||
m3x2 | 3x2 matrix multiply | 2 | x | ||||
m3x3 | 3x3 matrix multiply | 3 | x | ||||
m3x4 | 3x4 matrix multiply | 4 | x | ||||
m4x3 | 4x3 matrix multiply | 3 | x | ||||
m4x4 | 4x4 matrix 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 the address register (a0) | 1 | x | x | |||
mul | Multiply | 1 | x | ||||
nop | No operation | 1 | x | ||||
nrm | Normalize a 4-D vector | 3 | x | x | |||
pow | xy | 3 | x | x | |||
rcp | Reciprocal | 1 | x | ||||
rep | Repeat | 3 | x | x | |||
ret | End of either a subroutine or main | 1 | x | x | |||
rsq | Reciprocal square root | 1 | x | ||||
sge | Greater than or equal compare | 1 | x | ||||
sgn | Sign | 3 | x | x | |||
sincos | Sine and cosine | 8 | x | x | |||
slt | Less than compare | 1 | x | ||||
vs | Vertex shader version | 0 | x |