| ?/TD> |
| Microsoft DirectX 9.0 |
Computes the reciprocal of the source scalar.
| rcp dst, src |
|---|
where
| Vertex shader versions | 1_1 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
|---|---|---|---|---|---|---|
| rcp | x | x | x | x | x | x |
The following code fragment shows the operations performed.
float f = src0;
if(f == 0.0f)
{
f = FLT_MAX;
}
else
{
if(f != 1.0)
{
f = 1/f;
}
}
dest = f;
The output must be exactly 1.0 if the input is exactly 1.0. A source of 0.0 yields infinity.
Precision should be at least 1.0/(222) absolute error over the range (1.0, 2.0) because common implementations will separate mantissa and exponent.
If the source has no subscripts, the x-component is used.
| Minimum operating system | Windows 98 |
|---|