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Microsoft DirectX 9.0 |
This section contains reference information for the input and output registers implemented by vertex shader version 1_1. Vector elements are designated as x, y, z, w (or the r, g, b, a equivalents).
Name | Register type | Count | Data type | Dimension | I/O permissions | Read port | Read / Instruction | Rel-Address | Defaults | Requires DCL |
---|---|---|---|---|---|---|---|---|---|---|
a0 | address | 1 | integer | 4-D vector (1) | write / use | 1 | 3 | no | none | no |
c# | float constant | 96 (2) | floating-point | 4-D vector | define / read | 1 | 3 | a0.x | (0, 0, 0, 0) | no |
r# | temporary | 12 | floating-point | 4-D vector | write / read | 3 | 3 | no | none | no |
v# | input | 16 | floating-point | 4-D vector | read | 1 | 3 | no | (0, 0, 0, 1) | yes |
(1) In vs_1_1, though a0 is a 4-D vector, only the .x component can be referenced.
(2) 96 is the minimum c# register count required by vs_1_1. The D3DCAPS9.MaxVertexShaderConst cap contains the actual c# register count supported by the device.
See Input Registers.
Name | Register type | Count | Data type | Dimension | I/O permissions | Rel-Address | Default | Require DCL |
---|---|---|---|---|---|---|---|---|
oD# | diffuse / specular (3) | 2 | floating-point | 4-D vector | write | no | none | no |
oFog | fog | 1 | floating-point | scalar | write | no | none | no |
oPos (4) | position | 1 | floating-point | 4-D vector | write | no | none | no |
oPts | point size | 1 | floating-point | scalar | write | no | none | no |
oT# | texture coordinate | 8 | floating-point | 4-D vector | write | no | none | no |
(3) oD0 = diffuse color; oD1 = specular color.
(4) All four components of oPos must be written.
See Output Registers.