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Microsoft DirectX 9.0 |
Pixel shaders depend on registers to get vertex data, to output pixel data to the rasterizer, to hold temporary results during calculations and to identify texture sampling stages. There are several types of registers, each with a unique functionality. This section contains reference information for the input and output registers implemented by pixel shader version 2_0.
Register | Name | Description | New |
---|---|---|---|
v0, v1 | Color Register | Contains interpolated vertex data. | No |
c0 to c31 | Constant Float Register | Contains constants used by the shader. | Yes |
t0 to t7 | Input Texture Coordinate Register | Contains interpolated texture coordinates. | No |
s0 to s15 | Sampler Register | Identifies a texture sampling stage. | Yes |
r0 to r11 | Temporary Register | Holds intermediate results. | No |
Register | Name | Description | New |
---|---|---|---|
oC0, oC1, oC2, oC3 | Output Color Register | Each register represents a different texture element. | Yes |
oDepth | Output Depth Register | The register contains a depth value. | Yes |