dcl_textureType (Pixel Shader)
Declare a pixel shader sampler register.
Syntax
where:
- _textureType defines the texture type. This detemines how many coordinates are required by each texture coordinate when sampling. The following texture dimensions are defined.
- s# identifies a sampler register. s is an abbreviation for the sampler register and # is the register number. For more information about sampler registers, see Sampler Register.
Remarks
Pixel shader versions | 1_1 | 1_2 | 1_3 | 1_4 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
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dcl_textureType | | | | | x | x | x | x | x |
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All dclxxx instructions must appear before the first executable instruction.
Example
dcl_cube t0.rgb; // Define a 3-D texture map
add r0, r0, t0; // perturb texture coordinates
texld r0, s0, r0; // load r0 with a color sampled from stage0
// at perturbed texture coordinates r0
// this is a dependent texture read
Minimum operating system | Windows 98 |
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