?/TD>
Microsoft DirectX 9.0

Sampling Stage Register


A pixel shader input sampling stage register identifies a sampling unit that can be used in texture load statements. A sampling unit is initialized with IDirect3DDevice9::SetSamplerState. Prior to Microsoft?DirectX?9.0, the sampling state was initialized with IDirect3DDevice9::SetTextureStageState.

There are 16 pixel shader sampling stage registers: s0 to s15. Therefore, up to 16 texture surfaces can be read in a single shader pass. The instructions that use a sampler register are texld and texldp.

Syntax

Sampling Stage Register 

Remarks

Sampler registers must be declared before use with the dcl_textureType instruction.

Remarks

Pixel shader versions1_11_21_31_42_02_sw2_x3_03_sw
Sampler Registerxxxxx

Instruction Information

Minimum operating systems Windows 98


© 2002 Microsoft Corporation. All rights reserved.