?/TD> |
Microsoft DirectX 9.0 |
Conditionally chooses between src1 and src2, based on the comparison src0 > 0.5.
cnd dst, src0, src1, src2 |
---|
where
Pixel shader versions | 1_1 | 1_2 | 1_3 | 1_4 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|---|---|---|
cnd | x | x | x | x |
For versions 1_1 to 1_3, src0 must be r0.a.
// Version 1.1 to 1.3 if (r0.a > 0.5) dest = src1 else dest = src2
Version 1.4 compares each channel separately.
for each component in src0 { if (src0.component > 0.5) dest.component = src1.component else dest.component = src2.component }
These examples show a four-channel comparison done in a version 1_4 shader, as well as a single-channel comparison possible in a version 1_1 shader.
ps_1_4 def c0, -0.5, 0.5, 0, 0.6 def c1, 0,0,0,0 def c2, 1,1,1,1 cnd r1, c0, c1, c2 // r0 contains 1,1,1,0 because // r1.x = c2.x because c0.x <= 0.5 // r1.y = c2.y because c0.y <= 0.5 // r1.z = c2.z because c0.z <= 0.5 // r1.w = c1.w because c0.w > 0.5
Version 1_1 to 1_3 compares against the replicated alpha channel of r0 only.
ps_1_1 def c0, -0.5, 0.5, 0, 0.6 def c1, 0,0,0,0 def c2, 1,1,1,1 mov r0, c0 cnd r1, r0.a, c1, c2 // r1 gets assigned 0,0,0,0 because // r0.a > 0.5, therefore r1.xyzw = c1.xyzw
This example compares two values, A and B. The example assumes A is loaded into v0 and B is loaded into v1. Both A and B must be in the range of -1 to +1, and since the color registers (vn) are defined to be between 0 and 1, the restriction happens to be satisfied in this example.
ps_1_1 // version instruction sub r0, v0, v1_bias // r0 = A - (B - 0.5) cnd r0, r0.a, c0, c1 // r0 = ( A > B ? c0 : c1 ) // The result in r0 is c0 if A > B. Otherwise, the result in r0 is c1.
Minimum operating system | Windows 98 |
---|