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Microsoft DirectX 9.0

Registers - ps_2_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.

Input Register Types

RegisterNameDescriptionNew
v0, v1Color RegisterContains interpolated vertex data.No
c0 to c31Constant Float RegisterContains constants used by the shader.Yes
t0 to t7Input Texture Coordinate RegisterContains interpolated texture coordinates.No
s0 to s15Sampler RegisterIdentifies a texture sampling stage.Yes
r0 to r11Temporary RegisterHolds intermediate results.No

Output Register Types

RegisterNameDescriptionNew
oC0, oC1, oC2, oC3Output Color RegisterEach register represents a different texture element.Yes
oDepthOutput Depth RegisterThe register contains a depth value.Yes


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