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Microsoft DirectX 9.0

texreg2ar (Pixel Shader)


Interprets the alpha and red color components of the source register as texture address data (u,v) to sample the texture at the stage corresponding to the destination register number. The result is stored in the destination register.

Syntax

texreg2ar (Pixel Shader) destsrc

Registers

dest
Destination register.
src
Input source register.

Remarks

Pixel shader versions1_11_21_31_42_02_x2_sw3_03_sw
texreg2arxxx

This instruction is useful for color-space remapping operations.

Here is an example of the sequence the instruction follows.

tex t(n)
texreg2ar t(m), t(n)     where m > n

// Here is more detail about how the remapping is accomplished.
// The first instruction loads the texture color (RGBA) 
// into register tn.
tex tn 
// The second instruction remaps the color.
t(m)RGBA = TextureSample(stage m)RGBA using t(n)AR as coordinates.

_bx2 cannot be used on the src register for texreg2ar (Pixel Shader) or texreg2gb instructions.

For this instruction, the source register must use unsigned data. Use of signed or mixed data in the source register will produce undefined results. For more information, see D3DFORMAT.

Instruction Information

Minimum operating systems Windows 98


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