?/TD> |
Microsoft DirectX 9.0 |
Interprets the red, green, and blue (RGB) color components of the source register as texture address data in order to sample the texture at the stage corresponding to the destination register number. The result is stored in the destination register.
Syntax
texreg2rgb (Pixel Shader) dest, src
Registers
- dest
- Destination register.
- src
- Input source register.
Remarks
Pixel shader versions 1_1 1_2 1_3 1_4 2_0 2_x 2_sw 3_0 3_sw texreg2rgb x x This instruction is useful for color-space remapping operations. It supports two-dimensional (2-D) and three-dimensional (3-D) coordinates. It can be used just like the texreg2ar or texreg2gb to remap 2-D data. However, this instruction also supports 3-D data so it can be used with cube maps and 3-D volume textures.
Here is an example of the sequence the instruction follows.
tex t(n) texreg2rgb t(m), t(n) where m > nHere 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)RGB = TextureSample(stage m)RGB using t(n)RGB as coordinates.
Instruction Information
Minimum operating systems Windows 98