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Microsoft DirectX 9.0 |
This section contains reference information for the pixel shader version 2_0 instructions.
There are several types of pixel shader instructions, as shown in the table. Columns to the right mean the following:
Name | Description | Instruction slots | Setup | Arithmetic | Macro-ops | Texture | New |
---|---|---|---|---|---|---|---|
abs | Absolute value | 1 | x | x | |||
add | Add two vectors | 1 | x | ||||
cmp | Compare source to 0 | 1 | x | ||||
crs | Cross product | 2 | x | x | |||
dcl | Map a vertex element type to an input vertex register | 0 | x | x | |||
dcl_textureType | Declare the texture coordinate dimension for a sampler register | 0 | x | x | |||
def | Define constants | 0 | x | ||||
dp2add | 2-D dot product and add | 2 | x | x | |||
dp3 | 3-D dot product | 1 | x | ||||
dp4 | 4-D dot product | 1 | x | ||||
exp | Full precision 2x | 1 | x | x | |||
frc | Fractional component | 1 | x | x | |||
log | Full precision log2(x) | 1 | x | x | |||
lrp | Linear interpolate | 2 | x | x | |||
m3x2 | 3x2 multiply | 2 | x | x | |||
m3x3 | 3x3 multiply | 3 | x | x | |||
m3x4 | 3x4 multiply | 4 | x | x | |||
m4x3 | 4x3 multiply | 3 | x | x | |||
m4x4 | 4x4 multiply | 4 | x | x | |||
mad | Multiply and add | 1 | x | ||||
max | Maximum | 1 | x | ||||
min | Minimum | 1 | x | ||||
mov | Move | 1 | x | ||||
mul | Multiply | 1 | x | ||||
nop | No operation | 1 | x | ||||
nrm | Normalize | 3 | x | x | |||
pow | 2x | 3 | x | x | |||
ps | Version | 0 | x | x | |||
rcp | Reciprocal | 1 | x | x | |||
rsq | Reciprocal square root | 1 | x | x | |||
sincos | Sine and cosine | 8 | x | x | |||
sub | Subtract | 1 | x | ||||
texkill | Kill pixel render | 1(tex) | x | ||||
texld | Sample a texture | 1 + 3CUBE | x | x | |||
texldb | Texture sampling with level of detail (LOD) bias from w-component | 1(tex) | x | x | |||
texldp | Texture sampling with projective divide by w-component | 1(tex) | x | x |
Where: