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Microsoft DirectX 9.0 |
Computes the product of a 4-component vector and a 4x3 matrix.
m4x3 dst, src0, src1 |
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where
Pixel shader versions | 1_1 | 1_2 | 1_3 | 1_4 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
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m4x3 | x | x | x | x | x |
The xyz mask is required for the destination register. Negate and swizzle modifiers are allowed for src0, but not for src1.
The following code fragment shows the operations performed.
dest.x = (src0.x * src1.x) + (src0.y * src1.y) + (src0.z * src1.z) + (src0.w * src1.w); dest.y = (src0.x * src1.x) + (src0.y * src1.y) + (src0.z * src1.z) + (src0.w * src1.w); dest.z = (src0.x * src1.x) + (src0.y * src1.y) + (src0.z * src1.z) + (src0.w * src1.w);
The input vector is in register src0. The input 4x3 matrix is in register src1, and the next two higher registers, as shown in the expansion below. A 3-D result is produced, leaving the other element of the destination register (dest.w) unaffected.
This operation is commonly used for transforming a position vector by a matrix that has no projective effect, such as occurs in model-space transformations. This macro instruction is implemented as a set of dot products as shown below.
m4x3 r0.xyz, r1, c0 will be expanded to: dp4 r0.x, r1, c0 dp4 r0.y, r1, c1 dp4 r0.z, r1, c2
This is a macro instruction. Swizzle and negate modifiers are invalid for the src1 register. The dst and src0 register cannot be the same.
Minimum operating system | Windows 98 |
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