Instructions - vs_2_0
This section contains reference information for the vertex shader version 2_0 instructions.
There are several types of vertex shader instructions, as shown in the table. Columns to the right mean the following:
- Instruction slots - Number of instruction slots used by each instruction.
- Setup - Non-arithmetic instructions. Every shader must have a version instruction and it must be the first instruction.
- Arithmetic - These instructions provide the mathematical operations in a shader.
- Macro-ops - These instructions combine arithmetic instructions to provide higher level functionality. The use of macro-ops is optional. It is preferable to use macro-ops, especially the matrix multiply instructions (m3x2, m3x3, m3x4, m4x3, m4x4), because they provide optimization opportunities to the underlying implementation.
- Flow control - These instructions add flow control capabilities such as loop...endloop, if...else...endif, and subroutine calls.
- New - These instructions are new to this version.
Instruction Set
Name | Description | Instruction slots | Setup | Arithmetic | Macro-ops | Flow control | New |
---|
abs | Absolute value | 1 | | x | | | x |
add | Add two vectors | 1 | | x | | | |
call | Call a subroutine | 2 | | | | x | x |
callnz | Call a subroutine if not zero | 3 | | | | x | x |
crs | Cross product | 2 | | x | | | x |
dcl_usage | Declare input vertex registers (see Registers - vs_2_0) | 0 | x | | | | |
def | Define a floating-point constant | 0 | x | | | | |
defb | Define a Boolean constant | 0 | x | | | | x |
defi | Define an integer constant | 0 | x | | | | x |
dp3 | Three-component dot product | 1 | | x | | | |
dp4 | Four-component dot product | 1 | | x | | | |
dst | Calculate a distance vector | 1 | | x | | | |
else | Begin an else block | 1 | | x | | x | x |
endif | End an if...else block | 1 | | | | x | x |
endloop | End of a loop block | 2 | | | | x | x |
endrep | End of a repeat block | 2 | | | | x | x |
exp | Full precision 2x | 1 | | | x | | |
expp | Partial precision 2x | 1 | | | x | | x |
frc | Fractional component | 1 | | | x | | |
if | Begin an if block | 3 | | | | x | x |
label | Label | 0 | | | | x | x |
lit | Partial lighting calculation | 3 | | x | | | |
log | Full precision log2(x) | 1 | | | x | | |
logp | Partial precision log2(x) | 1 | | | x | | |
loop | Loop | 3 | | | | x | x |
lrp | Linear interpolation | 2 | | | x | | x |
m3x2 | 3x2 matrix multiply | 2 | | | x | | |
m3x3 | 3x3 matrix multiply | 3 | | | x | | |
m3x4 | 3x4 matrix multiply | 4 | | | x | | |
m4x3 | 4x3 matrix multiply | 3 | | | x | | |
m4x4 | 4x4 matrix multiply | 4 | | | x | | |
mad | Multiply and add | 1 | | x | | | |
max | Maximum | 1 | | x | | | |
min | Minimum | 1 | | x | | | |
mov | Move | 1 | | x | | | |
mova | Move data from a floating point register to the address register (a0) | 1 | | x | | | x |
mul | Multiply | 1 | | x | | | |
nop | No operation | 1 | | x | | | |
nrm | Normalize a 4-D vector | 3 | | | x | | x |
pow | xy | 3 | | | x | | x |
rcp | Reciprocal | 1 | | x | | | |
rep | Repeat | 3 | | | | x | x |
ret | End of either a subroutine or main | 1 | | | | x | x |
rsq | Reciprocal square root | 1 | | x | | | |
sge | Greater than or equal compare | 1 | | x | | | |
sgn | Sign | 3 | | | x | | x |
sincos | Sine and cosine | 8 | | | x | | x |
slt | Less than compare | 1 | | x | | | |
vs | Vertex shader version | 0 | x | | | | |