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cg-3.0.0018-0.1.i586.rpm

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<BLOCKQUOTE>

<H1><A NAME="NAME"><A NAME="1">NAME

</A></A></H1>
<P>
<B>vs_2_sw</B> - Direct3D Software Shader for Model 2.0 Extended vertex profile


</P>

<H1><A NAME="SYNOPSIS"><A NAME="2">SYNOPSIS

</A></A></H1>
<PRE>  vs_2_sw
</PRE>
<H1><A NAME="DESCRIPTION"><A NAME="3">DESCRIPTION

</A></A></H1>
<P>
This Direct3D profile corresponds to the per-vertex functionality
introduced by GeForce FX (NV3x) for DirectX 9.


</P>
<P>
The compiler output for this profile conforms to the textual assembly
defined by the software version of DirectX 9's Vertex Shader 2.0 Extended
shader format.  See:


</P>
<PRE>  <A HREF="http://msdn.microsoft.com/en-us/library/bb172925.aspx">msdn.microsoft.com/en-us/library/bb172925.aspx</A>
</PRE><P>
This profile is useful for debugging and prototyping.


</P>

<H1><A NAME="3D_API_DEPENDENCIES"><A NAME="4">3D API DEPENDENCIES

</A></A></H1>
<P>
Requires support for software vertex processing and a reference device.


</P>
<P>
This profile generates code assuming the following Direct3D 9 Vertex shader
capability bits are set:


</P>
<PRE>  D3DD3DPSHADERCAPS2_0_ARBITRARYSWIZZLE
  D3DD3DPSHADERCAPS2_0_GRADIENTINSTRUCTIONS
  D3DD3DPSHADERCAPS2_0_PREDICATION
  D3DD3DPSHADERCAPS2_0_NODEPENDENTREADLIMIT
  D3DD3DPSHADERCAPS2_0_NOTEXINSTRUCTIONLIMIT
</PRE>
<H1><A NAME="PROFILE_OPTIONS"><A NAME="5">PROFILE OPTIONS

</A></A></H1>
<DL>
<DT><STRONG>NumTemps=<I>val</I>

</STRONG></DT>
<DD>

<P>
Number of 4-component vector temporaries the target implementation supports.


</P>
<DT><STRONG>NumInstructionSlots=<I>val</I>

</STRONG></DT>
<DD>

<P>
Number of instructions the target implementation supports.


</P>
<DT><STRONG>MaxDrawBuffers=<I>val</I>

</STRONG></DT>
<DD>

<P>
Number of draw buffers or Multiple Render Targets (MRT) the target
implementation supports.


</P>
</DD></DL>

<H1><A NAME="DATA_TYPES"><A NAME="6">DATA TYPES

</A></A></H1>
<DL>
<DT><STRONG>half

</STRONG></DT>
<DD>

<P>
The <B>half</B> data type makes use of the Partial Precision instruction modifier
to request less precision.


</P>
<P>
NVIDIA GPUs may use half-precision floating-point when the Partial
Precision instruction modifier is specified.  Half-precision
floating-point is encoded with a sign bit, 10 mantissa bits, and 5
exponent bits (biased by 16), sometimes called <I>s10e5</I>.


</P>
<DT><STRONG>float

</STRONG></DT>
<DD>

<P>
The <B>float</B> data type corresponds to a floating-point representation
with at least 24 bits.


</P>
<P>
NVIDIA GPUs supporting <B>vs_2_sw</B> use standard IEEE 754 single-precision
floating-point encoding with a sign bit, 23 mantissa bits, and 8 exponent
bits (biased by 128), sometimes called <I>s10e5</I>.


</P>
<P>
Older ATI GPUs use 24-bit floating-point.


</P>
<DT><STRONG>fixed

</STRONG></DT>
<DD>

<P>
The <B>fixed</B> data type is treated like <B>half</B>.


</P>
</DD></DL>

<H1><A NAME="SEMANTICS"><A NAME="7">SEMANTICS

</A></A></H1>

<H2><A NAME="INPUT_SEMANTICS"><A NAME="8">INPUT SEMANTICS

</A></A></H2>
<PRE>  Binding Semantics Name           Corresponding Data
 
  COLOR                            Input primary color
  COLOR0
  COL
  COL0
 
  COLOR1                           Input secondary color
  COL1   
 
  TEX0                             Input texture coordinate sets 0
  TEXCOORD0

  TEX1                             Input texture coordinate sets 1
  TEXCOORD1

  TEX2                             Input texture coordinate sets 2
  TEXCOORD2

  TEX3                             Input texture coordinate sets 3
  TEXCOORD3
 
  TEX4                             Input texture coordinate sets 4
  TEXCOORD4
 
  TEX5                             Input texture coordinate sets 5
  TEXCOORD5
 
  TEX6                             Input texture coordinate sets 6
  TEXCOORD6
 
  TEX7                             Input texture coordinate sets 7
  TEXCOORD7
 
  FOGP                             Input fog color (XYZ) and factor (W)
  FOG
</PRE>
<H2><A NAME="UNIFORM_INPUT_SEMANTICS"><A NAME="9">UNIFORM INPUT SEMANTICS

</A></A></H2>
<P>
Eight texture units are supported:


</P>
<PRE>  Binding Semantic Name            Corresponding Data

  TEXUNIT0                         Texture unit 0
  TEXUNIT1                         Texture unit 1
  ...
  TEXUNIT7                         Texture unit 7
</PRE>
<H2><A NAME="OUTPUT_SEMANTICS"><A NAME="10">OUTPUT SEMANTICS

</A></A></H2>
<PRE>  Binding Semantics Name        Corresponding Data
    
  POSITION, HPOS                Output position
        
  PSIZE, PSIZ                   Output point size
         
  FOG, FOGC                     Output fog coordinate
             
  COLOR0, COL0                  Output primary color 
                    
  COLOR1, COL1                  Output secondary color
                        
  BCOL0                         Output backface primary color
                            
  BCOL1                         Output backface secondary color
                                
  TEXCOORD0-TEXCOORD7,          Output texture coordinates
  TEX0-TEX7
                                      
  CLP0-CL5                      Output Clip distances
</PRE>
<H1><A NAME="STANDARD_LIBRARY_ISSUES"><A NAME="11">STANDARD LIBRARY ISSUES

</A></A></H1>
<P>
Functions that compute partial derivatives are <I>not</I> supported.


</P>
<P>
There are no restrictions on dependent texture reads (up to the
instruction limit) for this profile.


</P>

<H1><A NAME="SEE_ALSO"><A NAME="12">SEE ALSO

</A></A></H1>
<P>
<A HREF="ps_2_sw.html">ps_2_sw</A>,
<A HREF="vs_2_x.html">vs_2_x</A>

</P>

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