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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>gs_4_0</B> - Translation profile to DirectX 10's High Level Shader Language for geometry shaders.


</P>

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

</A></A></H1>
<PRE>  gs_4_0
</PRE>
<H1><A NAME="DESCRIPTION"><A NAME="3">DESCRIPTION

</A></A></H1>
<P>
This Direct3D profile translates Cg into DirectX 10's High Level Shader
Language (HLSL10) for geometry shaders.


</P>
<P>
The compiler output for this profile conforms to the textual high-level
language defined by DirectX 10's High Level Shading Language.


</P>
<P>
The limitations of the <B>gs_4_0</B> profile depend on what HLSL profile to
which the translated HLSL code is compiled.


</P>

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

</A></A></H1>
<P>
Requires Direct3D 10 support.


</P>
<PRE>  <A HREF="http://msdn.microsoft.com/en-us/library/bb509657.aspx">msdn.microsoft.com/en-us/library/bb509657.aspx</A>
</PRE>
<H1><A NAME="PROFILE_OPTIONS"><A NAME="5">PROFILE OPTIONS

</A></A></H1>
<P>
-po pad16
  This will add padding variables to the cbuffer declarations to match
  the 16 byte padding the GP4 OpenGL profiles use. This makes sure
  each variable in the cbuffer uses an entire float4 constant instead
  of the tight packing HLSL10 normally uses.


</P>

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

</A></A></H1>
<P>
In general, the Cg data types translate to the HLSL10 data types with the
same name.


</P>
<DL>
<DT><STRONG>float, half, fixed

</STRONG></DT>
<DD>

<P>
These numeric data types all correspond to 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>
<DT><STRONG>int

</STRONG></DT>
<DD>

<P>
This integral data type operates like an integer over the -2^24 to 2^24 range.
The result of int by int division is an integer (rounding down) to match C.


</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>
<P>
The varying input semantics in the <B>gs_4_0</B> profile correspond to the
respectively named varying output semantics of the <B>vs_4_0</B> profile.


</P>
<PRE>  Binding Semantics Name           Corresponding Data
  
  POSITION                         Object-space position (SV_Position)
  
  NORMAL                           Object-space normal

  COLOR                            Primary color (float4) (SV_Target)
  COLOR0
  DIFFUSE
  
  COLOR1                           Secondary color (float4)
  SPECULAR
  
  FOGCOORD                         Fog coordinate

  TEXCOORD#                        Texture coordinate set #
</PRE>
<H2><A NAME="UNIFORM_INPUT_SEMANTICS"><A NAME="9">UNIFORM INPUT SEMANTICS

</A></A></H2>

<H2><A NAME="OUTPUT_SEMANTICS"><A NAME="10">OUTPUT SEMANTICS

</A></A></H2>
<PRE>  Binding Semantics Name         Corresponding Data
  
  POSITION                       Clip-space position (SV_Position)
  HPOS
  
  COLOR                          Front primary color (SV_Target)
  COLOR0
  COL0
  COL
  
  COLOR1                         Front secondary color
  COL1
  
  TEXCOORD#                      Texture coordinate set #
  TEX#                           TEX# is translated to TEXCOORD#
  
  FOGC                           Fog coordinate
  FOG
  
  PSIZE                          Point size
  PSIZ
</PRE>
<H1><A NAME="STANDARD_LIBRARY_ISSUES"><A NAME="11">STANDARD LIBRARY ISSUES

</A></A></H1>
<P>
This profile is limited to standard library support available in HLSL10 for vertex shaders.
In general, the Cg and HLSL10 standard libraries are very similar.


</P>

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

</A></A></H1>
<P>
<A HREF="vs_4_0.html">vs_4_0</A>,
<A HREF="ps_4_0.html">ps_4_0</A>

</P>

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