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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>ps_2_sw</B> - Direct3D Software Shader for Model 2.0 Extended fragment profile


</P>

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

</A></A></H1>
<PRE>  ps_2_sw
</PRE>
<H1><A NAME="DESCRIPTION"><A NAME="3">DESCRIPTION

</A></A></H1>
<P>
This Direct3D profile corresponds to the per-fragment 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 Pixel 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 a reference device.


</P>
<P>
This profile generates code assuming the following Direct3D 9 pixel 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>ps_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>
<P>
The varying input semantics in the <B>ps_2_sw</B> profile correspond to the
respectively named varying output semantics of the <B>vs_2_sw</B> profile.


</P>
<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>
Sixteen texture units are supported:


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

  TEXUNIT0                         Texture unit 0
  TEXUNIT1                         Texture unit 1
  ...
  TEXUNIT15                        Texture unit 15
</PRE>
<H2><A NAME="OUTPUT_SEMANTICS"><A NAME="10">OUTPUT SEMANTICS

</A></A></H2>
<PRE>  COLOR                            Output color (float4)
  COLOR0
  COL0
  COL
 
  DEPTH                            Output depth (float)
  DEPR
</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="vs_2_sw.html">vs_2_sw</A>,
<A HREF="ps_2_x.html">ps_2_x</A>

</P>

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