<HTML> <HEAD> <TITLE>ps_2_x</TITLE> <STYLE TYPE="text/css" MEDIA=screen> <!-- BODY { font-family: Arial,Helvetica; } BLOCKQUOTE { margin: 10pt; } H1,A { color: #336699; } /*** Top menu style ****/ .mmenuon { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ff6600; font-size: 10pt; } .mmenuoff { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ffffff; font-size: 10pt; } .cpyright { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ffffff; font-size: xx-small; } .cpyrightText { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ffffff; font-size: xx-small; } .sections { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #336699; font-size: 11pt; } .dsections { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #336699; font-size: 12pt; } .slink { font-family: Arial,Helvetica; font-weight: normal; text-decoration: none; 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See: </P> <PRE> <A HREF="http://msdn.microsoft.com/en-us/library/bb219844.aspx">msdn.microsoft.com/en-us/library/bb219844.aspx</A> </PRE><P> This profile supports static and structured dynamic flow control. </P> <H1><A NAME="3D_API_DEPENDENCIES"><A NAME="4">3D API DEPENDENCIES </A></A></H1> <P> Requires Direct3D 9 support. </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_x</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_x</B> profile correspond to the respectively named varying output semantics of the <B>vs_2_x</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_x.html">vs_2_x</A>, <A HREF="ps_2_0.html">ps_2_0</A> </P> </BLOCKQUOTE> </BODY>