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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_4_0</B> - Translation profile to DirectX 10's High Level Shader Language for pixel shaders.


</P>

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

</A></A></H1>
<PRE>  ps_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 pixel 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>ps_4_0</B> profile depend on what HLSL10 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>half

</STRONG></DT>
<DD>

<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_4_0</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_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
 
  COLOR                            Input primary color
  COLOR0
  COL
  COL0
 
  COLOR1                           Input secondary color
  COL1   
 
  TEX0                             Input texture coordinate sets 0
  TEXCOORD0                        TEX# translates to TEXCOORD#

  TEX1                             Input texture coordinate sets 1
  TEXCOORD1                        TEX# translates to TEXCOORD#

  TEX2                             Input texture coordinate sets 2
  TEXCOORD2                        TEX# translates to TEXCOORD#

  TEX3                             Input texture coordinate sets 3
  TEXCOORD3                        TEX# translates to TEXCOORD#
 
  TEX4                             Input texture coordinate sets 4
  TEXCOORD4                        TEX# translates to TEXCOORD#
 
  TEX5                             Input texture coordinate sets 5
  TEXCOORD5                        TEX# translates to TEXCOORD#
 
  TEX6                             Input texture coordinate sets 6
  TEXCOORD6                        TEX# translates to TEXCOORD#
 
  TEX7                             Input texture coordinate sets 7
  TEXCOORD7                        TEX# translates to TEXCOORD#
 
  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>
This profile is limited to standard library support available in HLSL10.
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="gs_4_0.html">gs_4_0</A>

</P>

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