ps_1_1, ps_1_2, ps_1_3, and ps_1_4 ps_2_0, ps_2_x, and ps_2_sw ps_3_0 and ps_3_sw in .NET framework

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ps_1_1, ps_1_2, ps_1_3, and ps_1_4 ps_2_0, ps_2_x, and ps_2_sw ps_3_0 and ps_3_sw
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ps_1_1, ps_1_2, and ps_1_3 are the earliest versions. They contain one address register and four basic register types: input, output, constants, and temporary. The instruction set contains all the basic arithmetic instructions. It does not support any type of flow-control. ps_1_4 contains a number of improvements over ps_1_1, ps_1_2, and ps_1_3. Texture registers were changed to contain texture coordinates instead of sampled texture data. In fact, in this version, temporary registers (r#) can be used
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4 Pixel Shader Virtual Machine
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as texture coordinate registers. The texture instructions have been simplified and replaced with texld. texdepth was also added to calculate depth values for the depth comparison. The phase instruction was added to allow two phases for shader instructions, which increases the number of instruction slots available. ps_2_0 added a lot of macro instructions, such as linear interpolate (lrp), normalize (nrm), power (pow), sign (sgn), and sine and cosine (sincos). The phase instruction (from ps_1_4) disappeared, as did the instruction co-issue capability from the pixel shader versions 1_1 to 1_4. To compensate, the instruction counts are much higher. ps_2_x introduced static flow-control instructions such as if-else-endif, call, and repeat (rep). For the first time, shader instruction flow can be determined from conditional comparisons performed on constants. To support rep, new constant registers for Boolean and integer constants were added. In addition, dynamic flow-control instructions such as breakxxx and ifxxx were added. These instructions support loop termination and conditional comparisons that can be performed at run time. Both static and dynamic flow-control statements depend on capability bits set by the hardware. ps_2_x also added predication, which is the ability to execute an instruction on a per-component basis, depending on the Boolean value in the corresponding predication register component. Predication required a new predication register to hold the predication Boolean values. The number of temporary registers has been increased, and can be queried from PS20Caps.NumTemps. ps_3_0 contains the same dynamic flow control and predication support found in ps_2_x, but this version no longer requires that special caps be set. The loop instruction is new, which allows the aL register to index into the input registers (v#). ps_2_sw and ps_3_sw are software-only versions of the ps_2_x and ps_3_0 shader versions, respectively. A software pixel shader runs only on a reference device, which makes performance almost unusable. The software versions relax instruction counts to nearly unlimited instructions and relax validation rules.
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This is just the beginning of pixel shaders. This chapter has introduced the registers, instructions, and modifiers that make up the pixel shader virtual machine. A programmable pixel shader uses the texture sampler and interpolated vertex data to generate one or more colors per pixel. Several versions are available. The most powerful versions now include flow control with both static and dynamic instructions. The next chapter will demonstrate some pixel shader examples.
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Pixel Shader Examples
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The goal of this chapter is to get you writing pixel shaders using assembly-language instructions. In this chapter, all the shaders are compiled with D3DXAssembleShaderxxx APIs. This chapter demonstrates how to use the pixel shader virtual machine from 4. The first pixel shader example demonstrates some simple 2-D per-pixel image processing. With pixel shaders, you no longer use the multitexture blender and the corresponding texture stage states, so the second example demonstrates two-layer texturing without the multitexture blender.
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Example 1: 2-D Image Processing
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The first example texture maps a rectangle. The object contains two triangles, made up of four vertices, and is commonly called a quad. The quad is rendered with a vertex shader and a pixel shader. The vertex shader transforms the vertices into projection space, and the pixel shader applies the texture map. (See Color Plate 8.) Here s the pixel shader code:
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ps_1_1 def def def def c0, c1, c2, c3, // version instruction 0,0,0,0 1,1,1,1 1.0,0.5,0,0 0,-0.5,-0.25,0 // sample texture at stage 0, // with texture coordinate set 0 // output texture color // output inverted texture color
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