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mov r0, t0 // mov r0, 1 - t0
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Part I Programming Assembly-Language Shaders
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// add r0, t0, c2 // add r0, t0, c3 // mov r0, c2
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// add more reds and greens // subtract greens and blues // output solid pixel color
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The pixel shader uses the following types of instructions:
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A version instruction Three def setup instructions to define pixel shader constants A texture instruction to sample the texture An arithmetic instruction, mov, to output the pixel color
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The application will need to assemble the shader code and create the pixel shader object. Because the constants are defined in the shader code, this does not need to be done from the application. The only other API calls required to set up the pixel shader are related to the texture register, t0. The tex t0 instruction samples a texture and returns a color to the r0 register. To do so, the assembly-language shader depends on the application to
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Load a texture Set up the texture filtering state that defines the sampling operation Set up texture coordinates
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For ps_1_1, all of these things are done in the application, usually in a method such as RestoreDeviceObjects that runs once when an application starts. Here s the code that loads the texture:
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// Load a texture TCHAR szEarth[MAX_PATH]; hr = DXUtil_FindMediaFileCb(szEarth, sizeof(szEarth), _T("earth.bmp")); if( FAILED(hr) ) return D3DERR_NOTFOUND; hr = D3DXCreateTextureFromFile( m_pd3dDevice, szEarth, &m_pTexture); if( FAILED(hr) ) { SAFE_RELEASE(m_pTexture); return hr; }
The DXUtil_FindMediaFileCb function is called to find the path to the texture file, earth.bmp. If that call is successful, D3DXCreateTextureFromFile is called to load the texture. Once the IDirect3DTexture9 object is created, it will be set to the first texture sampler using SetTexture in the render code.
5
Pixel Shader Examples
Texture sampling state determines how the texture is sampled from the texture coordinates. The texture coordinates pinpoint the location of the sample, but the sampling states determine what kind of filtering is applied, that is, how many surrounding texels are also sampled and averaged into the resulting color.
hr = m_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); hr = m_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); hr = m_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
The last preparation step is to assign the texture to the first texture sampler by using
m_pd3dDevice->SetTexture( 0, m_pTexture );
A texture is sampled with a texture sampler. The texture that was loaded in m_pTexture has been set to texture sampler 0. Now our pixel shader is ready for the texture sampling. To get the pixel shader ready, all you have to do now is assemble it and create a pixel shader object, which you do using RestoreDeviceObjects. Here s the code from RestoreDeviceObjects that deals with creating the pixel shader:
hr = D3DXAssembleShader( strAsmPixelShader, (UINT)strlen(strAsmPixelShader), NULL, // A NULL terminated array of D3DXMACROS NULL, // A #include handler D3DXSHADER_DEBUG, &pShader, NULL // error messages ); if( FAILED(hr) ) { SAFE_RELEASE(pShader); return hr; } // Create the pixel shader hr = m_pd3dDevice->CreatePixelShader( (DWORD*)pShader->GetBufferPointer(), &m_pAsm_PS ); if( FAILED(hr) ) { SAFE_RELEASE(m_pAsm_PS); SAFE_RELEASE(pShader); return hr; }
Part I Programming Assembly-Language Shaders
As we saw in s 1 through 3 for creating vertex shaders, a pixel shader is also assembled into binary code by calling D3DXAssembleShader. When the shader code has been assembled, CreatePixelShader creates the pixel shader object returned in the m_pAsm_PS pointer. The rest of the code in RestoreDeviceObjects creates the other resources that are needed for the application, including the vertex shader, the vertex data, the vertex buffer, and the vertex declaration.
const char* strAsmVertexShader = "vs_1_1 // version instruction\n" "dcl_position v0 // bind position data in register v0\n" "dcl_texcoord v1 // bind texture coordinate data in register v1\n" "m4x4 oPos, v0, c0 // transform with view/projection matrix\n" "mov oT0.xzw, v1.xzw // output xzw texture coordinates\n" "mov oT0.y, -v1.y // output and invert y texture coordinate\n" ""; hr = D3DXAssembleShader( strAsmVertexShader, (UINT)strlen(strAsmVertexShader), NULL, // A NULL terminated array of D3DXMACROS NULL, // A #include handler D3DXSHADER_DEBUG, &pShader, NULL // error messages ); if( FAILED(hr) ) { SAFE_RELEASE(pShader); return hr; } // Create the vertex shader. hr = m_pd3dDevice->CreateVertexShader( (DWORD*)pShader->GetBufferPointer(), &m_pAsm_VS ); if( FAILED(hr) ) { SAFE_RELEASE(m_pAsm_VS); SAFE_RELEASE(pShader); return hr; } SAFE_RELEASE(pShader); // Declare the vertex data.
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