m4x4 oPos, v0, c0 // transform vertices by view/projection matrix in .NET framework

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m4x4 oPos, v0, c0 // transform vertices by view/projection matrix
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This instruction performs a four-component floating-point matrix multiply using the v0 input register and the c0 input register. The output is written to the oPos register, which feeds the data back into the pipeline for primitive processing when the shader completes. Let s take a closer look at v0 and c0 before moving on.
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Part I Programming Assembly-Language Shaders
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v0 is the shader input register. It is a 1x4 register that contains four floating-point numbers (x,y,z,w). This data is the vertex position data. The vertex data originates in the vertex buffer and is streamed into v0 when the shader is running. The m4x4 instruction is looking for the first argument, v0, to be a 1x4 vector and the second argument, c0, to be a 4x4 matrix. v0 is a 1x4 vector, but how does c0 become a 4x4 matrix c0 is a shader constant register. Each shader constant register contains up to four components. In this case, since c0 is more than a register, it is like a pointer to the first four shader constants. Because c0 is used by an instruction that is looking for a 4x4 constant, c0 represents c0, c1, c2, and c3. This is a very simple shader. The vertex shader requires two setup instructions (one for the version and one for a register declaration), four constant registers (starting with c0), and one line of code for a matrix transform. Matrix transforms are a common operation in the 3-D pipeline. If you want more background on transforms and what they do, see Appendix A. There are a few steps that we need to take in the application to compile the shader and initialize the shader constant registers. So, let's move on into the application code. Like the SDK samples, all the code samples in this book are built using the sample framework, a set of classes that implement basic Microsoft Windows functionality. By using an application that derives from the sample framework, code must be added to some of the methods in CMyD3DApplication to get a DirectX application up and running. One of the most common methods used is CMyD3DApplication::RestoreDeviceObjects. This method is called each time the DirectX device is lost and needs to be restored, which makes it a good place for creating and initializing resources. Here's the code in RestoreDeviceObjects for this sample:
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const char* strAsmVertexShader = vs_1_1 // version instruction\n dcl_position v0 // define position data in register v0\n m4x4 oPos, v0, c0 // transform vertices by view/projection matrix\n ;\n ; LPDIRECT3DVERTEXSHADER9 m_pAsm_VS; LPDIRECT3DVERTEXDECLARATION9 m_pVertexDeclaration; // A structure for our custom vertex type struct CUSTOMVERTEX { FLOAT x, y, z; // The transformed position for the vertex };
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Vertex Shader Introduction
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// Compile and create the vertex shader LPD3DXBUFFER pShader = NULL; hr = D3DXAssembleShader( strAsmVertexShader, (UINT)strlen(strAsmVertexShader), NULL, // A NULL terminated array of D3DXMACROs NULL, // #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(pShader); SAFE_RELEASE(m_pAsm_VS); return hr; } SAFE_RELEASE(pShader); /////////////////////////////////////////////////////////// // Initialize three vertices for rendering a triangle CUSTOMVERTEX vertices[] = { {-1, -1, 0}, // lower left { 0, 1, 0}, // top { 1, -1, 0}, // lower right }; // Create the vertex buffer. Here we are allocating enough memory // (from the default pool) to hold three custom vertices if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX), 0, 0, D3DPOOL_DEFAULT, &m_pVB, NULL ) ) ) { SAFE_RELEASE(m_pVB); return hr; } // Now we fill the vertex buffer. To do this, we need to Lock() the // vertex buffer to gain access to the vertices VOID* pVertices; if( FAILED( hr = m_pVB->Lock( 0, sizeof(vertices),
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