NAME

hlslf - Translation profile to DirectX 9's High Level Shader Language for pixel shaders.

SYNOPSIS

  hlslf

DESCRIPTION

This Direct3D profile translates Cg into DirectX 9's High Level Shader Language (HLSL) for pixel shaders.

The compiler output for this profile conforms to the textual high-level language defined by DirectX 9's High Level Shading Language. See:

  msdn2.microsoft.com/en-us/library/bb509561.aspx

The limitations of the hlslf profile depend on what HLSL profile to which the translated HLSL code is compiled.

3D API DEPENDENCIES

Requires Direct3D 9 support.

PROFILE OPTIONS

None.

DATA TYPES

In general, the Cg data types translate to the HLSL data types with the same name.

half

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 s10e5.

float

The float data type corresponds to a floating-point representation with at least 24 bits.

NVIDIA GPUs supporting hlslf 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 s10e5.

Older ATI GPUs use 24-bit floating-point.

fixed

The fixed data type is treated like half.

SEMANTICS

INPUT SEMANTICS

The varying input semantics in the hlslf profile correspond to the respectively named varying output semantics of the vs_2_0 profile.

  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

UNIFORM INPUT SEMANTICS

Sixteen texture units are supported:

  Binding Semantic Name            Corresponding Data

  TEXUNIT0                         Texture unit 0
  TEXUNIT1                         Texture unit 1
  ...
  TEXUNIT15                        Texture unit 15

OUTPUT SEMANTICS

  COLOR                            Output color (float4)
  COLOR0
  COL0
  COL
 
  DEPTH                            Output depth (float)
  DEPR

STANDARD LIBRARY ISSUES

This profile is limited to standard library support available in HLSL. In general, the Cg and HLSL standard libraries are very similar.

SEE ALSO

The hlslf profile is similar to the OpenGL glslf profile that translates Cg into the OpenGL Shading Language (GLSL) for fragment shaders.