Name

hlslv - Translation profile to DirectX 9's High Level Shader Language for vertex shaders.

Synopsis

  hlslv

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:

  http://msdn.microsoft.com/en-us/library/bb509561.aspx

The limitations of the hlslv 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.

float, half, fixed
These numeric data types all correspond to 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.
int
This integral data type operates like an integer over the -2^24 to 2^24 range. The result of int by int division is an integer (rounding down) to match C.

Semantics

Input Semantics

The varying input semantics in the hlslv profile correspond to the respectively named varying output semantics of the ps_2_0 profile.

Binding Semantics Name           Corresponding Data

POSITION                         Object-space position

NORMAL                           Object-space normal

COLOR                            Primary color (float4)
COLOR0
DIFFUSE

COLOR1                           Secondary color (float4)
SPECULAR

FOGCOORD                         Fog coordinate

TEXCOORD#                        Texture coordinate set #

Uniform Input Semantics

to-be-written

Output Semantics

Binding Semantics Name         Corresponding Data

POSITION                       Clip-space position
HPOS

COLOR                          Front primary color
COLOR0
COL0
COL

COLOR1                         Front secondary color
COL1

TEXCOORD#                      Texture coordinate set #
TEX#

FOGC                           Fog coordinate
FOG

PSIZE                          Point size
PSIZ

Standard Library Issues

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

See Also

hlslf