<HTML> <HEAD> <TITLE>gs_5_0</TITLE> <STYLE TYPE="text/css" MEDIA=screen> <!-- BODY { font-family: Arial,Helvetica; } BLOCKQUOTE { margin: 10pt; } H1,A { color: #336699; } /*** Top menu style ****/ .mmenuon { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ff6600; font-size: 10pt; } .mmenuoff { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ffffff; font-size: 10pt; } .cpyright { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ffffff; font-size: xx-small; } .cpyrightText { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #ffffff; font-size: xx-small; } .sections { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #336699; font-size: 11pt; } .dsections { font-family: Arial,Helvetica; font-weight: bold; text-decoration: none; color: #336699; font-size: 12pt; } .slink { font-family: Arial,Helvetica; font-weight: normal; text-decoration: none; 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This makes sure each variable in the cbuffer uses an entire float4 constant instead of the tight packing HLSL11 normally uses. </P> <H1><A NAME="DATA_TYPES"><A NAME="6">DATA TYPES </A></A></H1> <P> In general, the Cg data types translate to the HLSL11 data types with the same name. </P> <DL> <DT><STRONG>float, half, fixed </STRONG></DT> <DD> <P> 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 <I>s10e5</I>. </P> <DT><STRONG>int </STRONG></DT> <DD> <P> 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. </P> </DD></DL> <H1><A NAME="SEMANTICS"><A NAME="7">SEMANTICS </A></A></H1> <H2><A NAME="INPUT_SEMANTICS"><A NAME="8">INPUT SEMANTICS </A></A></H2> <P> The varying input semantics in the <B>gs_5_0</B> profile correspond to the respectively named varying output semantics of the <B>vs_5_0</B> profile. </P> <PRE> Binding Semantics Name Corresponding Data POSITION Object-space position (SV_Position) NORMAL Object-space normal COLOR Primary color (float4) (SV_Target) COLOR0 DIFFUSE COLOR1 Secondary color (float4) SPECULAR FOGCOORD Fog coordinate TEXCOORD# Texture coordinate set # </PRE> <H2><A NAME="UNIFORM_INPUT_SEMANTICS"><A NAME="9">UNIFORM INPUT SEMANTICS </A></A></H2> <H2><A NAME="OUTPUT_SEMANTICS"><A NAME="10">OUTPUT SEMANTICS </A></A></H2> <PRE> Binding Semantics Name Corresponding Data POSITION Clip-space position (SV_Position) HPOS COLOR Front primary color (SV_Target) COLOR0 COL0 COL COLOR1 Front secondary color COL1 TEXCOORD# Texture coordinate set # TEX# TEX# is translated to TEXCOORD# FOGC Fog coordinate FOG PSIZE Point size PSIZ </PRE> <H1><A NAME="STANDARD_LIBRARY_ISSUES"><A NAME="11">STANDARD LIBRARY ISSUES </A></A></H1> <P> This profile is limited to standard library support available in HLSL11 for vertex shaders. In general, the Cg and HLSL11 standard libraries are very similar. </P> <H1><A NAME="SEE_ALSO"><A NAME="12">SEE ALSO </A></A></H1> <P> <A HREF="ps_5_0.html">ps_5_0</A>, <A HREF="vs_5_0.html">vs_5_0</A>, <A HREF="hs_5_0.html">hs_5_0</A>, <A HREF="ds_5_0.html">ds_5_0</A> </P> </BLOCKQUOTE> </BODY>