ps_2_0 Instructions

This section contains reference information for the pixel shader version 2_0 instructions.

There are several types of pixel shader instructions, as shown in the table. Columns to the right mean the following:

Instruction Set

Name Description Instruction slots Setup Arithmetic Texture New
abs - ps Absolute value 1 x x
add - ps Add two vectors 1 x
cmp - ps Compare source to 0 1 x
crs - ps Cross product 2 x x
dcl_samplerType - ps Declare the texture dimension for a sampler 0 x x
dcl - ps Declare the association between vertex shader output registers and pixel shader input registers. 0 x x
def - ps Define constants 0 x
dp2add - ps 2D dot product and add 2 x x
dp3 - ps 3D dot product 1 x
dp4 - ps 4D dot product 1 x
exp - ps Full precision 2x 1 x x
frc - ps Fractional component 1 x x
log - ps Full precision log2(x) 1 x x
lrp - ps Linear interpolate 2 x
m3x2 - ps 3x2 multiply 2 x x
m3x3 - ps 3x3 multiply 3 x x
m3x4 - ps 3x4 multiply 4 x x
m4x3 - ps 4x3 multiply 3 x x
m4x4 - ps 4x4 multiply 4 x x
mad - ps Multiply and add 1 x
max - ps Maximum 1 x x
min - ps Minimum 1 x x
mov - ps Move 1 x
mul - ps Multiply 1 x
nop - ps No operation 1 x
nrm - ps Normalize 3 x x
pow - ps xy 3 x x
ps Version 0 x
rcp - ps Reciprocal 1 x x
rsq - ps Reciprocal square root 1 x x
sincos - ps Sine and cosine 8 x x
sub - ps Subtract 1 x
texkill - ps Kill pixel render 1 x
texld - ps_2_0 and up Sample a texture 1 x x
texldb - ps Texture sampling with level-of-detail bias from w-component 1 x x
texldp - ps Texture sampling with projective divide by w-component 1 x x