Computes the product of a 3-component vector and a 2x3 matrix.
m3x2 dst, src0, src1 |
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where
Vertex shader versions | 1_1 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|
m3x2 | x | x | x | x | x | x |
The xy mask is required for the destination register. Negate and swizzle modifiers are allowed for src0 but not for src1.
The following equations show how the instruction operates:
dest.x = (src0.x * src1.x) + (src0.x * src1.y) + (src0.x * src1.z); dest.y = (src0.x * src2.x) + (src0.y * src2.y) + (src0.z * src2.z);
The input vector is in register src0. The input 3x2 matrix is in register src1 and the next higher register in the same register file, as shown in the following expansion. A 2D result is produced, leaving the other elements of the destination register (dest.z and dest.w) unaffected.
This operation is commonly used for 2D transforms. This instruction is implemented as a pair of dot products as shown here.
m3x2 r0.xy, r1, c0 which will be expanded to: dp3 r0.x, r1, c0 dp3 r0.y, r1, c1
Swizzle and negate modifiers are invalid for the src1 register. The dest and src0 register, or any of src1+i registers, cannot be the same.