Microsoft DirectX 8.1 (C++)

Programmable Pixel Shader Architecture

The following diagram illustrates the pixel shader architecture. This architecture uses pixel data from a series of input registers, performs operations on the data using an arithmetic logic unit (ALU), and outputs the transformed pixel data to the graphics pipeline for further processing.

ALU data input and output is done with four types of pixel shader registers:

Texture Addressing - uses texture coordinates to sample textures. For more information, see Pixel Shader Texture Addressing.

The Pixel Shader ALU provides arithmetic and texture addressing instructions. Arithmetic instructions preform basic mathematic operations on data, texture addressing instructions can be used to sample textures, or perturb texture coordinates. For more information about how instructions are the ALU pipeline, see the Pixel Shader ALU.