Microsoft DirectX 8.1 (shader versions 1.0 and 1.1) |
The following diagram illustrates the vertex shader architecture. The vertex shader architecture streams vertex data into the shader from the graphics pipeline, performs operations on the data using an arithmetic logic unit (ALU), and outputs the transformed vertex data to the graphics pipeline for further processing.
Registers are used for inputting data, outputting data, and to hold a temporary result. Each register holds four fixed point numbers. The vertex shader architecture defines several types of registers, each operating on a different type of data.
For more information about vertex shader registers, see Registers.
For more information about the vertex shader instruction set, see the Vertex Shader Reference.