Microsoft DirectX 8.1 (pixel shader versions 1.0, 1.1, 1.2, 1.3, 1.4) |
Copies the contents of the source to the destination.
mov dest, src
Argument | Description | Registers | Version | |||
---|---|---|---|---|---|---|
vn | cn | tn | rn | |||
dest | Destination register | x | 1.0 | |||
x | x | 1.1, 1.2, 1.3 | ||||
x | 1.4 | |||||
src | Source register | x | x | x | x | 1.0, 1.1, 1.2, 1.3 |
x | x | 1.4 phase 1 | ||||
x | x | x | 1.4 phase 2 |
To learn more about registers, see Registers.
This example is for illustration only. The C code accompanying the shader has not been optimized for performance. It can use helper functions from the Sample Framework. The sample framework is the foundation on which many of the samples are built.
// This example copies the texture color to the output. // The shader is shown below. ps.1.0 // Version instruction tex t0 // Declare texture. mov r0, t0 // Move texture to output. // The following images show the contents of the source register and // the resulting destination register. The images are identical because // the mov instruction was used.
// Additional code loads the texture in texture stage 0. LPDIRECT3DDEVICE8 m_pd3dDevice; // Init this device pointer in the application. LPDIRECT3DTEXTURE8 m_pTexture0; // Use this variable to hold a pointer to the texture. TCHAR strPath[512] = "textureFile.jpg"; D3DUtil_CreateTexture( m_pd3dDevice, strPath, &m_pTexture0, D3DFMT_R5G6B5 ); m_pd3dDevice->SetTexture( 0, m_pTexture0 );