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.
// 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 );