dcl_samplerType (sm2, sm3 - ps asm)
Declare a pixel shader sampler.
Syntax
dcl_samplerType s#
where:
- _samplerType defines the sampler data type. This determines how many coordinates are required by each texture coordinate when sampling. The following texture coordinate dimensions are defined.
- _2d
- _cube
- _volume
- s# identifies a sampler where s is an abbreviation for the sampler, and # is the sampler number. Samplers are pseudo registers because you cannot directly read or write to them.
Remarks
Pixel shader versions | 1_1 | 1_2 | 1_3 | 1_4 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|---|---|---|
dcl_samplerType | x | x | x | x | x |
All dcl_samplerType instructions must appear before the first executable instruction.
Example
dcl_cube t0.rgb; // Define a 3D texture map.
add r0, r0, t0; // Perturb texture coordinates.
texld r0, s0, r0; // Load r0 with a color sampled from stage0
// at perturbed texture coordinates r0.
// This is a dependent texture read.
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