Shader Model 5.0 Download
Name
ps_5_0 - Translation profile to DirectX 11's High Level Shader Language for pixel shaders.
Synopsis
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Description
This Direct3D profile translates Cg into DirectX 11's High Level ShaderLanguage (HLSL11) for pixel shaders.
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The compiler output for this profile conforms to the textual high-levellanguage defined by DirectX 11's High Level Shading Language.
The limitations of the ps_5_0 profile depend on what HLSL11 profile towhich the translated HLSL code is compiled.
3D Api Dependencies
Feature 11.0 Shader Model 5.0 Download
Requires Direct3D 11 support.
Profile Options
-po pad16 This will add padding variables to the cbuffer declarations to match the 16 byte padding the GP4 OpenGL profiles use. This makes sure each variable in the cbuffer uses an entire float4 constant instead of the tight packing HLSL11 normally uses.
Data Types
In general, the Cg data types translate to the HLSL11 data types with thesame name.
- half
- NVIDIA GPUs may use half-precision floating-point when the PartialPrecision instruction modifier is specified. Half-precisionfloating-point is encoded with a sign bit, 10 mantissa bits, and 5exponent bits (biased by 16), sometimes called s10e5.
- float
- The float data type corresponds to a floating-point representationwith at least 24 bits.
- NVIDIA GPUs supporting ps_5_0 use standard IEEE 754 single-precisionfloating-point encoding with a sign bit, 23 mantissa bits, and 8 exponentbits (biased by 128), sometimes called s10e5.
- Older ATI GPUs use 24-bit floating-point.
- fixed
- The fixed data type is treated like half.
Semantics
Input Semantics
The varying input semantics in the ps_5_0 profile correspond to therespectively named varying output semantics of the vs_5_0 profile.
Uniform Input Semantics
Sixteen texture units are supported:
Output Semantics
Standard Library Issues
This profile is limited to standard library support available in HLSL11.In general, the Cg and HLSL11 standard libraries are very similar.
See Also
hs_5_0,vs_5_0,gs_5_0,ds_5_0