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Cg / Profiles / gs_4_0

Name

gs_4_0 - Translation profile to DirectX 10's High Level Shader Language for geometry shaders.

Synopsis

  gs_4_0

Description

This Direct3D profile translates Cg into DirectX 10's High Level Shader Language (HLSL10) for geometry shaders.

The compiler output for this profile conforms to the textual high-level language defined by DirectX 10's High Level Shading Language.

The limitations of the gs_4_0 profile depend on what HLSL profile to which the translated HLSL code is compiled.

3D Api Dependencies

Requires Direct3D 10 support.

  http://msdn.microsoft.com/en-us/library/bb509657.aspx

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 HLSL10 normally uses.

Data Types

In general, the Cg data types translate to the HLSL10 data types with the same name.

float, half, fixed
These numeric data types all correspond to standard IEEE 754 single-precision floating-point encoding with a sign bit, 23 mantissa bits, and 8 exponent bits (biased by 128), sometimes called s10e5.
int
This integral data type operates like an integer over the -2^24 to 2^24 range. The result of int by int division is an integer (rounding down) to match C.

Semantics

Input Semantics

The varying input semantics in the gs_4_0 profile correspond to the respectively named varying output semantics of the vs_4_0 profile.

Binding Semantics Name           Corresponding Data

POSITION                         Object-space position (SV_Position)

NORMAL                           Object-space normal

COLOR                            Primary color (float4) (SV_Target)
COLOR0
DIFFUSE

COLOR1                           Secondary color (float4)
SPECULAR

FOGCOORD                         Fog coordinate

TEXCOORD#                        Texture coordinate set #

Uniform Input Semantics

Output Semantics

Binding Semantics Name         Corresponding Data

POSITION                       Clip-space position (SV_Position)
HPOS

COLOR                          Front primary color (SV_Target)
COLOR0
COL0
COL

COLOR1                         Front secondary color
COL1

TEXCOORD#                      Texture coordinate set #
TEX#                           TEX# is translated to TEXCOORD#

FOGC                           Fog coordinate
FOG

PSIZE                          Point size
PSIZ

Standard Library Issues

This profile is limited to standard library support available in HLSL10 for vertex shaders. In general, the Cg and HLSL10 standard libraries are very similar.

See Also

vs_4_0, ps_4_0


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