dcl_input (sm4 - asm)
Declares a shader-input register.
|dcl_input vN[.mask][, interpolationMode]|
[in] A vertex data register.
[in] Optional. The interpolation mode, which is only honored on pixel shader input registers. It can be one of the following values:
By default, vertex attributes are interpolated from a pixel center when performing multisample antialiasing. If a pixel center is not covered, an attribute is extrapolated to a pixel center before interpolation.
For a pixel that is not fully covered or an attribute that does not cover a pixel center, you can specify centroid sampling which forces sampling to occur somewhere within the covered area of the pixel. Because a sample mask (if used) is applied before the centroid is computed, any sample location masked out by the sample mask cannot be chosen as a centroid location.
This instruction applies to the following shader stages:
|Vertex Shader||Geometry Shader||Pixel Shader|
To identify the input as a system value, use dcl_input_sv (sm4 - asm).
This instruction is included to aid in debugging a shader in assembly; you cannot author a shader in assembly language using Shader Model 4.
Here are some examples.
dcl_input v3.xyz dcl_input v0.x, linearCentroid
This function is supported in the following shader models.
|Shader Model 5||yes|
|Shader Model 4.1||yes|
|Shader Model 4||yes|
|Shader Model 3 (DirectX HLSL)||no|
|Shader Model 2 (DirectX HLSL)||no|
|Shader Model 1 (DirectX HLSL)||no|