Expressions (Direct3D 9)

Expressions are mathematical or logical statements that are used on the right hand side of an equals sign. There are many types of expressions.

Expressions

  1. Variable Reference

    ( variable ) or<variable >
    
  2. Numeric Scalar

    scalar 
    
  3. Numeric Expression

    ( numeric expression )
    

    All standard numeric HLL expressions are supported here.

  4. Constructor

    type ( constructor arguments )
    
  5. List of Initializers

    { scalar value [, scalar value ...  ] }
    
    

    The scalars must be literal scalar values.

    The number of initializers must be compatible with the variable (state) on the left hand side of the equals sign.

  6. OR Expression

    token [ | token ... ]
    

    The tokens must be compatible with the variable (state) on the left hand side of the equals sign.

    The tokens are not case sensitive.

  7. NULL

    NULL
    

    NULL can only be assigned to a shader, sampler, or a texture object.

  8. Assembly Block

    asm { code }
    

    PS Assembly Blocks must be assigned to the PIXELSHADER state.

    VS Assembly Blocks must be assigned to the VERTEXSHADER state.

  9. Sampler State Block

    sampler_state { [ state = expression ; [ state = ... ] ] }
    

    Sampler state blocks are sequences of un-indexed sampler stage state or texture assignments.

    Sampler state blocks must be assigned to the SAMPLER effect state.

  10. Effect State State Block

    stateblock_state { [ state [ [index] ] = expression; 
        [ state [ [index] ] = ... ] ] }
    

    State blocks are sequences of general state. State blocks can be nested, but cannot contain circular references.

    State blocks must be assigned to the STATEBLOCK effect state.

  11. HLSL Compile

    compile target entrypoint ( [ arguments ] )
    

    The vertex shader vs_m_n target indicates D3DVS_VERSION(m, n) vertex shader version. The pixel shader ps_m_n target indicates D3DPS_VERSION(m, n) pixel shader version.

    Vertex shader high-level language compile expressions can only be assigned to the VERTEXSHADER effect state. Pixel shader high-level language compile expressions can only be assigned to the PIXELSHADER effect state.

Effect Format