Slots Instruction
Posted : admin On 3/19/2022-->
Free Slot Machine Manuals
Slot Machine Secrets and Instruction Tricks Poor Odds. Although the exact odds for slot machines are a carefully guarded casino secret, what is not secret is that. Don't believe certain 'myths' about slots. According to Going to Vegas, a machine is never 'due' to hit. Slots Curved Track Using your eraser (Sup. Plied) clean all Track Rails. Wipe off eraser particles with a clean, dry cloth. Refer to track lavout illustration on separate instruction sheet for.
This section contains reference information for the pixel shader version 3_0 instructions.
Slot Machine Repair Manual
There are several types of pixel shader instructions, as shown in the table. Columns to the right mean the following:
- Instruction slots - Number of instruction slots used by each instruction.
- Setup - A pixel shader must have a version instruction and it must be the first instruction.
- Arithmetic - These instructions provide the mathematical operations in a shader.
- Texture - These instructions are used to load and sample texture data, and to modify texture coordinates.
- Flow control - These instructions provide static and dynamic flow control to the execution of instructions.
- New - These instructions are new to this version.
Instruction Set
Name | Description | Instruction slots | Setup | Arithmetic | Texture | Flow control | New |
---|---|---|---|---|---|---|---|
abs - ps | Absolute value | 1 | x | ||||
add - ps | Add two vectors | 1 | x | ||||
break - ps | Break out of a loop...endloop or rep...endrep block | 1 | x | ||||
break_comp - ps | Conditionally break out of a loop...endloop or rep...endrep block, with a comparison | 3 | x | ||||
breakp - ps | break out of a loop...endloop or rep...endrep block, based on a predicate | 3 | x | ||||
call - ps | Call a subroutine | 2 | x | ||||
callnz bool - ps | Call a subroutine if a boolean register is not zero | 3 | x | ||||
callnz pred - ps | Call a subroutine if a predicate register is not zero | 3 | x | ||||
cmp - ps | Compare source to 0 | 1 | x | ||||
crs - ps | Cross product | 2 | x | ||||
dcl_samplerType (sm2, sm3 - ps asm) | Declare the texture dimension for a sampler | 0 | x | ||||
dcl_semantics (sm3 - ps asm) | Declare input and output registers | 0 | x | x | |||
def - ps | Define constants | 0 | x | ||||
defb - ps | Define a Boolean constant | 0 | x | ||||
defi - ps | Define an integer constant | 0 | x | ||||
dp2add - ps | 2D dot product and add | 2 | x | ||||
dp3 - ps | 3D dot product | 1 | x | ||||
dp4 - ps | 4D dot product | 1 | x | ||||
dsx - ps | Rate of change in the x-direction | 2 | x | ||||
dsy - ps | Rate of change in the y direction | 2 | x | ||||
else - ps | Begin an else block | 1 | x | ||||
endif - ps | End an if...else block | 1 | x | ||||
endloop - ps | End a loop | 2 | x | x | |||
endrep - ps | End of a repeat block | 2 | x | ||||
exp - ps | Full precision 2x | 1 | x | ||||
frc - ps | Fractional component | 1 | x | ||||
if bool - ps | Begin an if block | 3 | x | ||||
if_comp - ps | Begin an if block with a comparison | 3 | x | ||||
if pred - ps | Begin an if block with predication | 3 | x | ||||
label - ps | Label | 0 | x | ||||
log - ps | Full precision log₂(x) | 1 | x | ||||
loop - ps | Loop | 3 | x | x | |||
lrp - ps | Linear interpolate | 2 | x | ||||
m3x2 - ps | 3x2 multiply | 2 | x | ||||
m3x3 - ps | 3x3 multiply | 3 | x | ||||
m3x4 - ps | 3x4 multiply | 4 | x | ||||
m4x3 - ps | 4x3 multiply | 3 | x | ||||
m4x4 - ps | 4x4 multiply | 4 | x | ||||
mad - ps | Multiply and add | 1 | x | ||||
max - ps | Maximum | 1 | x | ||||
min - ps | Minimum | 1 | x | ||||
mov - ps | Move | 1 | x | ||||
mul - ps | Multiply | 1 | x | ||||
nop - ps | No operation | 1 | x | ||||
nrm - ps | Normalize | 3 | x | ||||
pow - ps | xy | 3 | x | ||||
ps | Version | 0 | x | ||||
rcp - ps | Reciprocal | 1 | x | ||||
rep - ps | Repeat | 3 | x | ||||
ret - ps | End of a subroutine | 1 | x | ||||
rsq - ps | Reciprocal square root | 1 | x | ||||
setp_comp | Set the predicate register | 1 | x | ||||
sincos - ps | Sine and cosine | 8 | x | ||||
sub - ps | Subtract | 1 | x | ||||
texkill - ps | Kill pixel render | 2 | x | ||||
texld - ps_2_0 and up | Sample a texture | See note 1 | x | ||||
texldb - ps | Texture sampling with level-of-detail bias from w-component | 6 | x | ||||
texldl - ps | Texture sampling with level-of-detail from w-component | See note 2 | x | x | |||
texldd - ps | Texture sampling with user-provided gradients | 3 | x | ||||
texldp - ps | Texture sampling with projective divide by w-component | See note 3 | x |
Notes:
- If the texture is a cube map, slots = 4; otherwise slots = 1.
- If the texture is a cube map, slots = 5; otherwise slots = 2.
- If the texture is a cube map, slots = 4; otherwise slots = 3.