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Component-wise conversion from single-precision floating-point data to double-precision floating-point data.
| ftod dest[.mask], [-]src0[.swizzle], |
|---|
| Item | Description |
|---|---|
| dest |
[in] The address of the converted data. |
| src0 |
[in] The data to be converted. |
Remarks
Each component of the source is converted from the single-precision representation to the double-precision representation.
The valid dest masks are .xy, .zw, and .xyzw. .xy receives the result of the first conversion, and .zw receives the result of the second conversion.
dest is a double vec2 across (x 32LSB, y 32MSB) and (z 32LSB, w 32MSB).
src0 is a float vec2 across x and y (zw ignored) (post swizzle).
For float32<->double conversions, implementations may either honor float32 denorms or may flush them.
This instruction applies to the following shader stages:
| Vertex | Hull | Domain | Geometry | Pixel | Compute |
|---|---|---|---|---|---|
| X | X | X | X | X | X |
Minimum Shader Model
This instruction is supported in the following shader models:
| Shader Model | Supported |
|---|---|
| Shader Model 5 | yes |
| Shader Model 4.1 | no |
| Shader Model 4 | no |
| Shader Model 3 (DirectX HLSL) | no |
| Shader Model 2 (DirectX HLSL) | no |
| Shader Model 1 (DirectX HLSL) | no |