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Component-wise square root.
| sqrt[_sat] dest[.mask], [-]src0[_abs][.swizzle] |
|---|
| Item | Description |
|---|---|
| dest |
[in] The result of the operation. dest = sqrt(src0) |
| src0 |
[in] The components for which to take the square root. |
Remarks
Precision is 1 ulp.
The following table shows the results obtained when executing the instruction with various classes of numbers, assuming that neither overflow or underflow occurs.
F means finite-real number.
| -inf | -F | -denorm | -0 | +0 | +denorm | +F | +inf | NaN | |
|---|---|---|---|---|---|---|---|---|---|
| dest | NaN | NaN | -0 | -0 | +0 | +0 | +F | +inf | NaN |
This instruction applies to the following shader stages:
| Vertex Shader | Geometry Shader | Pixel Shader |
|---|---|---|
| x | x | x |
Minimum Shader Model
This function is supported in the following shader models.
| Shader Model | Supported |
|---|---|
| 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 |