Quote: "Does that mean that DarkShader does not include any extra functionality? For example, will it still be the case that procedural textures and intermediate render targets are not supported?"
That depends on what DBPro supports, currently for example scripts and procedural textures are not supported. However, fullscreen shaders will have more support than they do at the moment allowing you to set render targets in the shader code and have it draw screen quads for you. The method used won't be supported by FX Composer.
Quote: "...information on the supported semantics, effect and render states and their function?"
I can give you a list of the currently recognised semantics that dbpro will fill will data, but I don't know the exact values dbpro will use to fill them. Most of them are self explanatory, anything with an 'it' after it is 'inverse transpose'
world
view
projection
worldview
viewprojection
worldviewprojection
worldviewit
worldit
viewit
worldinverse
worldtranspose
worldinversetranspose
viewinverse
viewtranspose
viewInversetranspose
projectiontranspose
viewprojectiontranspose
worldviewprojectiontranspose
worldviewinverse
cameraposition
eyeposition
uidirectional
uidirectionalinv
uiposition
directionalight
pointlight
spotlight
time
sintime
meshradius
alphaoverride
bonematrixpalette
The render states are read by DirectX rather than the renderer so any valid DirectX render state can be used in the 'pass' block. There is a good list of them here:
http://www.toymaker.info/Games/html/render_states.html Anything with a "D3D..." in front of it should be removed, so D3DZB_FALSE becomes FALSE, D3DSTENCILOP_KEEP becomes KEEP, etc. Although I haven't tried all of them.