Difference between revisions of "GPU/Internal Registers"

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[[Category:GFX]]
+
[[Category:GPU]]
(this page is hugely WIP)
 
  
 
== Overview ==
 
== Overview ==
  
 
GPU internal registers are written to through GPU commands. They are used to control the GPU's behavior, that is to say tell it to draw stuff and how we want it drawn.
 
GPU internal registers are written to through GPU commands. They are used to control the GPU's behavior, that is to say tell it to draw stuff and how we want it drawn.
 +
 +
Each command is at least 8 bytes wide. The first word is the command parameter and the second word constitutes the command header. Optionally, more parameter words may follow (potentially including a padding word to align commands to multiples of 8 bytes).
 +
 +
In the simplest case, a command is exactly 8 bytes wide. You can think of such a command as writing the parameter word to an internal register (the index of which is given in the command header). The more general case where more than one parameter word is given is equivalent to multiple simple commands (one for each parameter word). If consecutive writing mode is enabled in the command header, the current command index will be incremented after each parameter write. Otherwise, the parameters will be consecutively written to the same register.
 +
 +
For example, the sequence "0xAAAAAAAA 0x802F011C 0xBBBBBBBB 0xCCCCCCCC" is equivalent to a call to commands 0xF011C with parameter 0xAAAAAAAA, 0xF011D with parameter 0xBBBBBBBB and 0xF011E with parameter 0xCCCCCCCC. If consecutive writing mode were disabled, the command would be equivalent to three consecutive calls to 0xF011C (once with parameter 0xAAAAAAAA, once with 0xBBBBBBBB, and finally with 0xCCCCCCCC).
 +
 +
Invalid GPU command parameters including NaN floats can cause the GPU to hang, which then causes the GSP module to hang as well.
 +
 +
The size of GPU command buffers must be 0x10-byte aligned; the lower 3 bits of the size are cleared. A common pitfall is having the finalization command (write to register 0x0010) not executed because it was the last 8 bytes of a non-0x10 byte aligned command buffer, and having the GPU hang as a result.
 +
 +
=== Command Header ===
 +
{| class="wikitable" border="1"
 +
!  Bit
 +
!  Description
 +
|-
 +
| 0-15
 +
| Command ID
 +
|-
 +
| 16-19
 +
| Parameter mask
 +
|-
 +
| 20-27
 +
| Number of extra parameters (may be zero)
 +
|-
 +
| 28-30
 +
| Unused
 +
|-
 +
| 31
 +
| Consecutive writing mode
 +
|}
 +
 +
=== Parameter masking ===
 +
 +
Using a value other than 0xF, parts of a word in internal GPU memory can be updated without touching the other bits of it. For example, setting bit 16 to zero indicates that the least significant byte of the parameter will not be overwritten, setting bit 17 to zero indicates that the parameter's second LSB will not be overwritten, etc. This means that for instance commands 0x00010107 and 0x00020107 refer to the same thing but write different parts of the parameter.
  
 
=== Types ===
 
=== Types ===
  
 
There are three main types of registers :
 
There are three main types of registers :
* configuration registers, which directly map to various rendering properties (for example : [[#GPUREG_FACECULLING_CONFIG|GPUREG_FACECULLING_CONFIG]])
+
* configuration registers, which directly map to various rendering properties (for example: [[#GPUREG_FACECULLING_CONFIG|GPUREG_FACECULLING_CONFIG]])
* data transfer registers, which can be seen as FIFOs that let us send sequential chunks of data to the GPU, such as shader code or 1D samplers (for example : [[#GPUREG_GSH_CODETRANSFER_DATA|GPUREG_GSH_CODETRANSFER_DATA]])
+
* data transfer registers, which can be seen as FIFOs that let us send sequential chunks of data to the GPU, such as shader code or 1D samplers (for example: [[#GPUREG_SH_CODETRANSFER_DATA|GPUREG_GSH_CODETRANSFER_DATA]])
* action triggering registers, which tell the GPU to do something, like draw a primitive (for example : [[#GPUREG_DRAWARRAYS|GPUREG_DRAWARRAYS]])
+
* action triggering registers, which tell the GPU to do something, like draw a primitive (for example: [[#GPUREG_DRAWARRAYS|GPUREG_DRAWARRAYS]])
  
 
=== Aliases ===
 
=== Aliases ===
  
It is possible for multiple register (sequential) IDs to correspond to the same register. This is done to leverage the consecutive writing mode for [[GPU Commands]], which makes it possible for a single command to write data to multiple sequential register IDs. For example, register IDs 02C1 through 02C8 all correspond to [[#GPUREG_VSH_FLOATUNIFORM_DATA|GPUREG_VSH_FLOATUNIFORM_DATA]] so that a consecutively writing command based at 02C0 will write its first parameter to [[#GPUREG_VSH_FLOATUNIFORM_CONFIG|GPUREG_VSH_FLOATUNIFORM_CONFIG]] and ever subsequent ones to [[#GPUREG_VSH_FLOATUNIFORM_DATA|GPUREG_VSH_FLOATUNIFORM_DATA]]
+
It is possible for multiple register (sequential) IDs to correspond to the same register. This is done to leverage the consecutive writing mode for GPU commands, which makes it possible for a single command to write data to multiple sequential register IDs. For example, register IDs 02C1 through 02C8 all correspond to [[#GPUREG_VSH_FLOATUNIFORM_DATAi|GPUREG_VSH_FLOATUNIFORM_DATA''i'']] so that a consecutively writing command based at 02C0 will write its first parameter to [[#GPUREG_VSH_FLOATUNIFORM_INDEX|GPUREG_VSH_FLOATUNIFORM_INDEX]] and ever subsequent ones to [[#GPUREG_VSH_FLOATUNIFORM_DATAi|GPUREG_VSH_FLOATUNIFORM_DATA''i'']]
  
 
=== Data Types ===
 
=== Data Types ===
Line 2,907: Line 2,941:
 
|-
 
|-
 
| 0233
 
| 0233
| [[#GPUREG_FIXEDATTRIB_DATA0|GPUREG_FIXEDATTRIB_DATA0]]
+
| [[#GPUREG_FIXEDATTRIB_DATAi|GPUREG_FIXEDATTRIB_DATA0]]
 
|?
 
|?
 
|PICA_REG_VS_FIXED_ATTR_DATA0
 
|PICA_REG_VS_FIXED_ATTR_DATA0
 
|-
 
|-
 
| 0234
 
| 0234
| [[#GPUREG_FIXEDATTRIB_DATA1|GPUREG_FIXEDATTRIB_DATA1]]
+
| [[#GPUREG_FIXEDATTRIB_DATAi|GPUREG_FIXEDATTRIB_DATA1]]
 
|?
 
|?
 
|PICA_REG_VS_FIXED_ATTR_DATA1
 
|PICA_REG_VS_FIXED_ATTR_DATA1
 
|-
 
|-
 
| 0235
 
| 0235
| [[#GPUREG_FIXEDATTRIB_DATA2|GPUREG_FIXEDATTRIB_DATA2]]
+
| [[#GPUREG_FIXEDATTRIB_DATAi|GPUREG_FIXEDATTRIB_DATA2]]
 
|?
 
|?
 
|PICA_REG_VS_FIXED_ATTR_DATA2
 
|PICA_REG_VS_FIXED_ATTR_DATA2
Line 4,127: Line 4,161:
  
 
These registers map components of the corresponding vertex shader output register to specific fixed-function semantics.
 
These registers map components of the corresponding vertex shader output register to specific fixed-function semantics.
 +
 +
Semantics that have not been mapped to a component of an output register have a value of 1
  
 
Semantic values:
 
Semantic values:
Line 4,333: Line 4,369:
 
|-
 
|-
 
| 0-9
 
| 0-9
| unsigned, X
+
| signed, X
 
|-
 
|-
 
| 16-25
 
| 16-25
| unsigned, Y
+
| signed, Y
 
|}
 
|}
  
Line 4,532: Line 4,568:
 
|-
 
|-
 
| 4-5
 
| 4-5
| unsigned, ETC1 (0 = not ETC1, 2 = ETC1)
+
| unsigned, ETC1 (0 = not ETC1, 2 = ETC1) note: still 0 for ETC1A4
 
|-
 
|-
 
| 8-10
 
| 8-10
Line 4,650: Line 4,686:
 
|}
 
|}
  
This register is used to set a texture unit's physical address(es) in memory.
+
This register is used to set a texture unit's physical address(es) in memory. Individual texels in a texture are laid out in memory as a [http://en.wikipedia.org/wiki/Z-order_curve Z-order curve]. Mipmap data is stored directly following the main texture data.
  
 
If the texture is a cube:
 
If the texture is a cube:
Line 4,686: Line 4,722:
 
|-
 
|-
 
| 0
 
| 0
| unsigned, Perspective (0 = not perspective, 1 = perspective)
+
| unsigned, Perspective (0 = perspective, 1 = not perspective)
 
|-
 
|-
 
| 1-23
 
| 1-23
Line 4,701: Line 4,737:
 
|-
 
|-
 
| 0-3
 
| 0-3
| unsigned, [[GPU_Textures#Texture_color_types|Format]]
+
| unsigned, Format
 
|}
 
|}
  
 
This register is used to set a texture unit's data format.
 
This register is used to set a texture unit's data format.
 +
 +
Format values:
 +
 +
{| class="wikitable" border="1"
 +
!  Value
 +
!  Description
 +
!  GL Format
 +
!  GL Data Type
 +
|-
 +
| 0x0
 +
| RGBA8888
 +
| GL_RGBA
 +
| GL_UNSIGNED_BYTE
 +
|-
 +
| 0x1
 +
| RGB888
 +
| GL_RGB
 +
| GL_UNSIGNED_BYTE
 +
|-
 +
| 0x2
 +
| RGBA5551
 +
| GL_RGBA
 +
| GL_UNSIGNED_SHORT_5_5_5_1
 +
|-
 +
| 0x3
 +
| RGB565
 +
| GL_RGB
 +
| GL_UNSIGNED_SHORT_5_6_5
 +
|-
 +
| 0x4
 +
| RGBA4444
 +
| GL_RGBA
 +
| GL_UNSIGNED_SHORT_4_4_4_4
 +
|-
 +
| 0x5
 +
| IA8
 +
| GL_LUMINANCE_ALPHA
 +
| GL_UNSIGNED_BYTE
 +
|-
 +
| 0x6
 +
| HILO8
 +
|
 +
|
 +
|-
 +
| 0x7
 +
| I8
 +
| GL_LUMINANCE
 +
| GL_UNSIGNED_BYTE
 +
|-
 +
| 0x8
 +
| A8
 +
| GL_ALPHA
 +
| GL_UNSIGNED_BYTE
 +
|-
 +
| 0x9
 +
| IA44
 +
| GL_LUMINANCE_ALPHA
 +
| GL_UNSIGNED_BYTE_4_4_EXT
 +
|-
 +
| 0xA
 +
| I4
 +
|
 +
|
 +
|-
 +
| 0xB
 +
| A4
 +
| GL_ALPHA
 +
| GL_UNSIGNED_NIBBLE_EXT
 +
|-
 +
| 0xC
 +
| ETC1
 +
| GL_ETC1_RGB8_OES
 +
|
 +
|-
 +
| 0xD
 +
| ETC1A4
 +
|
 +
|
 +
|}
  
 
=== GPUREG_LIGHTING_ENABLE0 ===
 
=== GPUREG_LIGHTING_ENABLE0 ===
Line 4,786: Line 4,901:
 
|-
 
|-
 
| 1
 
| 1
| U2
+
|
 
|-
 
|-
 
| 2
 
| 2
Line 4,792: Line 4,907:
 
|-
 
|-
 
| 3
 
| 3
| V2
+
|
 
|-
 
|-
 
| 4
 
| 4
| U + V
+
| (U + V) / 2
 
|-
 
|-
 
| 5
 
| 5
| U2 + V2
+
| (U² + V²) / 2
 
|-
 
|-
 
| 6
 
| 6
| sqrt(U2 + V2)
+
| sqrt(+ )
 
|-
 
|-
 
| 7
 
| 7
Line 4,883: Line 4,998:
 
| unsigned, Minification filter
 
| unsigned, Minification filter
 
|-
 
|-
| 3-10
+
| 3-6
| 0x60
+
| Min LOD (usually 0)
 +
|-
 +
| 7-10
 +
| Max LOD (usually 6)
 
|-
 
|-
 
| 11-18
 
| 11-18
Line 4,927: Line 5,045:
 
|-
 
|-
 
| 0-7
 
| 0-7
| unsigned, Texture offset
+
| unsigned, Texture offset (Mipmap level 0 / base level)
 
|-
 
|-
| 8-31
+
| 8-15
| 0xE0C080
+
| unsigned, mipmap level 1 offset (usually 0x80)
 +
|-
 +
| 16-23
 +
| unsigned, mipmap level 2 offset (usually 0xC0)
 +
|-
 +
| 24-31
 +
| unsigned, mipmap level 3 offset (usually 0xE0)
 
|}
 
|}
  
This register is used to set the procedural texture unit's offset.
+
This register is used to set the procedural texture unit's offset. Mipmap level 4-7 seems to be hardcoded at offset 0xF0, 0xF8, 0xFC and 0xFE .
  
 
=== GPUREG_PROCTEX_LUT ===
 
=== GPUREG_PROCTEX_LUT ===
Line 4,995: Line 5,119:
 
|-
 
|-
 
| 12-23
 
| 12-23
| fixed1.0.11, Difference from next element
+
| fixed0.0.12 with two's complement ( [0.5,1.0) mapped to [-1.0,0) ), Difference from next element
 
|}
 
|}
  
Line 5,009: Line 5,133:
 
|-
 
|-
 
| 12-23
 
| 12-23
| fixed1.0.11, Difference from next element
+
| fixed0.0.12 with two's complement, Difference from next element
 
|}
 
|}
  
Line 5,023: Line 5,147:
 
|-
 
|-
 
| 12-23
 
| 12-23
| fixed1.0.11, Difference from next element
+
| fixed0.0.12 with two's complement, Difference from next element
 
|}
 
|}
  
Line 5,054: Line 5,178:
 
|-
 
|-
 
| 0-7
 
| 0-7
| fixed1.0.7, Red difference between current and next color table elements
+
| signed, Half of red difference between current and next color table elements
 
|-
 
|-
 
| 8-15
 
| 8-15
| fixed1.0.7, Green difference between current and next color table elements
+
| signed, Half of green difference between current and next color table elements
 
|-
 
|-
 
| 16-23
 
| 16-23
| fixed1.0.7, Blue difference between current and next color table elements
+
| signed, Half of blue difference between current and next color table elements
 
|-
 
|-
 
| 24-31
 
| 24-31
| fixed1.0.7, Alpha difference between current and next color table elements
+
| signed, Half of alpha difference between current and next color table elements
 
|}
 
|}
  
Line 5,129: Line 5,253:
 
| Previous
 
| Previous
 
|}
 
|}
 +
 +
Using Previous (15) as a source in the first TEV stage returns the value of source 3. If source 3 has Previous it returns zero. Previous buffer (13) always returns zero.
  
 
=== GPUREG_TEXENV''i''_OPERAND ===
 
=== GPUREG_TEXENV''i''_OPERAND ===
Line 5,593: Line 5,719:
 
This register is used to configure the blending function.
 
This register is used to configure the blending function.
  
Equation values:
+
'''Equation values:'''
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
Line 5,615: Line 5,741:
 
|}
 
|}
  
Function values:
+
Blend equations 5, 6, 7 appear to behave the same as blend equation 0 (Add)
 +
 
 +
'''Function values:'''
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
Line 5,937: Line 6,065:
  
 
This register is used to depth testing and framebuffer write masking.
 
This register is used to depth testing and framebuffer write masking.
 +
 +
Note that setting the "Depth test enabled" bit to 0 will ''not'' also disable depth writes. It will instead behave as if the depth function were set to "Always". To completely disable depth-related operations both the depth test and depth write bits must be disabled.
  
 
Depth function values:
 
Depth function values:
Line 6,251: Line 6,381:
 
| 0-7
 
| 0-7
 
| unsigned, View shading effect in line-of-sight direction
 
| unsigned, View shading effect in line-of-sight direction
 +
|-
 +
| 8
 +
| Gas color LUT input
 
|}
 
|}
  
This register configures gas light shading in the line-of-sight direction.
+
This register configures gas light shading in the line-of-sight direction, and the input to the gas color LUT.
 +
 
 +
Color LUT input values:
 +
 
 +
{| class="wikitable" border="1"
 +
! Value
 +
! Description
 +
|-
 +
| 0
 +
| Gas density
 +
|-
 +
| 1
 +
| Light factor
 +
|}
  
 
=== GPUREG_GAS_LUT_INDEX ===
 
=== GPUREG_GAS_LUT_INDEX ===
Line 6,321: Line 6,467:
 
| 0-23
 
| 0-23
 
| fixed0.16.8, Depth direction attenuation proportion
 
| fixed0.16.8, Depth direction attenuation proportion
 +
|-
 +
| 24-25
 +
| unsigned, Depth function
 
|}
 
|}
  
This register is used to configure the gas depth direction attenuation proportion.
+
This register is used to configure the gas depth direction attenuation proportion, as well as the gas depth function.
 +
 
 +
Gas depth function values:
 +
 
 +
{| class="wikitable" border="1"
 +
! Value
 +
! Description
 +
|-
 +
| 0
 +
| Never
 +
|-
 +
| 1
 +
| Always
 +
|-
 +
| 2
 +
| Greater than/Greater than or equal
 +
|-
 +
| 3
 +
| Less than/Less than or equal/Equal/Not equal
 +
|}
  
 
=== GPUREG_FRAGOP_SHADOW ===
 
=== GPUREG_FRAGOP_SHADOW ===
Line 6,738: Line 6,906:
 
| unsigned, Fresnel FR LUT disabled (0 = enabled, 1 = disabled)
 
| unsigned, Fresnel FR LUT disabled (0 = enabled, 1 = disabled)
 
|-
 
|-
| 20-22
+
| 20
| unsigned, Term 1 reflection component RB LUT disabled (0 = enabled, 7 = disabled)
+
| unsigned, Term 1 reflection component RB LUT disabled (0 = enabled, 1 = disabled)
 
|-
 
|-
 
| 21
 
| 21
| unsigned, Term 1 reflection component RG LUT disabled (0 = enabled, 7 = disabled)
+
| unsigned, Term 1 reflection component RG LUT disabled (0 = enabled, 1 = disabled)
 
|-
 
|-
 
| 22
 
| 22
| unsigned, Term 1 reflection component RR LUT disabled (0 = enabled, 7 = disabled)
+
| unsigned, Term 1 reflection component RR LUT disabled (0 = enabled, 1 = disabled)
 
|-
 
|-
 
| 24
 
| 24
Line 7,435: Line 7,603:
 
This register selects the index of the fixed attribute to be input with GPUREG_FIXEDATTRIB_DATA''i''. See [[GPU/Fixed Vertex Attributes]] and [[GPU/Immediate-Mode Vertex Submission]] for usage info.
 
This register selects the index of the fixed attribute to be input with GPUREG_FIXEDATTRIB_DATA''i''. See [[GPU/Fixed Vertex Attributes]] and [[GPU/Immediate-Mode Vertex Submission]] for usage info.
  
=== GPUREG_FIXEDATTRIB_DATA0 ===
+
=== GPUREG_FIXEDATTRIB_DATA''i'' ===
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
Line 7,441: Line 7,609:
 
! Description
 
! Description
 
|-
 
|-
| 0-23
+
| colspan="2" | '''DATA0:'''
| float1.7.16, Vertex attribute element 1
+
|-
 +
| 0-7
 +
| float1.7.16, Vertex attribute element 3 (Z) (bits 16-23)
 +
|-
 +
| 8-31
 +
| float1.7.16, Vertex attribute element 4 (W)
 +
|-
 +
| colspan="2" | '''DATA1:'''
 
|-
 
|-
| 24-31
+
| 0-15
| float1.7.16, Vertex attribute element 2 (lower 8 bits)
+
| float1.7.16, Vertex attribute element 2 (Y) (bits 8-23)
|}
 
 
 
Accepts the first part of the four 24-bit floating-point values that make up a vertex attribute. Stored in the fixed attribute currently specified with GPUREG_FIXEDATTRIB_INDEX. If immediate-mode vertex submission is enabled (by writing 0xF to the index register) then vertex data is input here directly.
 
 
 
=== GPUREG_FIXEDATTRIB_DATA1 ===
 
 
 
{| class="wikitable" border="1"
 
! Bits
 
! Description
 
 
|-
 
|-
| 0-23
+
| 16-31
| float1.7.16, Vertex attribute element 2 (upper 16 bits)
+
| float1.7.16, Vertex attribute element 3 (Z) (bits 0-15)
 
|-
 
|-
| 24-31
+
| colspan="2" | '''DATA2:'''
| float1.7.16, Vertex attribute element 3 (lower 16 bits)
 
|}
 
 
 
Accepts the second part of the four 24-bit floating-point values that make up a vertex attribute. Stored in the fixed attribute currently specified with GPUREG_FIXEDATTRIB_INDEX. If immediate-mode vertex submission is enabled (by writing 0xF to the index register) then vertex data is input here directly.
 
 
 
=== GPUREG_FIXEDATTRIB_DATA2 ===
 
 
 
{| class="wikitable" border="1"
 
! Bits
 
! Description
 
 
|-
 
|-
 
| 0-23
 
| 0-23
| float1.7.16, Vertex attribute element 3 (upper 8 bits)
+
| float1.7.16, Vertex attribute element 1 (X)
 
|-
 
|-
 
| 24-31
 
| 24-31
| float1.7.16, Vertex attribute element 4
+
| float1.7.16, Vertex attribute element 2 (Y) (bits 0-7)
 
|}
 
|}
  
Accepts the third part of the four 24-bit floating-point values that make up a vertex attribute. Stored in the fixed attribute currently specified with GPUREG_FIXEDATTRIB_INDEX. If immediate-mode vertex submission is enabled (by writing 0xF to the index register) then vertex data is input here directly.
+
Accepts four 24-bit floating-point values that make up a vertex attribute. Stored in the fixed attribute currently specified with GPUREG_FIXEDATTRIB_INDEX. If immediate-mode vertex submission is enabled (by writing 0xF to the index register) then vertex data is input here directly.
  
 
=== GPUREG_CMDBUF_SIZE0 ===
 
=== GPUREG_CMDBUF_SIZE0 ===
Line 7,575: Line 7,731:
  
 
This register sets whether to use the geometry shader configuration or reuse the vertex shader configuration for the geometry shader shading unit.
 
This register sets whether to use the geometry shader configuration or reuse the vertex shader configuration for the geometry shader shading unit.
 +
When disabled and the geometry unit is not in use, as configured by GPUREG_GEOSTAGE_CONFIG, uniforms, outmap mask, program code and swizzle data are propagated to the geometry shader unit.
  
 
=== GPUREG_START_DRAW_FUNC0 ===
 
=== GPUREG_START_DRAW_FUNC0 ===

Latest revision as of 14:27, 6 October 2024


Overview[edit]

GPU internal registers are written to through GPU commands. They are used to control the GPU's behavior, that is to say tell it to draw stuff and how we want it drawn.

Each command is at least 8 bytes wide. The first word is the command parameter and the second word constitutes the command header. Optionally, more parameter words may follow (potentially including a padding word to align commands to multiples of 8 bytes).

In the simplest case, a command is exactly 8 bytes wide. You can think of such a command as writing the parameter word to an internal register (the index of which is given in the command header). The more general case where more than one parameter word is given is equivalent to multiple simple commands (one for each parameter word). If consecutive writing mode is enabled in the command header, the current command index will be incremented after each parameter write. Otherwise, the parameters will be consecutively written to the same register.

For example, the sequence "0xAAAAAAAA 0x802F011C 0xBBBBBBBB 0xCCCCCCCC" is equivalent to a call to commands 0xF011C with parameter 0xAAAAAAAA, 0xF011D with parameter 0xBBBBBBBB and 0xF011E with parameter 0xCCCCCCCC. If consecutive writing mode were disabled, the command would be equivalent to three consecutive calls to 0xF011C (once with parameter 0xAAAAAAAA, once with 0xBBBBBBBB, and finally with 0xCCCCCCCC).

Invalid GPU command parameters including NaN floats can cause the GPU to hang, which then causes the GSP module to hang as well.

The size of GPU command buffers must be 0x10-byte aligned; the lower 3 bits of the size are cleared. A common pitfall is having the finalization command (write to register 0x0010) not executed because it was the last 8 bytes of a non-0x10 byte aligned command buffer, and having the GPU hang as a result.

Command Header[edit]

Bit Description
0-15 Command ID
16-19 Parameter mask
20-27 Number of extra parameters (may be zero)
28-30 Unused
31 Consecutive writing mode

Parameter masking[edit]

Using a value other than 0xF, parts of a word in internal GPU memory can be updated without touching the other bits of it. For example, setting bit 16 to zero indicates that the least significant byte of the parameter will not be overwritten, setting bit 17 to zero indicates that the parameter's second LSB will not be overwritten, etc. This means that for instance commands 0x00010107 and 0x00020107 refer to the same thing but write different parts of the parameter.

Types[edit]

There are three main types of registers :

  • configuration registers, which directly map to various rendering properties (for example: GPUREG_FACECULLING_CONFIG)
  • data transfer registers, which can be seen as FIFOs that let us send sequential chunks of data to the GPU, such as shader code or 1D samplers (for example: GPUREG_GSH_CODETRANSFER_DATA)
  • action triggering registers, which tell the GPU to do something, like draw a primitive (for example: GPUREG_DRAWARRAYS)

Aliases[edit]

It is possible for multiple register (sequential) IDs to correspond to the same register. This is done to leverage the consecutive writing mode for GPU commands, which makes it possible for a single command to write data to multiple sequential register IDs. For example, register IDs 02C1 through 02C8 all correspond to GPUREG_VSH_FLOATUNIFORM_DATAi so that a consecutively writing command based at 02C0 will write its first parameter to GPUREG_VSH_FLOATUNIFORM_INDEX and ever subsequent ones to GPUREG_VSH_FLOATUNIFORM_DATAi

Data Types[edit]

Name Description
signed Signed integer
unsigned Unsigned integer
floatX.Y.Z Floating-point number with X sign bits, Y exponent bits, and Z mantissa bits
fixedX.Y.Z Fixed-point number with X sign bits, Y integer bits, and Z fractional bits

Register list[edit]

Miscellaneous registers (0x000-0x03F)[edit]

Register ID Register name Notes Official Name
0000 GPUREG_0000
0001 GPUREG_0001
0002 GPUREG_0002
0003 GPUREG_0003
0004 GPUREG_0004
0005 GPUREG_0005
0006 GPUREG_0006
0007 GPUREG_0007
0008 GPUREG_0008
0009 GPUREG_0009
000A GPUREG_000A
000B GPUREG_000B
000C GPUREG_000C
000D GPUREG_000D
000E GPUREG_000E
000F GPUREG_000F
0010 GPUREG_FINALIZE PICA_REG_INTERRUPT
0011 GPUREG_0011
0012 GPUREG_0012
0013 GPUREG_0013
0014 GPUREG_0014
0015 GPUREG_0015
0016 GPUREG_0016
0017 GPUREG_0017
0018 GPUREG_0018
0019 GPUREG_0019
001A GPUREG_001A
001B GPUREG_001B
001C GPUREG_001C
001D GPUREG_001D
001E GPUREG_001E
001F GPUREG_001F
0020 GPUREG_0020
0021 GPUREG_0021
0022 GPUREG_0022
0023 GPUREG_0023
0024 GPUREG_0024
0025 GPUREG_0025
0026 GPUREG_0026
0027 GPUREG_0027
0028 GPUREG_0028
0029 GPUREG_0029
002A GPUREG_002A
002B GPUREG_002B
002C GPUREG_002C
002D GPUREG_002D
002E GPUREG_002E
002F GPUREG_002F
0030 GPUREG_0030
0031 GPUREG_0031
0032 GPUREG_0032
0033 GPUREG_0033
0034 GPUREG_0034
0035 GPUREG_0035
0036 GPUREG_0036
0037 GPUREG_0037
0038 GPUREG_0038
0039 GPUREG_0039
003A GPUREG_003A
003B GPUREG_003B
003C GPUREG_003C
003D GPUREG_003D
003E GPUREG_003E
003F GPUREG_003F

Rasterizer registers (0x040-0x07F)[edit]

Register ID Register name Notes Official Name
0040 GPUREG_FACECULLING_CONFIG PICA_REG_CULL_FACE
0041 GPUREG_VIEWPORT_WIDTH PICA_REG_VIEWPORT_WIDTH1
0042 GPUREG_VIEWPORT_INVW PICA_REG_VIEWPORT_WIDTH2
0043 GPUREG_VIEWPORT_HEIGHT PICA_REG_VIEWPORT_HEIGHT1
0044 GPUREG_VIEWPORT_INVH PICA_REG_VIEWPORT_HEIGHT2
0045 GPUREG_0045
0046 GPUREG_0046
0047 GPUREG_FRAGOP_CLIP ? PICA_REG_FRAGOP_CLIP
0048 GPUREG_FRAGOP_CLIP_DATA0 ? PICA_REG_FRAGOP_CLIP_DATA1
0049 GPUREG_FRAGOP_CLIP_DATA1 ? PICA_REG_FRAGOP_CLIP_DATA2
004A GPUREG_FRAGOP_CLIP_DATA2 ? PICA_REG_FRAGOP_CLIP_DATA3
004B GPUREG_FRAGOP_CLIP_DATA3 ? PICA_REG_FRAGOP_CLIP_DATA4
004C GPUREG_004C
004D GPUREG_DEPTHMAP_SCALE As f24 PICA_REG_FRAGOP_WSCALE_DATA1
004E GPUREG_DEPTHMAP_OFFSET As f24 PICA_REG_FRAGOP_WSCALE_DATA2
004F GPUREG_SH_OUTMAP_TOTAL PICA_REG_GS_OUT_REG_NUM0 / PICA_REG_VS_OUT_REG_NUM0
0050 GPUREG_SH_OUTMAP_O0 PICA_REG_GS_OUT_ATTR0 / PICA_REG_VS_OUT_ATTR0
0051 GPUREG_SH_OUTMAP_O1 PICA_REG_GS_OUT_ATTR1 / PICA_REG_VS_OUT_ATTR1
0052 GPUREG_SH_OUTMAP_O2 PICA_REG_GS_OUT_ATTR2 / PICA_REG_VS_OUT_ATTR2
0053 GPUREG_SH_OUTMAP_O3 PICA_REG_GS_OUT_ATTR3 / PICA_REG_VS_OUT_ATTR3
0054 GPUREG_SH_OUTMAP_O4 PICA_REG_GS_OUT_ATTR4 / PICA_REG_VS_OUT_ATTR4
0055 GPUREG_SH_OUTMAP_O5 PICA_REG_GS_OUT_ATTR5 / PICA_REG_VS_OUT_ATTR5
0056 GPUREG_SH_OUTMAP_O6 PICA_REG_GS_OUT_ATTR6 / PICA_REG_VS_OUT_ATTR6
0057 GPUREG_0057
0058 GPUREG_0058
0059 GPUREG_0059
005A GPUREG_005A
005B GPUREG_005B
005C GPUREG_005C
005D GPUREG_005D
005E GPUREG_005E
005F GPUREG_005F
0060 GPUREG_0060
0061 GPUREG_EARLYDEPTH_FUNC ? PICA_REG_EARLY_DEPTH_FUNC
0062 GPUREG_EARLYDEPTH_TEST1 ? PICA_REG_EARLY_DEPTH_TEST1
0063 GPUREG_EARLYDEPTH_CLEAR PICA_REG_EARLY_DEPTH_CLEAR
0064 GPUREG_SH_OUTATTR_MODE ? PICA_REG_GS_OUT_ATTR_MODE / PICA_REG_VS_OUT_ATTR_MODE
0065 GPUREG_SCISSORTEST_MODE PICA_REG_SCISSOR
0066 GPUREG_SCISSORTEST_POS PICA_REG_SCISSOR_XY
0067 GPUREG_SCISSORTEST_DIM PICA_REG_SCISSOR_SIZE
0068 GPUREG_VIEWPORT_XY PICA_REG_VIEWPORT_XY
0069 GPUREG_0069
006A GPUREG_EARLYDEPTH_DATA PICA_REG_EARLY_DEPTH_DATA
006B GPUREG_006B
006C GPUREG_006C
006D GPUREG_DEPTHMAP_ENABLE ? PICA_REG_FRAGOP_WSCALE
006E GPUREG_RENDERBUF_DIM ? PICA_REG_RENDER_BUF_RESOLUTION1
006F GPUREG_SH_OUTATTR_CLOCK ? PICA_REG_GS_OUT_ATTR_CLK / PICA_REG_VS_OUT_ATTR_CLK
0070 GPUREG_0070
0071 GPUREG_0071
0072 GPUREG_0072
0073 GPUREG_0073
0074 GPUREG_0074
0075 GPUREG_0075
0076 GPUREG_0076
0077 GPUREG_0077
0078 GPUREG_0078
0079 GPUREG_0079
007A GPUREG_007A
007B GPUREG_007B
007C GPUREG_007C
007D GPUREG_007D
007E GPUREG_007E
007F GPUREG_007F

Texturing registers (0x080-0x0FF)[edit]

Register ID Register name Notes Official Name
0080 GPUREG_TEXUNIT_CONFIG PICA_REG_TEXTURE_FUNC
0081 GPUREG_TEXUNIT0_BORDER_COLOR PICA_REG_TEXTURE0_BORDER_COLOR
0082 GPUREG_TEXUNIT0_DIM PICA_REG_TEXTURE0_SIZE
0083 GPUREG_TEXUNIT0_PARAM PICA_REG_TEXTURE0_WRAP_FILTER
0084 GPUREG_TEXUNIT0_LOD ? PICA_REG_TEXTURE0_LOD
0085 GPUREG_TEXUNIT0_ADDR1 PICA_REG_TEXTURE0_ADDR1
0086 GPUREG_TEXUNIT0_ADDR2 PICA_REG_TEXTURE0_ADDR2
0087 GPUREG_TEXUNIT0_ADDR3 PICA_REG_TEXTURE0_ADDR3
0088 GPUREG_TEXUNIT0_ADDR4 PICA_REG_TEXTURE0_ADDR4
0089 GPUREG_TEXUNIT0_ADDR5 PICA_REG_TEXTURE0_ADDR5
008A GPUREG_TEXUNIT0_ADDR6 PICA_REG_TEXTURE0_ADDR6
008B GPUREG_TEXUNIT0_SHADOW ? PICA_REG_TEXTURE0_SHADOW
008C GPUREG_008C
008D GPUREG_008D
008E GPUREG_TEXUNIT0_TYPE ? PICA_REG_TEXTURE0_FORMAT
008F GPUREG_LIGHTING_ENABLE0 ? PICA_REG_FRAG_LIGHT_EN0
0090 GPUREG_0090
0091 GPUREG_TEXUNIT1_BORDER_COLOR PICA_REG_TEXTURE1_BORDER_COLOR
0092 GPUREG_TEXUNIT1_DIM PICA_REG_TEXTURE1_SIZE
0093 GPUREG_TEXUNIT1_PARAM PICA_REG_TEXTURE1_WRAP_FILTER
0094 GPUREG_TEXUNIT1_LOD ? PICA_REG_TEXTURE1_LOD
0095 GPUREG_TEXUNIT1_ADDR PICA_REG_TEXTURE1_ADDR
0096 GPUREG_TEXUNIT1_TYPE PICA_REG_TEXTURE1_FORMAT
0097 GPUREG_0097
0098 GPUREG_0098
0099 GPUREG_TEXUNIT2_BORDER_COLOR PICA_REG_TEXTURE2_BORDER_COLOR
009A GPUREG_TEXUNIT2_DIM PICA_REG_TEXTURE2_SIZE
009B GPUREG_TEXUNIT2_PARAM PICA_REG_TEXTURE2_WRAP_FILTER
009C GPUREG_TEXUNIT2_LOD ? PICA_REG_TEXTURE2_LOD
009D GPUREG_TEXUNIT2_ADDR PICA_REG_TEXTURE2_ADDR
009E GPUREG_TEXUNIT2_TYPE PICA_REG_TEXTURE2_FORMAT
009F GPUREG_009F
00A0 GPUREG_00A0
00A1 GPUREG_00A1
00A2 GPUREG_00A2
00A3 GPUREG_00A3
00A4 GPUREG_00A4
00A5 GPUREG_00A5
00A6 GPUREG_00A6
00A7 GPUREG_00A7
00A8 GPUREG_TEXUNIT3_PROCTEX0 ? PICA_REG_TEXTURE3_PROCTEX0
00A9 GPUREG_TEXUNIT3_PROCTEX1 ? PICA_REG_TEXTURE3_PROCTEX1
00AA GPUREG_TEXUNIT3_PROCTEX2 ? PICA_REG_TEXTURE3_PROCTEX2
00AB GPUREG_TEXUNIT3_PROCTEX3 ? PICA_REG_TEXTURE3_PROCTEX3
00AC GPUREG_TEXUNIT3_PROCTEX4 ? PICA_REG_TEXTURE3_PROCTEX4
00AD GPUREG_TEXUNIT3_PROCTEX5 ? PICA_REG_TEXTURE3_PROCTEX5
00AE GPUREG_00AE
00AF GPUREG_PROCTEX_LUT ? PICA_REG_PROCTEX_LUT
00B0 GPUREG_PROCTEX_LUT_DATA0 ? PICA_REG_PROCTEX_LUT_DATA0
00B1 GPUREG_PROCTEX_LUT_DATA1 ? PICA_REG_PROCTEX_LUT_DATA1
00B2 GPUREG_PROCTEX_LUT_DATA2 ? PICA_REG_PROCTEX_LUT_DATA2
00B3 GPUREG_PROCTEX_LUT_DATA3 ? PICA_REG_PROCTEX_LUT_DATA3
00B4 GPUREG_PROCTEX_LUT_DATA4 ? PICA_REG_PROCTEX_LUT_DATA4
00B5 GPUREG_PROCTEX_LUT_DATA5 ? PICA_REG_PROCTEX_LUT_DATA5
00B6 GPUREG_PROCTEX_LUT_DATA6 ? PICA_REG_PROCTEX_LUT_DATA6
00B7 GPUREG_PROCTEX_LUT_DATA7 ? PICA_REG_PROCTEX_LUT_DATA7
00B8 GPUREG_00B8
00B9 GPUREG_00B9
00BA GPUREG_00BA
00BB GPUREG_00BB
00BC GPUREG_00BC
00BD GPUREG_00BD
00BE GPUREG_00BE
00BF GPUREG_00BF
00C0 GPUREG_TEXENV0_SOURCE PICA_REG_TEX_ENV_0
00C1 GPUREG_TEXENV0_OPERAND PICA_REG_TEX_ENV_0_OPERAND
00C2 GPUREG_TEXENV0_COMBINER PICA_REG_TEX_ENV_0_COMBINE
00C3 GPUREG_TEXENV0_COLOR PICA_REG_TEX_ENV_0_COLOR
00C4 GPUREG_TEXENV0_SCALE PICA_REG_TEX_ENV_0_SCALE
00C5 GPUREG_00C5
00C6 GPUREG_00C6
00C7 GPUREG_00C7
00C8 GPUREG_TEXENV1_SOURCE PICA_REG_TEX_ENV_1
00C9 GPUREG_TEXENV1_OPERAND PICA_REG_TEX_ENV_1_OPERAND
00CA GPUREG_TEXENV1_COMBINER PICA_REG_TEX_ENV_1_COMBINE
00CB GPUREG_TEXENV1_COLOR PICA_REG_TEX_ENV_1_COLOR
00CC GPUREG_TEXENV1_SCALE PICA_REG_TEX_ENV_1_SCALE
00CD GPUREG_00CD
00CE GPUREG_00CE
00CF GPUREG_00CF
00D0 GPUREG_TEXENV2_SOURCE PICA_REG_TEX_ENV_2
00D1 GPUREG_TEXENV2_OPERAND PICA_REG_TEX_ENV_2_OPERAND
00D2 GPUREG_TEXENV2_COMBINER PICA_REG_TEX_ENV_2_COMBINE
00D3 GPUREG_TEXENV2_COLOR PICA_REG_TEX_ENV_2_COLOR
00D4 GPUREG_TEXENV2_SCALE PICA_REG_TEX_ENV_2_SCALE
00D5 GPUREG_00D5
00D6 GPUREG_00D6
00D7 GPUREG_00D7
00D8 GPUREG_TEXENV3_SOURCE PICA_REG_TEX_ENV_3
00D9 GPUREG_TEXENV3_OPERAND PICA_REG_TEX_ENV_3_OPERAND
00DA GPUREG_TEXENV3_COMBINER PICA_REG_TEX_ENV_3_COMBINE
00DB GPUREG_TEXENV3_COLOR PICA_REG_TEX_ENV_3_COLOR
00DC GPUREG_TEXENV3_SCALE PICA_REG_TEX_ENV_3_SCALE
00DD GPUREG_00DD
00DE GPUREG_00DE
00DF GPUREG_00DF
00E0 GPUREG_TEXENV_UPDATE_BUFFER ? PICA_REG_GAS_FOG_MODE / PICA_REG_TEX_ENV_BUF_INPUT
00E1 GPUREG_FOG_COLOR ? PICA_REG_FOG_COLOR
00E2 GPUREG_00E2
00E3 GPUREG_00E3
00E4 GPUREG_GAS_ATTENUATION ? PICA_REG_GAS_ATTENUATION
00E5 GPUREG_GAS_ACCMAX ? PICA_REG_GAS_ACCMAX
00E6 GPUREG_FOG_LUT_INDEX ? PICA_REG_FOG_LUT_INDEX
00E7 GPUREG_00E7
00E8 GPUREG_FOG_LUT_DATA0 ? PICA_REG_FOG_LUT_DATA0
00E9 GPUREG_FOG_LUT_DATA1 ? PICA_REG_FOG_LUT_DATA1
00EA GPUREG_FOG_LUT_DATA2 ? PICA_REG_FOG_LUT_DATA2
00EB GPUREG_FOG_LUT_DATA3 ? PICA_REG_FOG_LUT_DATA3
00EC GPUREG_FOG_LUT_DATA4 ? PICA_REG_FOG_LUT_DATA4
00ED GPUREG_FOG_LUT_DATA5 ? PICA_REG_FOG_LUT_DATA5
00EE GPUREG_FOG_LUT_DATA6 ? PICA_REG_FOG_LUT_DATA6
00EF GPUREG_FOG_LUT_DATA7 ? PICA_REG_FOG_LUT_DATA7
00F0 GPUREG_TEXENV4_SOURCE PICA_REG_TEX_ENV_4
00F1 GPUREG_TEXENV4_OPERAND PICA_REG_TEX_ENV_4_OPERAND
00F2 GPUREG_TEXENV4_COMBINER PICA_REG_TEX_ENV_4_COMBINE
00F3 GPUREG_TEXENV4_COLOR PICA_REG_TEX_ENV_4_COLOR
00F4 GPUREG_TEXENV4_SCALE PICA_REG_TEX_ENV_4_SCALE
00F5 GPUREG_00F5
00F6 GPUREG_00F6
00F7 GPUREG_00F7
00F8 GPUREG_TEXENV5_SOURCE PICA_REG_TEX_ENV_5
00F9 GPUREG_TEXENV5_OPERAND PICA_REG_TEX_ENV_5_OPERAND
00FA GPUREG_TEXENV5_COMBINER PICA_REG_TEX_ENV_5_COMBINE
00FB GPUREG_TEXENV5_COLOR PICA_REG_TEX_ENV_5_COLOR
00FC GPUREG_TEXENV5_SCALE PICA_REG_TEX_ENV_5_SCALE
00FD GPUREG_TEXENV_BUFFER_COLOR ? PICA_REG_TEX_ENV_BUF_COLOR
00FE GPUREG_00FE
00FF GPUREG_00FF

Framebuffer registers (0x100-0x13F)[edit]

Register ID Register name Notes Official Name
0100 GPUREG_COLOR_OPERATION PICA_REG_COLOR_OPERATION
0101 GPUREG_BLEND_FUNC PICA_REG_BLEND_FUNC
0102 GPUREG_LOGIC_OP PICA_REG_LOGIC_OP
0103 GPUREG_BLEND_COLOR PICA_REG_BLEND_COLOR
0104 GPUREG_FRAGOP_ALPHA_TEST PICA_REG_FRAGOP_ALPHA_TEST
0105 GPUREG_STENCIL_TEST PICA_REG_STENCIL_TEST
0106 GPUREG_STENCIL_OP PICA_REG_STENCIL_OP
0107 GPUREG_DEPTH_COLOR_MASK PICA_REG_DEPTH_COLOR_MASK
0108 GPUREG_0108
0109 GPUREG_0109
010A GPUREG_010A
010B GPUREG_010B
010C GPUREG_010C
010D GPUREG_010D
010E GPUREG_010E
010F GPUREG_010F
0110 GPUREG_FRAMEBUFFER_INVALIDATE PICA_REG_COLOR_BUFFER_CLEAR0
0111 GPUREG_FRAMEBUFFER_FLUSH PICA_REG_COLOR_BUFFER_CLEAR1
0112 GPUREG_COLORBUFFER_READ PICA_REG_COLOR_BUFFER_READ
0113 GPUREG_COLORBUFFER_WRITE PICA_REG_COLOR_BUFFER_WRITE
0114 GPUREG_DEPTHBUFFER_READ PICA_REG_DEPTH_STENCIL_READ
0115 GPUREG_DEPTHBUFFER_WRITE PICA_REG_DEPTH_STENCIL_WRITE
0116 GPUREG_DEPTHBUFFER_FORMAT PICA_REG_RENDER_BUF_DEPTH_MODE
0117 GPUREG_COLORBUFFER_FORMAT PICA_REG_RENDER_BUF_COLOR_MODE
0118 GPUREG_EARLYDEPTH_TEST2 ? PICA_REG_EARLY_DEPTH_TEST2
0119 GPUREG_0119
011A GPUREG_011A
011B GPUREG_FRAMEBUFFER_BLOCK32 PICA_REG_RENDER_BLOCK_FORMAT
011C GPUREG_DEPTHBUFFER_LOC PICA_REG_RENDER_BUF_DEPTH_ADDR
011D GPUREG_COLORBUFFER_LOC PICA_REG_RENDER_BUF_COLOR_ADDR
011E GPUREG_FRAMEBUFFER_DIM PICA_REG_RENDER_BUF_RESOLUTION0
011F GPUREG_011F
0120 GPUREG_GAS_LIGHT_XY ? PICA_REG_GAS_LIGHT_XY
0121 GPUREG_GAS_LIGHT_Z ? PICA_REG_GAS_LIGHT_Z
0122 GPUREG_GAS_LIGHT_Z_COLOR ? PICA_REG_GAS_LIGHT_Z_COLOR
0123 GPUREG_GAS_LUT_INDEX ? PICA_REG_GAS_LUT_INDEX
0124 GPUREG_GAS_LUT_DATA ? PICA_REG_GAS_LUT_DATA
0125 GPUREG_0125
0126 GPUREG_GAS_DELTAZ_DEPTH ? PICA_REG_GAS_DELTAZ_DEPTH
0127 GPUREG_0127
0128 GPUREG_0128
0129 GPUREG_0129
012A GPUREG_012A
012B GPUREG_012B
012C GPUREG_012C
012D GPUREG_012D
012E GPUREG_012E
012F GPUREG_012F
0130 GPUREG_FRAGOP_SHADOW ? PICA_REG_FRAGOP_SHADOW
0131 GPUREG_0131
0132 GPUREG_0132
0133 GPUREG_0133
0134 GPUREG_0134
0135 GPUREG_0135
0136 GPUREG_0136
0137 GPUREG_0137
0138 GPUREG_0138
0139 GPUREG_0139
013A GPUREG_013A
013B GPUREG_013B
013C GPUREG_013C
013D GPUREG_013D
013E GPUREG_013E
013F GPUREG_013F

Fragment lighting registers (0x140-0x1FF)[edit]

Register ID Register name Notes Official Name
0140 GPUREG_LIGHT0_SPECULAR0 ? PICA_REG_FRAG_LIGHT0_SPECULAR0 / PICA_REG_FRAG_LIGHT_START
0141 GPUREG_LIGHT0_SPECULAR1 ? PICA_REG_FRAG_LIGHT0_SPECULAR1
0142 GPUREG_LIGHT0_DIFFUSE ? PICA_REG_FRAG_LIGHT0_DIFFUSE
0143 GPUREG_LIGHT0_AMBIENT ? PICA_REG_FRAG_LIGHT0_AMBIENT
0144 GPUREG_LIGHT0_XY ? PICA_REG_FRAG_LIGHT0_POSITION_XY
0145 GPUREG_LIGHT0_Z ? PICA_REG_FRAG_LIGHT0_POSITION_Z
0146 GPUREG_LIGHT0_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT0_SPOT_XY
0147 GPUREG_LIGHT0_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT0_SPOT_Z
0148 GPUREG_0148
0149 GPUREG_LIGHT0_CONFIG PICA_REG_FRAG_LIGHT0_TYPE
014A GPUREG_LIGHT0_ATTENUATION_BIAS ? PICA_REG_FRAG_LIGHT0_DIST_ATTN_BIAS
014B GPUREG_LIGHT0_ATTENUATION_SCALE ? PICA_REG_FRAG_LIGHT0_DIST_ATTN_SCALE
014C GPUREG_014C
014D GPUREG_014D
014E GPUREG_014E
014F GPUREG_014F
0150 GPUREG_LIGHT1_SPECULAR0 ? PICA_REG_FRAG_LIGHT1_SPECULAR0
0151 GPUREG_LIGHT1_SPECULAR1 ? PICA_REG_FRAG_LIGHT1_SPECULAR1
0152 GPUREG_LIGHT1_DIFFUSE ? PICA_REG_FRAG_LIGHT1_DIFFUSE
0153 GPUREG_LIGHT1_AMBIENT ? PICA_REG_FRAG_LIGHT1_AMBIENT
0154 GPUREG_LIGHT1_XY ? PICA_REG_FRAG_LIGHT1_POSITION_XY
0155 GPUREG_LIGHT1_Z ? PICA_REG_FRAG_LIGHT1_POSITION_Z
0156 GPUREG_LIGHT1_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT1_SPOT_XY
0157 GPUREG_LIGHT1_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT1_SPOT_Z
0158 GPUREG_0158
0159 GPUREG_LIGHT1_CONFIG ? PICA_REG_FRAG_LIGHT1_TYPE
015A GPUREG_LIGHT1_ATTENUATION_BIAS ? PICA_REG_FRAG_LIGHT1_DIST_ATTN_BIAS
015B GPUREG_LIGHT1_ATTENUATION_SCALE ? PICA_REG_FRAG_LIGHT1_DIST_ATTN_SCALE
015C GPUREG_015C
015D GPUREG_015D
015E GPUREG_015E
015F GPUREG_015F
0160 GPUREG_LIGHT2_SPECULAR0 ? PICA_REG_FRAG_LIGHT2_SPECULAR0
0161 GPUREG_LIGHT2_SPECULAR1 ? PICA_REG_FRAG_LIGHT2_SPECULAR1
0162 GPUREG_LIGHT2_DIFFUSE ? PICA_REG_FRAG_LIGHT2_DIFFUSE
0163 GPUREG_LIGHT2_AMBIENT ? PICA_REG_FRAG_LIGHT2_AMBIENT
0164 GPUREG_LIGHT2_XY ? PICA_REG_FRAG_LIGHT2_POSITION_XY
0165 GPUREG_LIGHT2_Z ? PICA_REG_FRAG_LIGHT2_POSITION_Z
0166 GPUREG_LIGHT2_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT2_SPOT_XY
0167 GPUREG_LIGHT2_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT2_SPOT_Z
0168 GPUREG_0168
0169 GPUREG_LIGHT2_CONFIG ? PICA_REG_FRAG_LIGHT2_TYPE
016A GPUREG_LIGHT2_ATTENUATION_BIAS ? PICA_REG_FRAG_LIGHT2_DIST_ATTN_BIAS
016B GPUREG_LIGHT2_ATTENUATION_SCALE ? PICA_REG_FRAG_LIGHT2_DIST_ATTN_SCALE
016C GPUREG_016C
016D GPUREG_016D
016E GPUREG_016E
016F GPUREG_016F
0170 GPUREG_LIGHT3_SPECULAR0 ? PICA_REG_FRAG_LIGHT3_SPECULAR0
0171 GPUREG_LIGHT3_SPECULAR1 ? PICA_REG_FRAG_LIGHT3_SPECULAR1
0172 GPUREG_LIGHT3_DIFFUSE ? PICA_REG_FRAG_LIGHT3_DIFFUSE
0173 GPUREG_LIGHT3_AMBIENT ? PICA_REG_FRAG_LIGHT3_AMBIENT
0174 GPUREG_LIGHT3_XY ? PICA_REG_FRAG_LIGHT3_POSITION_XY
0175 GPUREG_LIGHT3_Z ? PICA_REG_FRAG_LIGHT3_POSITION_Z
0176 GPUREG_LIGHT3_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT3_SPOT_XY
0177 GPUREG_LIGHT3_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT3_SPOT_Z
0178 GPUREG_0178
0179 GPUREG_LIGHT3_CONFIG ? PICA_REG_FRAG_LIGHT3_TYPE
017A GPUREG_LIGHT3_ATTENUATION_BIAS ? PICA_REG_FRAG_LIGHT3_DIST_ATTN_BIAS
017B GPUREG_LIGHT3_ATTENUATION_SCALE ? PICA_REG_FRAG_LIGHT3_DIST_ATTN_SCALE
017C GPUREG_017C
017D GPUREG_017D
017E GPUREG_017E
017F GPUREG_017F
0180 GPUREG_LIGHT4_SPECULAR0 ? PICA_REG_FRAG_LIGHT4_SPECULAR0
0181 GPUREG_LIGHT4_SPECULAR1 ? PICA_REG_FRAG_LIGHT4_SPECULAR1
0182 GPUREG_LIGHT4_DIFFUSE ? PICA_REG_FRAG_LIGHT4_DIFFUSE
0183 GPUREG_LIGHT4_AMBIENT ? PICA_REG_FRAG_LIGHT4_AMBIENT
0184 GPUREG_LIGHT4_XY ? PICA_REG_FRAG_LIGHT4_POSITION_XY
0185 GPUREG_LIGHT4_Z ? PICA_REG_FRAG_LIGHT4_POSITION_Z
0186 GPUREG_LIGHT4_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT4_SPOT_XY
0187 GPUREG_LIGHT4_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT4_SPOT_Z
0188 GPUREG_0188
0189 GPUREG_LIGHT4_CONFIG ? PICA_REG_FRAG_LIGHT4_TYPE
018A GPUREG_LIGHT4_ATTENUATION_BIAS ? PICA_REG_FRAG_LIGHT4_DIST_ATTN_BIAS
018B GPUREG_LIGHT4_ATTENUATION_SCALE ? PICA_REG_FRAG_LIGHT4_DIST_ATTN_SCALE
018C GPUREG_018C
018D GPUREG_018D
018E GPUREG_018E
018F GPUREG_018F
0190 GPUREG_LIGHT5_SPECULAR0 ? PICA_REG_FRAG_LIGHT5_SPECULAR0
0191 GPUREG_LIGHT5_SPECULAR1 ? PICA_REG_FRAG_LIGHT5_SPECULAR1
0192 GPUREG_LIGHT5_DIFFUSE ? PICA_REG_FRAG_LIGHT5_DIFFUSE
0193 GPUREG_LIGHT5_AMBIENT ? PICA_REG_FRAG_LIGHT5_AMBIENT
0194 GPUREG_LIGHT5_XY ? PICA_REG_FRAG_LIGHT5_POSITION_XY
0195 GPUREG_LIGHT5_Z ? PICA_REG_FRAG_LIGHT5_POSITION_Z
0196 GPUREG_LIGHT5_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT5_SPOT_XY
0197 GPUREG_LIGHT5_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT5_SPOT_Z
0198 GPUREG_0198
0199 GPUREG_LIGHT5_CONFIG ? PICA_REG_FRAG_LIGHT5_TYPE
019A GPUREG_LIGHT5_ATTENUATION_BIAS PICA_REG_FRAG_LIGHT5_DIST_ATTN_BIAS
019B GPUREG_LIGHT5_ATTENUATION_SCALE PICA_REG_FRAG_LIGHT5_DIST_ATTN_SCALE
019C GPUREG_019C
019D GPUREG_019D
019E GPUREG_019E
019F GPUREG_019F
01A0 GPUREG_LIGHT6_SPECULAR0 ? PICA_REG_FRAG_LIGHT6_SPECULAR0
01A1 GPUREG_LIGHT6_SPECULAR1 ? PICA_REG_FRAG_LIGHT6_SPECULAR1
01A2 GPUREG_LIGHT6_DIFFUSE PICA_REG_FRAG_LIGHT6_DIFFUSE
01A3 GPUREG_LIGHT6_AMBIENT PICA_REG_FRAG_LIGHT6_AMBIENT
01A4 GPUREG_LIGHT6_XY PICA_REG_FRAG_LIGHT6_POSITION_XY
01A5 GPUREG_LIGHT6_Z PICA_REG_FRAG_LIGHT6_POSITION_Z
01A6 GPUREG_LIGHT6_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT6_SPOT_XY
01A7 GPUREG_LIGHT6_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT6_SPOT_Z
01A8 GPUREG_01A8
01A9 GPUREG_LIGHT6_CONFIG ? PICA_REG_FRAG_LIGHT6_TYPE
01AA GPUREG_LIGHT6_ATTENUATION_BIAS PICA_REG_FRAG_LIGHT6_DIST_ATTN_BIAS
01AB GPUREG_LIGHT6_ATTENUATION_SCALE PICA_REG_FRAG_LIGHT6_DIST_ATTN_SCALE
01AC GPUREG_01AC
01AD GPUREG_01AD
01AE GPUREG_01AE
01AF GPUREG_01AF
01B0 GPUREG_LIGHT7_SPECULAR0 ? PICA_REG_FRAG_LIGHT7_SPECULAR0
01B1 GPUREG_LIGHT7_SPECULAR1 ? PICA_REG_FRAG_LIGHT7_SPECULAR1
01B2 GPUREG_LIGHT7_DIFFUSE ? PICA_REG_FRAG_LIGHT7_DIFFUSE
01B3 GPUREG_LIGHT7_AMBIENT ? PICA_REG_FRAG_LIGHT7_AMBIENT
01B4 GPUREG_LIGHT7_XY ? PICA_REG_FRAG_LIGHT7_POSITION_XY
01B5 GPUREG_LIGHT7_Z ? PICA_REG_FRAG_LIGHT7_POSITION_Z
01B6 GPUREG_LIGHT7_SPOTDIR_XY ? PICA_REG_FRAG_LIGHT7_SPOT_XY
01B7 GPUREG_LIGHT7_SPOTDIR_Z ? PICA_REG_FRAG_LIGHT7_SPOT_Z
01B8 GPUREG_01B8
01B9 GPUREG_LIGHT7_CONFIG ? PICA_REG_FRAG_LIGHT7_TYPE
01BA GPUREG_LIGHT7_ATTENUATION_BIAS PICA_REG_FRAG_LIGHT7_DIST_ATTN_BIAS
01BB GPUREG_LIGHT7_ATTENUATION_SCALE PICA_REG_FRAG_LIGHT7_DIST_ATTN_SCALE
01BC GPUREG_01BC
01BD GPUREG_01BD
01BE GPUREG_01BE
01BF GPUREG_01BF
01C0 GPUREG_LIGHTING_AMBIENT ? PICA_REG_FRAG_LIGHT_AMBIENT
01C1 GPUREG_01C1
01C2 GPUREG_LIGHTING_NUM_LIGHTS ? PICA_REG_FRAG_LIGHT_SRC_NUM
01C3 GPUREG_LIGHTING_CONFIG0 ? PICA_REG_FRAG_LIGHT_FUNC_MODE0
01C4 GPUREG_LIGHTING_CONFIG1 ? PICA_REG_FRAG_LIGHT_FUNC_MODE1
01C5 GPUREG_LIGHTING_LUT_INDEX ? PICA_REG_FRAG_LIGHT_LUT
01C6 GPUREG_LIGHTING_ENABLE1 ? PICA_REG_FRAG_LIGHT_EN1
01C7 GPUREG_01C7
01C8 GPUREG_LIGHTING_LUT_DATA0 ? PICA_REG_FRAG_LIGHT_LUT_DATA0
01C9 GPUREG_LIGHTING_LUT_DATA1 ? PICA_REG_FRAG_LIGHT_LUT_DATA1
01CA GPUREG_LIGHTING_LUT_DATA2 ? PICA_REG_FRAG_LIGHT_LUT_DATA2
01CB GPUREG_LIGHTING_LUT_DATA3 ? PICA_REG_FRAG_LIGHT_LUT_DATA3
01CC GPUREG_LIGHTING_LUT_DATA4 ? PICA_REG_FRAG_LIGHT_LUT_DATA4
01CD GPUREG_LIGHTING_LUT_DATA5 ? PICA_REG_FRAG_LIGHT_LUT_DATA5
01CE GPUREG_LIGHTING_LUT_DATA6 ? PICA_REG_FRAG_LIGHT_LUT_DATA6
01CF GPUREG_LIGHTING_LUT_DATA7 ? PICA_REG_FRAG_LIGHT_LUT_DATA7
01D0 GPUREG_LIGHTING_LUTINPUT_ABS ? PICA_REG_FRAG_LIGHT_ABSLUTINPUT
01D1 GPUREG_LIGHTING_LUTINPUT_SELECT ? PICA_REG_FRAG_LIGHT_LUTINPUT
01D2 GPUREG_LIGHTING_LUTINPUT_SCALE ? PICA_REG_FRAG_LIGHT_LUTSCALE
01D3 GPUREG_01D3
01D4 GPUREG_01D4
01D5 GPUREG_01D5
01D6 GPUREG_01D6
01D7 GPUREG_01D7
01D8 GPUREG_01D8
01D9 GPUREG_LIGHTING_LIGHT_PERMUTATION ? PICA_REG_FRAG_LIGHT_SRC_EN_ID
01DA GPUREG_01DA
01DB GPUREG_01DB
01DC GPUREG_01DC
01DD GPUREG_01DD
01DE GPUREG_01DE
01DF GPUREG_01DF
01E0 GPUREG_01E0
01E1 GPUREG_01E1
01E2 GPUREG_01E2
01E3 GPUREG_01E3
01E4 GPUREG_01E4
01E5 GPUREG_01E5
01E6 GPUREG_01E6
01E7 GPUREG_01E7
01E8 GPUREG_01E8
01E9 GPUREG_01E9
01EA GPUREG_01EA
01EB GPUREG_01EB
01EC GPUREG_01EC
01ED GPUREG_01ED
01EE GPUREG_01EE
01EF GPUREG_01EF
01F0 GPUREG_01F0
01F1 GPUREG_01F1
01F2 GPUREG_01F2
01F3 GPUREG_01F3
01F4 GPUREG_01F4
01F5 GPUREG_01F5
01F6 GPUREG_01F6
01F7 GPUREG_01F7
01F8 GPUREG_01F8
01F9 GPUREG_01F9
01FA GPUREG_01FA
01FB GPUREG_01FB
01FC GPUREG_01FC
01FD GPUREG_01FD
01FE GPUREG_01FE
01FF GPUREG_01FF

Geometry pipeline registers (0x200-0x27F)[edit]

Register ID Register name Notes Official Name
0200 GPUREG_ATTRIBBUFFERS_LOC PICA_REG_VTX_ATTR_ARRAYS_BASE_ADDR
0201 GPUREG_ATTRIBBUFFERS_FORMAT_LOW PICA_REG_VTX_ATTR_ARRAYS0
0202 GPUREG_ATTRIBBUFFERS_FORMAT_HIGH PICA_REG_VTX_ATTR_ARRAYS1
0203 GPUREG_ATTRIBBUFFER0_OFFSET PICA_REG_LOAD_ARRAY0_ATTR_OFFSET
0204 GPUREG_ATTRIBBUFFER0_CONFIG1 PICA_REG_LOAD_ARRAY0_ELEMENT0
0205 GPUREG_ATTRIBBUFFER0_CONFIG2 PICA_REG_LOAD_ARRAY0_ELEMENT1
0206 GPUREG_ATTRIBBUFFER1_OFFSET
0207 GPUREG_ATTRIBBUFFER1_CONFIG1
0208 GPUREG_ATTRIBBUFFER1_CONFIG2
0209 GPUREG_ATTRIBBUFFER2_OFFSET
020A GPUREG_ATTRIBBUFFER2_CONFIG1
020B GPUREG_ATTRIBBUFFER2_CONFIG2
020C GPUREG_ATTRIBBUFFER3_OFFSET
020D GPUREG_ATTRIBBUFFER3_CONFIG1
020E GPUREG_ATTRIBBUFFER3_CONFIG2
020F GPUREG_ATTRIBBUFFER4_OFFSET
0210 GPUREG_ATTRIBBUFFER4_CONFIG1
0211 GPUREG_ATTRIBBUFFER4_CONFIG2
0212 GPUREG_ATTRIBBUFFER5_OFFSET
0213 GPUREG_ATTRIBBUFFER5_CONFIG1
0214 GPUREG_ATTRIBBUFFER5_CONFIG2
0215 GPUREG_ATTRIBBUFFER6_OFFSET
0216 GPUREG_ATTRIBBUFFER6_CONFIG1
0217 GPUREG_ATTRIBBUFFER6_CONFIG2
0218 GPUREG_ATTRIBBUFFER7_OFFSET
0219 GPUREG_ATTRIBBUFFER7_CONFIG1
021A GPUREG_ATTRIBBUFFER7_CONFIG2
021B GPUREG_ATTRIBBUFFER8_OFFSET
021C GPUREG_ATTRIBBUFFER8_CONFIG1
021D GPUREG_ATTRIBBUFFER8_CONFIG2
021E GPUREG_ATTRIBBUFFER9_OFFSET
021F GPUREG_ATTRIBBUFFER9_CONFIG1
0220 GPUREG_ATTRIBBUFFER9_CONFIG2
0221 GPUREG_ATTRIBBUFFER10_OFFSET
0222 GPUREG_ATTRIBBUFFER10_CONFIG1
0223 GPUREG_ATTRIBBUFFER10_CONFIG2
0224 GPUREG_ATTRIBBUFFER11_OFFSET
0225 GPUREG_ATTRIBBUFFER11_CONFIG1
0226 GPUREG_ATTRIBBUFFER11_CONFIG2
0227 GPUREG_INDEXBUFFER_CONFIG PICA_REG_INDEX_ARRAY_ADDR_OFFSET
0228 GPUREG_NUMVERTICES PICA_REG_DRAW_VERTEX_NUM
0229 GPUREG_GEOSTAGE_CONFIG ? PICA_REG_DRAW_MODE0
022A GPUREG_VERTEX_OFFSET PICA_REG_DRAW_VERTEX_OFFSET
022B GPUREG_022B
022C GPUREG_022C
022D GPUREG_POST_VERTEX_CACHE_NUM PICA_REG_POST_VERTEX_CACHE_NUM
022E GPUREG_DRAWARRAYS PICA_REG_START_DRAW_ARRAY
022F GPUREG_DRAWELEMENTS PICA_REG_START_DRAW_ELEMENT
0230 GPUREG_0230
0231 GPUREG_VTX_FUNC ? PICA_REG_VTX_FUNC
0232 GPUREG_FIXEDATTRIB_INDEX ? PICA_REG_VS_FIXED_ATTR
0233 GPUREG_FIXEDATTRIB_DATA0 ? PICA_REG_VS_FIXED_ATTR_DATA0
0234 GPUREG_FIXEDATTRIB_DATA1 ? PICA_REG_VS_FIXED_ATTR_DATA1
0235 GPUREG_FIXEDATTRIB_DATA2 ? PICA_REG_VS_FIXED_ATTR_DATA2
0236 GPUREG_0236
0237 GPUREG_0237
0238 GPUREG_CMDBUF_SIZE0 PICA_REG_COMMAND_BUF_SIZE_CH0
0239 GPUREG_CMDBUF_SIZE1 PICA_REG_COMMAND_BUF_SIZE_CH1
023A GPUREG_CMDBUF_ADDR0 PICA_REG_COMMAND_BUF_ADDR_CH0
023B GPUREG_CMDBUF_ADDR1 PICA_REG_COMMAND_BUF_ADDR_CH1
023C GPUREG_CMDBUF_JUMP0 PICA_REG_COMMAND_BUF_KICK_CH0
023D GPUREG_CMDBUF_JUMP1 PICA_REG_COMMAND_BUF_KICK_CH1
023E GPUREG_023E
023F GPUREG_023F
0240 GPUREG_0240
0241 GPUREG_0241
0242 GPUREG_VSH_NUM_ATTR ? PICA_REG_VS_ATTR_NUM1
0243 GPUREG_0243
0244 GPUREG_VSH_COM_MODE ? PICA_REG_VS_COM_MODE
0245 GPUREG_START_DRAW_FUNC0 ? PICA_REG_START_DRAW_FUNC0
0246 GPUREG_0246
0247 GPUREG_0247
0248 GPUREG_0248
0249 GPUREG_0249
024A GPUREG_VSH_OUTMAP_TOTAL1 ? PICA_REG_VS_OUT_REG_NUM1
024B GPUREG_024B
024C GPUREG_024C
024D GPUREG_024D
024E GPUREG_024E
024F GPUREG_024F
0250 GPUREG_0250
0251 GPUREG_VSH_OUTMAP_TOTAL2 ? PICA_REG_VS_OUT_REG_NUM2
0252 GPUREG_GSH_MISC0 ? PICA_REG_GS_MISC_REG0
0253 GPUREG_GEOSTAGE_CONFIG2 ? PICA_REG_DRAW_MODE1
0254 GPUREG_GSH_MISC1 ? PICA_REG_GS_MISC_REG1
0255 GPUREG_0255
0256 GPUREG_0256
0257 GPUREG_0257
0258 GPUREG_0258
0259 GPUREG_0259
025A GPUREG_025A
025B GPUREG_025B
025C GPUREG_025C
025D GPUREG_025D
025E GPUREG_PRIMITIVE_CONFIG ? PICA_REG_GS_OUT_REG_NUM3 / PICA_REG_DRAW_MODE2 / PICA_REG_VS_OUT_REG_NUM3
025F GPUREG_RESTART_PRIMITIVE ? PICA_REG_START_DRAW_FUNC1
0260 GPUREG_0260
0261 GPUREG_0261
0262 GPUREG_0262
0263 GPUREG_0263
0264 GPUREG_0264
0265 GPUREG_0265
0266 GPUREG_0266
0267 GPUREG_0267
0268 GPUREG_0268
0269 GPUREG_0269
026A GPUREG_026A
026B GPUREG_026B
026C GPUREG_026C
026D GPUREG_026D
026E GPUREG_026E
026F GPUREG_026F
0270 GPUREG_0270
0271 GPUREG_0271
0272 GPUREG_0272
0273 GPUREG_0273
0274 GPUREG_0274
0275 GPUREG_0275
0276 GPUREG_0276
0277 GPUREG_0277
0278 GPUREG_0278
0279 GPUREG_0279
027A GPUREG_027A
027B GPUREG_027B
027C GPUREG_027C
027D GPUREG_027D
027E GPUREG_027E
027F GPUREG_027F

Shader registers (0x280-0x2DF)[edit]

Register ID Register name Notes Official Name
Geometry shader
0280 GPUREG_GSH_BOOLUNIFORM PICA_REG_GS_BOOL
0281 GPUREG_GSH_INTUNIFORM_I0 PICA_REG_GS_INT0
0282 GPUREG_GSH_INTUNIFORM_I1 PICA_REG_GS_INT1
0283 GPUREG_GSH_INTUNIFORM_I2 PICA_REG_GS_INT2
0284 GPUREG_GSH_INTUNIFORM_I3 PICA_REG_GS_INT3
0285 GPUREG_0285
0286 GPUREG_0286
0287 GPUREG_0287
0288 GPUREG_0288
0289 GPUREG_GSH_INPUTBUFFER_CONFIG PICA_REG_GS_ATTR_NUM
028A GPUREG_GSH_ENTRYPOINT PICA_REG_GS_START_ADDR
028B GPUREG_GSH_ATTRIBUTES_PERMUTATION_LOW PICA_REG_GS_ATTR_IN_REG_MAP0
028C GPUREG_GSH_ATTRIBUTES_PERMUTATION_HIGH PICA_REG_GS_ATTR_IN_REG_MAP1
028D GPUREG_GSH_OUTMAP_MASK PICA_REG_GS_OUT_REG_MASK
028E GPUREG_028E
028F GPUREG_GSH_CODETRANSFER_END PICA_REG_GS_PROG_RENEWAL_END
0290 GPUREG_GSH_FLOATUNIFORM_INDEX PICA_REG_GS_FLOAT_ADDR
0291 GPUREG_GSH_FLOATUNIFORM_DATA0 PICA_REG_GS_FLOAT_DATA0
0292 GPUREG_GSH_FLOATUNIFORM_DATA1 PICA_REG_GS_FLOAT_DATA1
0293 GPUREG_GSH_FLOATUNIFORM_DATA2 PICA_REG_GS_FLOAT_DATA2
0294 GPUREG_GSH_FLOATUNIFORM_DATA3 PICA_REG_GS_FLOAT_DATA3
0295 GPUREG_GSH_FLOATUNIFORM_DATA4 PICA_REG_GS_FLOAT_DATA4
0296 GPUREG_GSH_FLOATUNIFORM_DATA5 PICA_REG_GS_FLOAT_DATA5
0297 GPUREG_GSH_FLOATUNIFORM_DATA6 PICA_REG_GS_FLOAT_DATA6
0298 GPUREG_GSH_FLOATUNIFORM_DATA7 PICA_REG_GS_FLOAT_DATA7
0299 GPUREG_0299
029A GPUREG_029A
029B GPUREG_GSH_CODETRANSFER_INDEX ? PICA_REG_GS_PROG_ADDR
029C GPUREG_GSH_CODETRANSFER_DATA0 PICA_REG_GS_PROG_DATA0
029D GPUREG_GSH_CODETRANSFER_DATA1 PICA_REG_GS_PROG_DATA1
029E GPUREG_GSH_CODETRANSFER_DATA2 PICA_REG_GS_PROG_DATA2
029F GPUREG_GSH_CODETRANSFER_DATA3 PICA_REG_GS_PROG_DATA3
02A0 GPUREG_GSH_CODETRANSFER_DATA4 PICA_REG_GS_PROG_DATA4
02A1 GPUREG_GSH_CODETRANSFER_DATA5 PICA_REG_GS_PROG_DATA5
02A2 GPUREG_GSH_CODETRANSFER_DATA6 PICA_REG_GS_PROG_DATA6
02A3 GPUREG_GSH_CODETRANSFER_DATA7 PICA_REG_GS_PROG_DATA7
02A4 GPUREG_02A4
02A5 GPUREG_GSH_OPDESCS_INDEX PICA_REG_GS_PROG_SWIZZLE_ADDR
02A6 GPUREG_GSH_OPDESCS_DATA0 PICA_REG_GS_PROG_SWIZZLE_DATA0
02A7 GPUREG_GSH_OPDESCS_DATA1 PICA_REG_GS_PROG_SWIZZLE_DATA1
02A8 GPUREG_GSH_OPDESCS_DATA2 PICA_REG_GS_PROG_SWIZZLE_DATA2
02A9 GPUREG_GSH_OPDESCS_DATA3 PICA_REG_GS_PROG_SWIZZLE_DATA3
02AA GPUREG_GSH_OPDESCS_DATA4 PICA_REG_GS_PROG_SWIZZLE_DATA4
02AB GPUREG_GSH_OPDESCS_DATA5 PICA_REG_GS_PROG_SWIZZLE_DATA5
02AC GPUREG_GSH_OPDESCS_DATA6 PICA_REG_GS_PROG_SWIZZLE_DATA6
02AD GPUREG_GSH_OPDESCS_DATA7 PICA_REG_GS_PROG_SWIZZLE_DATA7
02AE GPUREG_02AE
02AF GPUREG_02AF
Vertex shader
02B0 GPUREG_VSH_BOOLUNIFORM PICA_REG_VS_BOOL
02B1 GPUREG_VSH_INTUNIFORM_I0 PICA_REG_VS_INT0
02B2 GPUREG_VSH_INTUNIFORM_I1 PICA_REG_VS_INT1
02B3 GPUREG_VSH_INTUNIFORM_I2 PICA_REG_VS_INT2
02B4 GPUREG_VSH_INTUNIFORM_I3 PICA_REG_VS_INT3
02B5 GPUREG_02B5
02B6 GPUREG_02B6
02B7 GPUREG_02B7
02B8 GPUREG_02B8
02B9 GPUREG_VSH_INPUTBUFFER_CONFIG PICA_REG_VS_ATTR_NUM0
02BA GPUREG_VSH_ENTRYPOINT PICA_REG_VS_START_ADDR
02BB GPUREG_VSH_ATTRIBUTES_PERMUTATION_LOW PICA_REG_VS_ATTR_IN_REG_MAP0
02BC GPUREG_VSH_ATTRIBUTES_PERMUTATION_HIGH PICA_REG_VS_ATTR_IN_REG_MAP1
02BD GPUREG_VSH_OUTMAP_MASK PICA_REG_VS_OUT_REG_MASK
02BE GPUREG_02BE
02BF GPUREG_VSH_CODETRANSFER_END PICA_REG_VS_PROG_RENEWAL_END
02C0 GPUREG_VSH_FLOATUNIFORM_INDEX PICA_REG_VS_FLOAT_ADDR
02C1 GPUREG_VSH_FLOATUNIFORM_DATA0 PICA_REG_VS_FLOAT_DATA0
02C2 GPUREG_VSH_FLOATUNIFORM_DATA1 PICA_REG_VS_FLOAT_DATA1
02C3 GPUREG_VSH_FLOATUNIFORM_DATA2 PICA_REG_VS_FLOAT_DATA2
02C4 GPUREG_VSH_FLOATUNIFORM_DATA3 PICA_REG_VS_FLOAT_DATA3
02C5 GPUREG_VSH_FLOATUNIFORM_DATA4 PICA_REG_VS_FLOAT_DATA4
02C6 GPUREG_VSH_FLOATUNIFORM_DATA5 PICA_REG_VS_FLOAT_DATA5
02C7 GPUREG_VSH_FLOATUNIFORM_DATA6 PICA_REG_VS_FLOAT_DATA6
02C8 GPUREG_VSH_FLOATUNIFORM_DATA7 PICA_REG_VS_FLOAT_DATA7
02C9 GPUREG_02C9
02CA GPUREG_02CA
02CB GPUREG_VSH_CODETRANSFER_INDEX ? PICA_REG_VS_PROG_ADDR
02CC GPUREG_VSH_CODETRANSFER_DATA0 PICA_REG_VS_PROG_DATA0
02CD GPUREG_VSH_CODETRANSFER_DATA1 PICA_REG_VS_PROG_DATA1
02CE GPUREG_VSH_CODETRANSFER_DATA2 PICA_REG_VS_PROG_DATA2
02CF GPUREG_VSH_CODETRANSFER_DATA3 PICA_REG_VS_PROG_DATA3
02D0 GPUREG_VSH_CODETRANSFER_DATA4 PICA_REG_VS_PROG_DATA4
02D1 GPUREG_VSH_CODETRANSFER_DATA5 PICA_REG_VS_PROG_DATA5
02D2 GPUREG_VSH_CODETRANSFER_DATA6 PICA_REG_VS_PROG_DATA6
02D3 GPUREG_VSH_CODETRANSFER_DATA7 PICA_REG_VS_PROG_DATA7
02D4 GPUREG_02D4
02D5 GPUREG_VSH_OPDESCS_INDEX ? PICA_REG_VS_PROG_SWIZZLE_ADDR
02D6 GPUREG_VSH_OPDESCS_DATA0 PICA_REG_VS_PROG_SWIZZLE_DATA0
02D7 GPUREG_VSH_OPDESCS_DATA1 PICA_REG_VS_PROG_SWIZZLE_DATA1
02D8 GPUREG_VSH_OPDESCS_DATA2 PICA_REG_VS_PROG_SWIZZLE_DATA2
02D9 GPUREG_VSH_OPDESCS_DATA3 PICA_REG_VS_PROG_SWIZZLE_DATA3
02DA GPUREG_VSH_OPDESCS_DATA4 PICA_REG_VS_PROG_SWIZZLE_DATA4
02DB GPUREG_VSH_OPDESCS_DATA5 PICA_REG_VS_PROG_SWIZZLE_DATA5
02DC GPUREG_VSH_OPDESCS_DATA6 PICA_REG_VS_PROG_SWIZZLE_DATA6
02DD GPUREG_VSH_OPDESCS_DATA7 PICA_REG_VS_PROG_SWIZZLE_DATA7
02DE GPUREG_02DE
02DF GPUREG_02DF

Unknown registers (0x2E0-0x2FF)[edit]

Register ID Register name Notes Official Name
02E0 GPUREG_02E0
02E1 GPUREG_02E1
02E2 GPUREG_02E2
02E3 GPUREG_02E3
02E4 GPUREG_02E4
02E5 GPUREG_02E5
02E6 GPUREG_02E6
02E7 GPUREG_02E7
02E8 GPUREG_02E8
02E9 GPUREG_02E9
02EA GPUREG_02EA
02EB GPUREG_02EB
02EC GPUREG_02EC
02ED GPUREG_02ED
02EE GPUREG_02EE
02EF GPUREG_02EF
02F0 GPUREG_02F0
02F1 GPUREG_02F1
02F2 GPUREG_02F2
02F3 GPUREG_02F3
02F4 GPUREG_02F4
02F5 GPUREG_02F5
02F6 GPUREG_02F6
02F7 GPUREG_02F7
02F8 GPUREG_02F8
02F9 GPUREG_02F9
02FA GPUREG_02FA
02FB GPUREG_02FB
02FC GPUREG_02FC
02FD GPUREG_02FD
02FE GPUREG_02FE
02FF GPUREG_02FF

Miscellaneous registers[edit]

GPUREG_FINALIZE[edit]

Bits Description
0-31 unsigned, Trigger P3D Interrupt (0 = idle, non-zero = trigger)

Writing to this register seems to signal the GPU to stop processing GPU commands from the current buffer; any command following a write to this register will be ignored. The value written to this register does not appear to matter, although 0x12345678 is the value typically written by commercial software. Failure to write to this register in any command buffer will result in the GPU hanging.

Rasterizer registers[edit]

GPUREG_FACECULLING_CONFIG[edit]

Bits Description
0-1 unsigned, Culling mode

This register is used to configure the face culling mode.

Culling mode values:

Value Description
0 None
1 Front Face (Counter Clockwise)
2 Back Face (Counter Clockwise)

GPUREG_VIEWPORT_WIDTH[edit]

Bits Description
0-23 float1.7.16, width / 2

This register is used to configure the viewport width, along with GPUREG_VIEWPORT_INVW.

GPUREG_VIEWPORT_INVW[edit]

Bits Description
1-31 float1.7.23, 2 / width

This register is used to configure the viewport width, along with GPUREG_VIEWPORT_WIDTH.

GPUREG_VIEWPORT_HEIGHT[edit]

Bits Description
0-23 float1.7.16, height / 2

This register is used to configure the viewport height, along with GPUREG_VIEWPORT_INVH.

GPUREG_VIEWPORT_INVH[edit]

Bits Description
1-31 float1.7.23, 2 / height

This register is used to configure the viewport height, along with GPUREG_VIEWPORT_HEIGHT.

GPUREG_FRAGOP_CLIP[edit]

Bits Description
0 unsigned, Enabled (0 = disabled, 1 = enabled)

This register is used to enable clipping planes.

GPUREG_FRAGOP_CLIP_DATAi[edit]

Bits Description
0-23 float1.7.16, Clipping plane coefficient i

This register is used to configure clipping plane coefficients.

GPUREG_DEPTHMAP_SCALE[edit]

Bits Description
0-23 float1.7.16, Near - Far

This register is used to configure the depth range scale.

GPUREG_DEPTHMAP_OFFSET[edit]

Bits Description
0-23 float1.7.16, Near + Polygon Offset

This register is used to configure the depth range bias.

GPUREG_SH_OUTMAP_TOTAL[edit]

Bits Description
0-2 unsigned, Number of following attributes

This register is used to configure the total shader output map attributes.

GPUREG_SH_OUTMAP_Oi[edit]

Bits Description
0-4 unsigned, Semantic for the x component of the register.
8-12 unsigned, Semantic for the y component of the register.
16-20 unsigned, Semantic for the z component of the register.
24-28 unsigned, Semantic for the w component of the register.

These registers map components of the corresponding vertex shader output register to specific fixed-function semantics.

Semantics that have not been mapped to a component of an output register have a value of 1

Semantic values:

Value Semantic Description
0x00 position.x Vertex Position
0x01 position.y
0x02 position.z
0x03 position.w
0x04 normquat.x Quaternion specifying the normal/tangent frame (for fragment lighting)
0x05 normquat.y
0x06 normquat.z
0x07 normquat.w
0x08 color.r Vertex color
0x09 color.g
0x0A color.b
0x0B color.a
0x0C texcoord0.u Texture coordinates for texture 0
0x0D texcoord0.v
0x0E texcoord1.u Texture coordinates for texture 1
0x0F texcoord1.v
0x10 texcoord0.w
0x12 view.x View vector (for fragment lighting)
0x13 view.y
0x14 view.z
0x16 texcoord2.u Texture coordinates for texture 2
0x17 texcoord2.v
0x1F Unused component Should be set for unused components of the output register

GPUREG_EARLYDEPTH_FUNC[edit]

Bits Description
0-1 unsigned, Early depth function

This register configures the early depth test function.

Early depth function values:

Value Description
0 >=
1 >
2 <=
3 <

GPUREG_EARLYDEPTH_TEST1[edit]

Bits Description
0 unsigned, Enabled (0 = disabled, 1 = enabled)

This register sets whether the early depth test is enabled.

GPUREG_EARLYDEPTH_CLEAR[edit]

Bits Description
0 unsigned, Trigger (0 = idle, 1 = clear)

This register triggers clearing the early depth data.

GPUREG_SH_OUTATTR_MODE[edit]

Bits Description
0 unsigned, Use texture coordinates (0 = don't use, 1 = use)

This register is used to configure the shader output attribute mode.

GPUREG_SCISSORTEST_MODE[edit]

Bits Description
0-1 unsigned, Enabled (0 = disabled, 3 = enabled)

This register is used to enable scissor testing.

GPUREG_SCISSORTEST_POS[edit]

Bits Description
0-9 unsigned, X1
16-25 unsigned, Y1

This register is used to configure the scissor test start position.

GPUREG_SCISSORTEST_DIM[edit]

Bits Description
0-9 unsigned, X2
16-25 unsigned, Y2

This register is used to configure the scissor test end position.

GPUREG_VIEWPORT_XY[edit]

Bits Description
0-9 signed, X
16-25 signed, Y

This register is used to configure the viewport position.

GPUREG_EARLYDEPTH_DATA[edit]

Bits Description
0-23 unsigned, Clear value

This register is used to configure the early depth clear value.

GPUREG_DEPTHMAP_ENABLE[edit]

Bits Description
0 unsigned, Enabled (0 = disabled, 1 = enabled)

This register is used to enable depth range.

GPUREG_RENDERBUF_DIM[edit]

Bits Description
0-10 unsigned, Width
12-21 unsigned, Height - 1
24 0x1

This register is used to configure the output framebuffer dimensions.

GPUREG_SH_OUTATTR_CLOCK[edit]

Bits Description
0 unsigned, 'position.z' present (0 = absent, 1 = present)
1 unsigned, 'color' component present (0 = absent, 1 = present)
8 unsigned, 'texcoord0' component present (0 = absent, 1 = present)
9 unsigned, 'texcoord1' component present (0 = absent, 1 = present)
10 unsigned, 'texcoord2' component present (0 = absent, 1 = present)
16 unsigned, 'texcoord0.w' present (0 = absent, 1 = present)
24 unsigned, 'normquat' or 'view' component present (0 = absent, 1 = present)

This register controls the clock supply to parts relating to certain attributes.

Texturing registers[edit]

GPUREG_TEXUNIT_CONFIG[edit]

Bits Description
0 unsigned, Texture 0 enabled (0 = disabled, 1 = enabled)
1 unsigned, Texture 1 enabled (0 = disabled, 1 = enabled)
2 unsigned, Texture 2 enabled (0 = disabled, 1 = enabled)
3 0x0
8-9 unsigned, Texture 3 coordinates
10 unsigned, Texture 3 enabled (0 = disabled, 1 = enabled)
12 0x1
13 unsigned, Texture 2 coordinates
16 unsigned, Clear texture cache (0 = don't clear, 1 = clear)
17-31 0x0

This register is used to enable texture units.

Texture 3 coordinates values:

Value Description
0 Texture 0
1 Texture 1
2 Texture 2

Texture 2 coordinates values:

Value Description
0 Texture 2
1 Texture 1

GPUREG_TEXUNITi_BORDER_COLOR[edit]

Bits Description
0-7 unsigned, Red
8-15 unsigned, Green
16-23 unsigned, Blue
24-31 unsigned, Alpha

This register is used to set a texture unit's border color.

GPUREG_TEXUNITi_DIM[edit]

Bits Description
0-10 unsigned, Height
16-26 unsigned, Width

This register is used to set a texture unit's dimensions.

GPUREG_TEXUNITi_PARAM[edit]

Bits Description
1 unsigned, Magnification filter
2 unsigned, Minification filter
4-5 unsigned, ETC1 (0 = not ETC1, 2 = ETC1) note: still 0 for ETC1A4
8-10 unsigned, Wrap T
12-14 unsigned, Wrap S
16-17 0x0
20 unsigned, Shadow (Texture 0 only, 0 = not shadow, 1 = shadow)
24 unsigned, Mipmap filter
28-30 unsigned, Type (Texture 0 only)

This register is used to set a texture unit's extra parameters.

Filter values:

Value Description
0 Nearest
1 Linear

Wrap values:

Value Description
0 Clamp to edge
1 Clamp to border
2 Repeat
3 Mirrored repeat

Type values:

Value Description
0 2D
1 Cube map
2 Shadow 2D
3 Projection
4 Shadow cube
5 Disabled

GPUREG_TEXUNITi_LOD[edit]

Bits Description
0-12 fixed1.4.8, Bias
16-19 unsigned, Max Level
24-27 unsigned, Min Level

This register is used to configure a texture unit's level of detail.

GPUREG_TEXUNITi_ADDRi[edit]

First ADDR register:

Bits Description
0-27 unsigned, Texture physical address >> 3

Subsequent ADDR registers:

Bits Description
0-21 unsigned, Texture physical address >> 3 (upper 6 bits reused from first ADDR register)

This register is used to set a texture unit's physical address(es) in memory. Individual texels in a texture are laid out in memory as a Z-order curve. Mipmap data is stored directly following the main texture data.

If the texture is a cube:

Register Description
ADDR1 Positive X
ADDR2 Negative X
ADDR3 Positive Y
ADDR4 Negative Y
ADDR5 Positive Z
ADDR6 Negative Z

Otherwise, ADDR(1) points to a 2D texture, and the rest are empty.

GPUREG_TEXUNITi_SHADOW[edit]

Bits Description
0 unsigned, Perspective (0 = perspective, 1 = not perspective)
1-23 fixed0.0.24, Z bias (upper 23 bits)

This register is used to set a texture unit's shadow texture properties.

GPUREG_TEXUNITi_TYPE[edit]

Bits Description
0-3 unsigned, Format

This register is used to set a texture unit's data format.

Format values:

Value Description GL Format GL Data Type
0x0 RGBA8888 GL_RGBA GL_UNSIGNED_BYTE
0x1 RGB888 GL_RGB GL_UNSIGNED_BYTE
0x2 RGBA5551 GL_RGBA GL_UNSIGNED_SHORT_5_5_5_1
0x3 RGB565 GL_RGB GL_UNSIGNED_SHORT_5_6_5
0x4 RGBA4444 GL_RGBA GL_UNSIGNED_SHORT_4_4_4_4
0x5 IA8 GL_LUMINANCE_ALPHA GL_UNSIGNED_BYTE
0x6 HILO8
0x7 I8 GL_LUMINANCE GL_UNSIGNED_BYTE
0x8 A8 GL_ALPHA GL_UNSIGNED_BYTE
0x9 IA44 GL_LUMINANCE_ALPHA GL_UNSIGNED_BYTE_4_4_EXT
0xA I4
0xB A4 GL_ALPHA GL_UNSIGNED_NIBBLE_EXT
0xC ETC1 GL_ETC1_RGB8_OES
0xD ETC1A4

GPUREG_LIGHTING_ENABLE0[edit]

Bits Description
0 unsigned, Enabled (0 = disabled, 1 = enabled)

This register is used to enable lighting.

GPUREG_TEXUNIT3_PROCTEX0[edit]

Bits Description
0-2 unsigned, U-direction clamp
3-5 unsigned, V-direction clamp
6-9 unsigned, RGB mapping function
10-13 unsigned, Alpha mapping function
14 unsigned, Handle alpha separately (0 = don't separate, 1 = separate)
15 unsigned, Noise enabled (0 = disabled, 1 = enabled)
16-17 unsigned, U-direction shift
18-19 unsigned, V-direction shift
20-27 float1.5.10, Texture bias (lower 8 bits)

This register is used to configure the procedural texture unit.

Clamp values:

Value Description
0 Clamp to zero
1 Clamp to edge
2 Symmetrical repeat
3 Mirrored repeat
4 Pulse

Mapping function values:

Value Description
0 U
1
2 V
3
4 (U + V) / 2
5 (U² + V²) / 2
6 sqrt(U² + V²)
7 Minimum
8 Maximum
9 Rmax

Shift values:

Value Description
0 None
1 Odd
2 Even

GPUREG_TEXUNIT3_PROCTEX1[edit]

Bits Description
0-15 fixed1.3.12, U-direction noise amplitude
16-31 float1.5.10, U-direction noise phase

This register is used to configure the procedural texture unit's U-direction noise amplitude/phase.

GPUREG_TEXUNIT3_PROCTEX2[edit]

Bits Description
0-15 fixed1.3.12, V-direction noise amplitude
16-31 float1.5.10, V-direction noise phase

This register is used to configure the procedural texture unit's V-direction noise amplitude/phase.

GPUREG_TEXUNIT3_PROCTEX3[edit]

Bits Description
0-15 float1.5.10, U-direction noise frequency
16-31 float1.5.10, V-direction noise frequency

This register is used to configure the procedural texture unit's U-direction and V-direction noise frequency.

GPUREG_TEXUNIT3_PROCTEX4[edit]

Bits Description
0-2 unsigned, Minification filter
3-6 Min LOD (usually 0)
7-10 Max LOD (usually 6)
11-18 unsigned, Texture width
19-26 float1.5.10, Texture bias (upper 8 bits)

This register is used to configure the procedural texture unit.

Minification filter values:

Value Description
0 Nearest
1 Linear
2 Nearest, Mipmap Nearest
3 Linear, Mipmap Nearest
4 Nearest, Mipmap Linear
5 Linear, Mipmap Linear

GPUREG_TEXUNIT3_PROCTEX5[edit]

Bits Description
0-7 unsigned, Texture offset (Mipmap level 0 / base level)
8-15 unsigned, mipmap level 1 offset (usually 0x80)
16-23 unsigned, mipmap level 2 offset (usually 0xC0)
24-31 unsigned, mipmap level 3 offset (usually 0xE0)

This register is used to set the procedural texture unit's offset. Mipmap level 4-7 seems to be hardcoded at offset 0xF0, 0xF8, 0xFC and 0xFE .

GPUREG_PROCTEX_LUT[edit]

Bits Description
0-7 unsigned, Index
8-11 unsigned, Reference table

This register is used to set which look-up table to write to, with GPUREG_PROCTEX_LUT_DATAi, at what index.

Reference table values:

Value Description
0 Noise table
2 RGB mapping function table
3 Alpha mapping function table
4 Color table
5 Color difference table

GPUREG_PROCTEX_LUT_DATAi[edit]

Bits Description
0-31 LUT data

These registers behave as a FIFO queue. Each write to these registers writes the provided value to the table selected with GPUREG_PROCTEX_LUT, starting at the selected index.

Noise Table[edit]

128 elements:

Bits Description
0-11 fixed0.0.12, Value
12-23 fixed0.0.12 with two's complement ( [0.5,1.0) mapped to [-1.0,0) ), Difference from next element

RGB Mapping Function Table[edit]

128 elements:

Bits Description
0-11 fixed0.0.12, Value
12-23 fixed0.0.12 with two's complement, Difference from next element

Alpha Mapping Function Table[edit]

128 elements:

Bits Description
0-11 fixed0.0.12, Value
12-23 fixed0.0.12 with two's complement, Difference from next element

Color Table[edit]

256 elements:

Bits Description
0-7 unsigned, Red
8-15 unsigned, Green
16-23 unsigned, Blue
24-31 unsigned, Alpha

Color Difference Table[edit]

256 elements:

Bits Description
0-7 signed, Half of red difference between current and next color table elements
8-15 signed, Half of green difference between current and next color table elements
16-23 signed, Half of blue difference between current and next color table elements
24-31 signed, Half of alpha difference between current and next color table elements

GPUREG_TEXENVi_SOURCE[edit]

Bits Description
0-3 unsigned, RGB source 0
4-7 unsigned, RGB source 1
8-11 unsigned, RGB source 2
16-19 unsigned, Alpha source 0
20-23 unsigned, Alpha source 1
24-27 unsigned, Alpha source 2

This register configures a texture combiner's sources.

Source values:

Value Description
0 Primary color
1 Fragment primary color
2 Fragment secondary color
3 Texture 0
4 Texture 1
5 Texture 2
6 Texture 3
13 Previous buffer
14 Constant (from GPUREG_TEXENVi_COLOR)
15 Previous

Using Previous (15) as a source in the first TEV stage returns the value of source 3. If source 3 has Previous it returns zero. Previous buffer (13) always returns zero.

GPUREG_TEXENVi_OPERAND[edit]

Bits Description
0-3 unsigned, RGB operand 0
4-7 unsigned, RGB operand 1
8-11 unsigned, RGB operand 2
12-14 unsigned, Alpha operand 0
16-18 unsigned, Alpha operand 1
20-22 unsigned, Alpha operand 2

This register configures a texture combiner's operands.

RGB operand values:

Value Description
0 Source color
1 One minus source color
2 Source alpha
3 One minus source alpha
4 Source red
5 One minus source red
8 Source green
9 One minus source green
12 Source blue
13 One minus source blue

Alpha operand values:

Value Description
0 Source alpha
1 One minus source alpha
2 Source red
3 One minus source red
4 Source green
5 One minus source green
6 Source blue
7 One minus source blue

GPUREG_TEXENVi_COMBINER[edit]

Bits Description
0-3 unsigned, RGB combine
16-19 unsigned, Alpha combine

This register configures a texture combiner's combine mode.

Combine values:

Value Description
0 Replace
1 Modulate
2 Add
3 Add signed
4 Interpolate
5 Subtract
6 Dot3 RGB
7 Dot3 RGBA
8 Multiply then add
9 Add then multiply

GPUREG_TEXENVi_COLOR[edit]

Bits Description
0-7 unsigned, Red
8-15 unsigned, Green
16-23 unsigned, Blue
24-31 unsigned, Alpha

This register configures a texture combiner's constant color.

GPUREG_TEXENVi_SCALE[edit]

Bits Description
0-1 unsigned, RGB scale
16-17 unsigned, Alpha scale

This register configures a texture combiner's scale value.

Scale values:

Value Description
0 1x
1 2x
2 4x

GPUREG_TEXENV_UPDATE_BUFFER[edit]

Bits Description
0-2 unsigned, Fog mode
3 unsigned, Shading density source
8 unsigned, TexEnv 1 RGB buffer input
9 unsigned, TexEnv 2 RGB buffer input
10 unsigned, TexEnv 3 RGB buffer input
11 unsigned, TexEnv 4 RGB buffer input
12 unsigned, TexEnv 1 alpha buffer input
13 unsigned, TexEnv 2 alpha buffer input
14 unsigned, TexEnv 3 alpha buffer input
15 unsigned, TexEnv 4 alpha buffer input
16 unsigned, Z flip (0 = don't flip, 1 = flip)
24-25 0x0

This register is shared between the gas/fog mode configuration and texture combiner buffer inputs. Texture combiner buffer inputs are typically written with a mask of 0x2, and the gas/fog mode configuration is typically written with a mask of 0x5.

Fog mode values:

Value Description
0 Disabled
5 Fog
7 Gas

Shading density source values:

Value Description
0 Plain density
1 Depth density

Buffer input values:

Value Description
0 Previous buffer
1 Previous

GPUREG_FOG_COLOR[edit]

Bits Description
0-7 unsigned, Red
8-15 unsigned, Green
16-23 unsigned, Blue

This register is used to configure the color of fog.

GPUREG_GAS_ATTENUATION[edit]

Bits Description
0-15 float1.5.10, Gas density attenuation

This register is used to configure the gas density attenuation.

GPUREG_GAS_ACCMAX[edit]

Bits Description
0-15 float1.5.10, Gas maximum density accumulation

This register is used to configure the gas maximum density accumulation.

GPUREG_FOG_LUT_INDEX[edit]

Bits Description
0-15 unsigned, Index

This register is used to set what index to write to with GPUREG_FOG_LUT_DATAi.

GPUREG_FOG_LUT_DATAi[edit]

Bits Description
0-23 LUT data

These registers behave as a FIFO queue. Each write to these registers writes the provided value to the fog look-up table, starting at the index selected with GPUREG_FOG_LUT_INDEX.

Fog Look-Up Table[edit]

128 elements:

Bits Description
0-12 fixed1.1.11, Difference from next element
13-23 fixed0.0.11, Value

GPUREG_TEXENV_BUFFER_COLOR[edit]

Bits Description
0-7 unsigned, Red
8-15 unsigned, Green
16-23 unsigned, Blue
24-31 unsigned, Alpha

This register is used to configure the texture combiner buffer color.

Framebuffer registers[edit]

GPUREG_COLOR_OPERATION[edit]

Bits Description
0-1 unsigned, Fragment operation mode
8 unsigned, Blend mode
16-25 0x0E4

This register is used to configure the fragment operation mode and whether to use logic ops or blending.

Fragment operation mode values:

Value Description
0 Default
1 Gas
3 Shadow

Blend mode values:

Value Description
0 Logic op
1 Blend

GPUREG_BLEND_FUNC[edit]

Bits Description
0-2 unsigned, RGB equation
8-10 unsigned, Alpha equation
16-19 unsigned, RGB source function
20-23 unsigned, RGB destination function
24-27 unsigned, Alpha source function
28-31 unsigned, Alpha destination function

This register is used to configure the blending function.

Equation values:

Value Description
0 Add
1 Subtract
2 Reverse subtract
3 Minimum
4 Maximum

Blend equations 5, 6, 7 appear to behave the same as blend equation 0 (Add)

Function values:

Value Description
0 Zero
1 One
2 Source color
3 One minus source color
4 Destination color
5 One minus destination color
6 Source alpha
7 One minus source alpha
8 Destination alpha
9 One minus destination alpha
10 Constant color
11 One minus constant color
12 Constant alpha
13 One minus constant alpha
14 Source alpha saturate

GPUREG_LOGIC_OP[edit]

Bits Description
0-3 unsigned, Logic op

This register is used to configure the logic op.

Logic op values:

Value Description
0 Clear
1 AND
2 Reverse AND
3 Copy
4 Set
5 Inverted copy
6 Noop
7 Invert
8 NAND
9 OR
10 NOR
11 XOR
12 Equivalent
13 Inverted AND
14 Reverse OR
15 Inverted OR

GPUREG_BLEND_COLOR[edit]

Bits Description
0-7 unsigned, Red
8-15 unsigned, Green
16-23 unsigned, Blue
24-31 unsigned, Alpha

This register is used to configure the blending color.

GPUREG_FRAGOP_ALPHA_TEST[edit]

Bits Description
0 unsigned, Enabled (0 = disabled, 1 = enabled)
4-6 unsigned, Function
8-15 unsigned, Reference value

This register is used to configure alpha testing.

Function values:

Value Description
0 Never
1 Always
2 Equal
3 Not equal
4 Less than
5 Less than or equal
6 Greater than
7 Greater than or equal

GPUREG_STENCIL_TEST[edit]

Bits Description
0 unsigned, Enabled (0 = disabled, 1 = enabled)
4-6 unsigned, Function
8-15 unsigned, Buffer mask
16-23 signed, Reference value
24-31 unsigned, Mask

This register is used to configure stencil testing.

Function values:

Value Description
0 Never
1 Always
2 Equal
3 Not equal
4 Less than
5 Less than or equal
6 Greater than
7 Greater than or equal

GPUREG_STENCIL_OP[edit]

Bits Description
0-2 unsigned, Fail operation
4-6 unsigned, Z-fail operation
8-10 unsigned, Z-pass operation

This register is used to configure stencil result operations.

Operation values:

Value Description
0 Keep
1 Zero
2 Replace
3 Increment
4 Decrement
5 Invert
6 Increment and wrap
7 Decrement and wrap

GPUREG_DEPTH_COLOR_MASK[edit]

Bits Description
0 unsigned, Depth test enabled (0 = disabled, 1 = enabled)
4-6 unsigned, Depth function
8 unsigned, Red write enabled (0 = disabled, 1 = enabled)
9 unsigned, Green write enabled (0 = disabled, 1 = enabled)
10 unsigned, Blue write enabled (0 = disabled, 1 = enabled)
11 unsigned, Alpha write enabled (0 = disabled, 1 = enabled)
12 unsigned, Depth write enabled (0 = disabled, 1 = enabled)

This register is used to depth testing and framebuffer write masking.

Note that setting the "Depth test enabled" bit to 0 will not also disable depth writes. It will instead behave as if the depth function were set to "Always". To completely disable depth-related operations both the depth test and depth write bits must be disabled.

Depth function values:

Value Description
0 Never
1 Always
2 Equal
3 Not equal
4 Less than
5 Less than or equal
6 Greater than
7 Greater than or equal

GPUREG_FRAMEBUFFER_INVALIDATE[edit]

Bits Description
0 unsigned, Trigger (0 = idle, 1 = invalidate)
1-31 0x0

Writing 1 to this register invalidates the framebuffer cache. This should be done when changing the framebuffer or when it is cleared before rendering. Note that it does not flush the cache, so it should always be preceded by a write to GPUREG_FRAMEBUFFER_FLUSH.

GPUREG_FRAMEBUFFER_FLUSH[edit]

Bits Description
0 unsigned, Trigger (0 = idle, 1 = flush)
1-31 0x0

Writing 1 to this register flushes the framebuffer cache to memory. This should be done after rendering before changing the framebuffer or using rendering results.

GPUREG_COLORBUFFER_READ[edit]

Bits Description
0-3 unsigned, Allow read (0 = disable, 0xF = enable)

This register configures read access from the color buffer.

GPUREG_COLORBUFFER_WRITE[edit]

Bits Description
0-3 unsigned, Allow write (0 = disable, 0xF = enable)

This register configures write access to the color buffer.

GPUREG_DEPTHBUFFER_READ[edit]

Bits Description
0 unsigned, Allow stencil read (0 = disable, 1 = enable)
1 unsigned, Allow depth read (0 = disable, 1 = enable)

This register configures read access from the depth and stencil buffers.

GPUREG_DEPTHBUFFER_WRITE[edit]

Bits Description
0 unsigned, Allow stencil write (0 = disable, 1 = enable)
1 unsigned, Allow depth write (0 = disable, 1 = enable)

This register configures write access to the depth and stencil buffers.

GPUREG_DEPTHBUFFER_FORMAT[edit]

Bits Description
0-1 unsigned, Format

This register configures the depth buffer data format.

Format values:

Value Description
0 16-bit depth
2 24-bit depth
3 24-bit depth + 8-bit stencil

GPUREG_COLORBUFFER_FORMAT[edit]

Bits Description
0-1 unsigned, Pixel size
16-18 unsigned, Format

This register configures the color buffer data format. Color components are laid out in reverse byte order in memory, with the most significant bits used first.

Pixel size values:

Value Description
0 16-bit color
2 32-bit color

Format values:

Value Description
0 RGBA8/Gas
2 RGB5A1
3 RGB565
4 RGBA4

GPUREG_EARLYDEPTH_TEST2[edit]

Bits Description
0 unsigned, Enabled (0 = disabled, 1 = enabled)

This register enables the early depth test.

GPUREG_FRAMEBUFFER_BLOCK32[edit]

Bits Description
0 unsigned, Render block mode

This register configures the framebuffer block mode. To untile the color buffer when using the 32x32 block format, use bit 16 of the display transfer flags. It is unknown if there are any advantages to using the 32x32 format.

Render block mode values:

Value Description
0 8x8 blocks
1 32x32 blocks

GPUREG_DEPTHBUFFER_LOC[edit]

Bits Description
0-27 unsigned, Depth buffer physical address >> 3

This register configures the depth buffer physical address.

GPUREG_COLORBUFFER_LOC[edit]

Bits Description
0-27 unsigned, Color buffer physical address >> 3

This register configures the color buffer physical address.

GPUREG_FRAMEBUFFER_DIM[edit]

Bits Description
0-10 unsigned, Width
12-21 unsigned, Height - 1
24 0x1

This register configures the framebuffer dimensions.

GPUREG_GAS_LIGHT_XY[edit]

Bits Description
0-7 unsigned, Planar shading minimum intensity
8-15 unsigned, Planar shading maximum intensity
16-23 unsigned, Planar shading density attenuation

This register configures gas light planar shading.

GPUREG_GAS_LIGHT_Z[edit]

Bits Description
0-7 unsigned, View shading minimum intensity
8-15 unsigned, View shading maximum intensity
16-23 unsigned, View shading density attenuation

This register configures gas light view shading.

GPUREG_GAS_LIGHT_Z_COLOR[edit]

Bits Description
0-7 unsigned, View shading effect in line-of-sight direction
8 Gas color LUT input

This register configures gas light shading in the line-of-sight direction, and the input to the gas color LUT.

Color LUT input values:

Value Description
0 Gas density
1 Light factor

GPUREG_GAS_LUT_INDEX[edit]

Bits Description
0-15 unsigned, Index

This register is used to set what index to write to with GPUREG_GAS_LUT_DATAi.

GPUREG_GAS_LUT_DATA[edit]

Bits Description
0-31 LUT data

These registers behave as a FIFO queue. Each write to these registers writes the provided value to the gas look-up table, starting at the index selected with GPUREG_GAS_LUT_INDEX.

Gas Look-Up Table[edit]

16 elements:

First 8 elements:

Bits Description
0-7 signed, Red
8-15 signed, Green
16-23 signed, Blue

Last 8 elements:

Bits Description
0-7 unsigned, Red
8-15 unsigned, Green
16-23 unsigned, Blue

GPUREG_GAS_DELTAZ_DEPTH[edit]

Bits Description
0-23 fixed0.16.8, Depth direction attenuation proportion
24-25 unsigned, Depth function

This register is used to configure the gas depth direction attenuation proportion, as well as the gas depth function.

Gas depth function values:

Value Description
0 Never
1 Always
2 Greater than/Greater than or equal
3 Less than/Less than or equal/Equal/Not equal

GPUREG_FRAGOP_SHADOW[edit]

Bits Description
0-15 float1.5.10, Sum of penumbra scale and penumbra bias
16-31 float1.5.10, Penumbra scale with reversed sign

This register is used to configure shadow properties.

Fragment lighting registers[edit]

GPUREG_LIGHTi_SPECULAR0[edit]

Bits Description
0-7 unsigned, Blue
10-17 unsigned, Green
20-27 unsigned, Red

These registers contain the specular0 color of the corresponding light. Usually set to material_specular0*lightX_specular0.

GPUREG_LIGHTi_SPECULAR1[edit]

Bits Description
0-7 unsigned, Blue
10-17 unsigned, Green
20-27 unsigned, Red

These registers contain the specular1 color of the corresponding light. Usually set to material_specular1*lightX_specular1.

GPUREG_LIGHTi_DIFFUSE[edit]

Bits Description
0-7 unsigned, Blue
10-17 unsigned, Green
20-27 unsigned, Red

These registers contain the diffuse color of the corresponding light. Usually set to material_diffuse*lightX_diffuse.

GPUREG_LIGHTi_AMBIENT[edit]

Bits Description
0-7 unsigned, Blue
10-17 unsigned, Green
20-27 unsigned, Red

These registers contain the ambient color of the corresponding light. Usually set to material_ambient*lightX_ambient.

GPUREG_LIGHTi_XY[edit]

Bits Description
0-15 float1.5.10, X coordinate
16-31 float1.5.10, Y coordinate

These registers (along with GPUREG_LIGHTi_Z) represent the light position (for a positional light) or the light direction vector (for a directional light) of the corresponding light.

GPUREG_LIGHTi_Z[edit]

Bits Description
0-15 float1.5.10, Z coordinate

These registers (along with GPUREG_LIGHTi_XY) represent the light position (for a positional light) or the light direction vector (for a directional light) of the corresponding light.

GPUREG_LIGHTi_SPOTDIR_XY[edit]

Bits Description
0-12 fixed1.1.11, X coordinate (negated)
16-28 fixed1.1.11, Y coordinate (negated)

These registers (along with GPUREG_LIGHTi_SPOTDIR_Z) represent the spot direction (unitary) vector of the corresponding light.

GPUREG_LIGHTi_SPOTDIR_Z[edit]

Bits Description
0-12 fixed1.1.11, Z coordinate (negated)

These registers (along with GPUREG_LIGHTi_SPOTDIR_XY) represent the spot direction (unitary) vector of the corresponding light.

GPUREG_LIGHTi_CONFIG[edit]

Bits Description
0 unsigned, Light type (0 = positional light, 1 = directional light)
1 unsigned, Two side diffuse (0 = one side, 1 = both sides)
2 unsigned, Use geometric factor 0 (0 = don't use, 1 = use)
3 unsigned, Use geometric factor 1 (0 = don't use, 1 = use)

This register configures a light's properties.

GPUREG_LIGHTi_ATTENUATION_BIAS[edit]

Bits Description
0-19 float1.7.12, Distance attenuation bias

These registers contain the distance attenuation bias value of the corresponding light. The attenuation factor is DA(clip(bias + scale*distance, 0.0, 1.0)).

GPUREG_LIGHTi_ATTENUATION_SCALE[edit]

Bits Description
0-19 float1.7.12, Distance attenuation scale

These registers contain the distance attenuation scale value of the corresponding light. The attenuation factor is DA(clip(bias + scale*distance, 0.0, 1.0)).

GPUREG_LIGHTING_AMBIENT[edit]

Bits Description
0-7 unsigned, Blue
10-17 unsigned, Green
20-27 unsigned, Red

This register contains the initial value of the fragment primary color before the partial colors that correspond to each enabled light are added. Usually set to material_emission + material_ambient*scene_ambient.

GPUREG_LIGHTING_NUM_LIGHTS[edit]

Bits Description
0-2 unsigned, Number of active lights - 1

This register configures the number of active lights.

GPUREG_LIGHTING_CONFIG0[edit]

Bits Description
0 unsigned, Shadow factor enabled (0 = disabled, 1 = enabled) (usually accompanied by bit 16, 17, or 18)
2-3 unsigned, Fresnel selector
4-7 unsigned, Light environment configuration
8-11 0x4
16 unsigned, Apply shadow attenuation to primary color (0 = don't apply, 1 = apply)
17 unsigned, Apply shadow attenuation to secondary color (0 = don't apply, 1 = apply)
18 unsigned, Invert shadow attenuation (0 = don't invert, 1 = invert)
19 unsigned, Apply shadow attenuation to alpha component (0 = don't apply, 1 = apply)
22-23 unsigned, Bump map texture unit
24-25 unsigned, Shadow map texture unit
27 unsigned, Clamp highlights (0 = disabled, 1 = enabled)
28-29 unsigned, Bump mode
30 unsigned, Recalculate bump vectors (0 = enabled, 1 = disabled) (usually set to 1 when bump mode is not 0)
31 0x1

This register configures the light environment.

Fresnel selector values:

Value Description
0 None
1 Primary alpha
2 Secondary alpha
3 Primary and secondary alpha

The light environment configuration controls which LUTs are available for use. If a LUT is not available in the selected configuration, its value will always read a constant 1.0 regardless of the enable state in GPUREG_LIGHTING_CONFIG1. If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.

Light environment configuration values:

Value Description Available LUTs
0 Configuration 0 D0, RR, SP, DA
1 Configuration 1 FR, RR, SP, DA
2 Configuration 2 D0, D1, RR, DA
3 Configuration 3 D0, D1, FR, DA
4 Configuration 4 All except for FR
5 Configuration 5 All except for D1
6 Configuration 6 All except for RB and RG
8 Configuration 7 All

Bump mode values:

Value Description
0 Not used
1 Use as bump map
2 Use as tangent map

GPUREG_LIGHTING_CONFIG1[edit]

Bits Description
0 unsigned, Fragment light source 0 shadows disabled (0 = enabled, 1 = disabled)
1 unsigned, Fragment light source 1 shadows disabled (0 = enabled, 1 = disabled)
2 unsigned, Fragment light source 2 shadows disabled (0 = enabled, 1 = disabled)
3 unsigned, Fragment light source 3 shadows disabled (0 = enabled, 1 = disabled)
4 unsigned, Fragment light source 4 shadows disabled (0 = enabled, 1 = disabled)
5 unsigned, Fragment light source 5 shadows disabled (0 = enabled, 1 = disabled)
6 unsigned, Fragment light source 6 shadows disabled (0 = enabled, 1 = disabled)
7 unsigned, Fragment light source 7 shadows disabled (0 = enabled, 1 = disabled)
8 unsigned, Fragment light source 0 spot light disabled (0 = enabled, 1 = disabled)
9 unsigned, Fragment light source 1 spot light disabled (0 = enabled, 1 = disabled)
10 unsigned, Fragment light source 2 spot light disabled (0 = enabled, 1 = disabled)
11 unsigned, Fragment light source 3 spot light disabled (0 = enabled, 1 = disabled)
12 unsigned, Fragment light source 4 spot light disabled (0 = enabled, 1 = disabled)
13 unsigned, Fragment light source 5 spot light disabled (0 = enabled, 1 = disabled)
14 unsigned, Fragment light source 6 spot light disabled (0 = enabled, 1 = disabled)
15 unsigned, Fragment light source 7 spot light disabled (0 = enabled, 1 = disabled)
16 unsigned, Term 0 distribution component D0 LUT disabled (0 = enabled, 1 = disabled)
17 unsigned, Term 1 distribution component D1 LUT disabled (0 = enabled, 1 = disabled)
18 0x1
19 unsigned, Fresnel FR LUT disabled (0 = enabled, 1 = disabled)
20 unsigned, Term 1 reflection component RB LUT disabled (0 = enabled, 1 = disabled)
21 unsigned, Term 1 reflection component RG LUT disabled (0 = enabled, 1 = disabled)
22 unsigned, Term 1 reflection component RR LUT disabled (0 = enabled, 1 = disabled)
24 unsigned, Fragment light source 0 distance attenuation disabled (0 = enabled, 1 = disabled)
25 unsigned, Fragment light source 1 distance attenuation disabled (0 = enabled, 1 = disabled)
26 unsigned, Fragment light source 2 distance attenuation disabled (0 = enabled, 1 = disabled)
27 unsigned, Fragment light source 3 distance attenuation disabled (0 = enabled, 1 = disabled)
28 unsigned, Fragment light source 4 distance attenuation disabled (0 = enabled, 1 = disabled)
29 unsigned, Fragment light source 5 distance attenuation disabled (0 = enabled, 1 = disabled)
30 unsigned, Fragment light source 6 distance attenuation disabled (0 = enabled, 1 = disabled)
31 unsigned, Fragment light source 7 distance attenuation disabled (0 = enabled, 1 = disabled)

This register is used to disable various aspects of the light environment.

GPUREG_LIGHTING_LUT_INDEX[edit]

Bits Description
0-7 unsigned, Starting index
8-12 unsigned, Look-up table

This register controls which LUT and what offset into it the GPUREG_LIGHTING_LUT_DATAi register writes to.

Lookup table values:

Value Description
0 D0
1 D1
3 FR
4 RB
5 RG
6 RR
8-15 SP0-7
16-23 DA0-7

GPUREG_LIGHTING_ENABLE1[edit]

Bits Description
0 unsigned, Disabled (0 = enabled, 1 = disabled)

This register is set to 1 when fragment lighting is disabled, and to 0 when it is enabled.

GPUREG_LIGHTING_LUT_DATAi[edit]

Bits Description
0-23 LUT data

Lighting LUT data is written here.

A LUT contains data for the input domain [-1.0, 1.0], which is indexed using a signed 8-bit number [-128, 127]. Therefore a LUT contains 256 entries. The index of a value is (int)(x/127.0f) & 0xFF.

DA: The input domain is [0.0, 1.0], and the index is an unsigned 8-bit number [0, 255] instead.

Format of an entry:

Bits Description
0-11 fixed0.0.12, Entry value
12-23 fixed1.0.11, Absolute value of the difference between the next entry and this entry, used to implement linear interpolation

GPUREG_LIGHTING_LUTINPUT_ABS[edit]

Bits Description
1 unsigned, abs() flag for the input of D0 (0 = enabled, 1 = disabled)
5 unsigned, abs() flag for the input of D1 (0 = enabled, 1 = disabled)
9 unsigned, abs() flag for the input of SP (0 = enabled, 1 = disabled)
13 unsigned, abs() flag for the input of FR (0 = enabled, 1 = disabled)
17 unsigned, abs() flag for the input of RB (0 = enabled, 1 = disabled)
21 unsigned, abs() flag for the input of RG (0 = enabled, 1 = disabled)
25 unsigned, abs() flag for the input of RR (0 = enabled, 1 = disabled)

This register controls whether the absolute value of the input is taken before using a LUT.

GPUREG_LIGHTING_LUTINPUT_SELECT[edit]

Bits Description
0-2 unsigned, Input selector for D0
4-6 unsigned, Input selector for D1
8-10 unsigned, Input selector for SP
12-14 unsigned, Input selector for FR
16-18 unsigned, Input selector for RB
20-22 unsigned, Input selector for RG
24-26 unsigned, Input selector for RR

This register selects the input from LUTs.

Input selector values:

Value Description
0 N·H
1 V·H
2 N·V
3 L·N
4 -L·P (aka Spotlight aka SP)
5 cos φ (aka CP)

GPUREG_LIGHTING_LUTINPUT_SCALE[edit]

Bits Description
0-2 unsigned, Scaler selector for D0
4-6 unsigned, Scaler selector for D1
8-10 unsigned, Scaler selector for SP
12-14 unsigned, Scaler selector for FR
16-18 unsigned, Scaler selector for RB
20-22 unsigned, Scaler selector for RG
24-26 unsigned, Scaler selector for RR

This register controls the scaling that is applied to the output of a LUT.

Scaler selector values:

Value Description
0 1x
1 2x
2 4x
3 8x
6 0.25x
7 0.5x

GPUREG_LIGHTING_LIGHT_PERMUTATION[edit]

Bits Description
0-2 unsigned, ID of the 1st enabled light
4-6 unsigned, ID of the 2nd enabled light
8-10 unsigned, ID of the 3rd enabled light
12-14 unsigned, ID of the 4th enabled light
16-18 unsigned, ID of the 5th enabled light
20-22 unsigned, ID of the 6th enabled light
24-26 unsigned, ID of the 7th enabled light
28-30 unsigned, ID of the 8th enabled light

This register sets the IDs of enabled light sources.

Geometry pipeline registers[edit]

GPUREG_ATTRIBBUFFERS_LOC[edit]

Bits Description
1-28 unsigned, Vertex arrays base address

This register sets the base address of all vertex arrays.

GPUREG_ATTRIBBUFFERS_FORMAT_LOW[edit]

Bits Description
0-1 unsigned, Vertex attribute 0 type
2-3 unsigned, Vertex attribute 0 size
4-5 unsigned, Vertex attribute 1 type
6-7 unsigned, Vertex attribute 1 size
8-9 unsigned, Vertex attribute 2 type
10-11 unsigned, Vertex attribute 2 size
12-13 unsigned, Vertex attribute 3 type
14-15 unsigned, Vertex attribute 3 size
16-17 unsigned, Vertex attribute 4 type
18-19 unsigned, Vertex attribute 4 size
20-21 unsigned, Vertex attribute 5 type
22-23 unsigned, Vertex attribute 5 size
24-25 unsigned, Vertex attribute 6 type
26-27 unsigned, Vertex attribute 6 size
28-29 unsigned, Vertex attribute 7 type
30-31 unsigned, Vertex attribute 7 size

This register configures the types and sizes of the first 8 vertex attributes.

Vertex attribute type values:

Value Description
0 Byte
1 Unsigned byte
2 Short
3 Float

Vertex attribute size values:

Value Description
0 8 bits
1 16 bits
2 24 bits
3 32 bits

GPUREG_ATTRIBBUFFERS_FORMAT_HIGH[edit]

Bits Description
0-1 unsigned, Vertex attribute 8 type
2-3 unsigned, Vertex attribute 8 size
4-5 unsigned, Vertex attribute 9 type
6-7 unsigned, Vertex attribute 9 size
8-9 unsigned, Vertex attribute 10 type
10-11 unsigned, Vertex attribute 10 size
12-13 unsigned, Vertex attribute 11 type
14-15 unsigned, Vertex attribute 11 size
16-27 unsigned, Fixed vertex attribute mask
28-31 unsigned, Total vertex attribute count - 1

This register configures the types and sizes of the last 4 vertex attributes, along with the attribute mask and the total attribute count.

See GPUREG_ATTRIBBUFFERS_FORMAT_LOW for vertex attribute type and size values.

GPUREG_ATTRIBBUFFERi_OFFSET[edit]

Bits Description
0-27 unsigned, Offset from base vertex arrays address

This register configures the offset of a vertex array from the base vertex arrays address.

GPUREG_ATTRIBBUFFERi_CONFIG1[edit]

Bits Description
0-3 unsigned, Component 1
4-7 unsigned, Component 2
8-11 unsigned, Component 3
12-15 unsigned, Component 4
16-19 unsigned, Component 5
20-23 unsigned, Component 6
24-27 unsigned, Component 7
28-31 unsigned, Component 8

This register configures the first 8 component types of a vertex array.

Component values:

Value Description
0 Vertex attribute 0
1 Vertex attribute 1
2 Vertex attribute 2
3 Vertex attribute 3
4 Vertex attribute 4
5 Vertex attribute 5
6 Vertex attribute 6
7 Vertex attribute 7
8 Vertex attribute 8
9 Vertex attribute 9
10 Vertex attribute 10
11 Vertex attribute 11
12 4-byte padding
13 8-byte padding
14 12-byte padding
15 16-byte padding

GPUREG_ATTRIBBUFFERi_CONFIG2[edit]

Bits Description
0-3 unsigned, Component 9
4-7 unsigned, Component 10
8-11 unsigned, Component 11
12-15 unsigned, Component 12
16-23 unsigned, Bytes per vertex
28-31 unsigned, Total number of components

This register configures the last 4 component types of a vertex array, along with the bytes per vertex and the total number of components.

See GPUREG_ATTRIBBUFFERi_CONFIG1 for component values.

GPUREG_INDEXBUFFER_CONFIG[edit]

Bits Description
0-27 unsigned, Offset from base vertex arrays address
31 Index type (0 = unsigned byte, 1 = unsigned short or drawing arrays)

This register configures the index array used when drawing elements.

GPUREG_NUMVERTICES[edit]

Bits Description
0-31 unsigned, Number of vertices to render

This register sets the number of vertices to render.

GPUREG_GEOSTAGE_CONFIG[edit]

Bits Description
0-1 unsigned, Geometry shader in use (0 = not in use, 2 = in use)
8 unsigned, Drawing triangle elements (0 = not, 1 = drawing triangle elements)
9 0x0
31 unsigned, Use reserved geometry shader subdivision (0 = don't use, 1 = use)

This register configures the geometry stage of the GPU pipeline.

When using vertex buffers and drawing elements in triangles mode, bit 8 is set to 1, else it is set to 0.

GPUREG_VERTEX_OFFSET[edit]

Bits Description
0-31 unsigned, Starting vertex offset

This register sets the offset of the first vertex in an array to render.

GPUREG_POST_VERTEX_CACHE_NUM[edit]

Bits Description
0-7 unsigned, Number of entries in the post-vertex cache (usually 0x4 or 0x84)

This register configures the post-vertex cache.

GPUREG_DRAWARRAYS[edit]

Bits Description
0-31 unsigned, Trigger (0 = idle, non-zero = draw arrays)

This register triggers drawing vertex arrays.

GPUREG_DRAWELEMENTS[edit]

Bits Description
0-31 unsigned, Trigger (0 = idle, non-zero = draw elements)

This register triggers drawing vertex array elements.

GPUREG_VTX_FUNC[edit]

Bits Description
0-31 unsigned, Trigger (0 = idle, non-zero = clear post-vertex cache)

This register triggers clearing the post-vertex cache.

GPUREG_FIXEDATTRIB_INDEX[edit]

Bits Description
0-3 unsigned, Fixed attribute index (0-11, 0xF = immediate-mode submission)

This register selects the index of the fixed attribute to be input with GPUREG_FIXEDATTRIB_DATAi. See GPU/Fixed Vertex Attributes and GPU/Immediate-Mode Vertex Submission for usage info.

GPUREG_FIXEDATTRIB_DATAi[edit]

Bits Description
DATA0:
0-7 float1.7.16, Vertex attribute element 3 (Z) (bits 16-23)
8-31 float1.7.16, Vertex attribute element 4 (W)
DATA1:
0-15 float1.7.16, Vertex attribute element 2 (Y) (bits 8-23)
16-31 float1.7.16, Vertex attribute element 3 (Z) (bits 0-15)
DATA2:
0-23 float1.7.16, Vertex attribute element 1 (X)
24-31 float1.7.16, Vertex attribute element 2 (Y) (bits 0-7)

Accepts four 24-bit floating-point values that make up a vertex attribute. Stored in the fixed attribute currently specified with GPUREG_FIXEDATTRIB_INDEX. If immediate-mode vertex submission is enabled (by writing 0xF to the index register) then vertex data is input here directly.

GPUREG_CMDBUF_SIZE0[edit]

Bits Description
0-20 unsigned, Size of command buffer 0 >> 3

This register sets the size of the first command buffer.

GPUREG_CMDBUF_SIZE1[edit]

Bits Description
0-20 unsigned, Size of command buffer 1 >> 3

This register sets the size of the second command buffer.

GPUREG_CMDBUF_ADDR0[edit]

Bits Description
0-28 unsigned, Physical address of command buffer 0 >> 3

This register sets the physical address of the first command buffer.

GPUREG_CMDBUF_ADDR1[edit]

Bits Description
0-28 unsigned, Physical address of command buffer 1 >> 3

This register sets the physical address of the second command buffer.

GPUREG_CMDBUF_JUMP0[edit]

Bits Description
0-31 unsigned, Trigger (0 = idle, non-zero = execute command buffer 0)

This register triggers a jump to the first command buffer.

GPUREG_CMDBUF_JUMP1[edit]

Bits Description
0-31 unsigned, Trigger (0 = idle, non-zero = execute command buffer 1)

This register triggers a jump to the second command buffer.

GPUREG_VSH_NUM_ATTR[edit]

Bits Description
0-3 unsigned, Number of vertex shader input attributes - 1

This register sets the number of vertex shader input attributes.

GPUREG_VSH_COM_MODE[edit]

Bits Description
0 unsigned, Geometry shader configuration enabled (0 = disabled, 1 = enabled)

This register sets whether to use the geometry shader configuration or reuse the vertex shader configuration for the geometry shader shading unit. When disabled and the geometry unit is not in use, as configured by GPUREG_GEOSTAGE_CONFIG, uniforms, outmap mask, program code and swizzle data are propagated to the geometry shader unit.

GPUREG_START_DRAW_FUNC0[edit]

Bits Description
0 unsigned, Mode (0 = drawing, 1 = configuration)
1-7 0x0

This register is related to drawing. When the mode value is set to 1, rendering is not performed properly. When set to 0, changes to the vertex shader configuration registers are not applied correctly. Because of this, it is usually initialized to 1, set to 0 immediately before triggering a draw, and set back to 1 immediately after triggering a draw.

GPUREG_VSH_OUTMAP_TOTAL1[edit]

Bits Description
0-3 unsigned, Number of vertex shader output map registers - 1

This register sets the number of vertex shader output map registers.

GPUREG_VSH_OUTMAP_TOTAL2[edit]

Bits Description
0-3 unsigned, Number of vertex shader output map registers - 1

This register sets the number of vertex shader output map registers.

GPUREG_GSH_MISC0[edit]

Bits Description
0-31 unsigned, Misc data (0x00000001 = Reserved geometry shader subdivision in use, 0x01004302 = Particle system in use, 0 otherwise)

This register configures miscellaneous geometry shader properties.

GPUREG_GEOSTAGE_CONFIG2[edit]

Bits Description
0 unsigned, Function indicator (with vertex buffers: 0 = draw elements, 1 = draw arrays, without: 0 = not inputting, 1 = inputting vertex attribute data)
8 unsigned, Drawing triangle elements (0 = not, 1 = drawing triangle elements)

This register configures the geometry stage of the GPU pipeline.

When using vertex buffers, bit 0 is set to 1 before drawing arrays, and cleared to 0 immediately after. When using immediate mode to directly input vertex attribute data, bit 0 is set to 1 before inputting vertex attribute data, and cleared to 0 immediately after. While bit 0 is set to 1, some register writes outside of the 0x200-0x254 and 0x280-0x2DF ranges may be processed incorrectly.

When using vertex buffers and drawing elements in triangles mode, bit 8 is set to 1, else it is set to 0.

GPUREG_GSH_MISC1[edit]

Bits Description
0-4 unsigned, Reserved geometry shader subdivision type (2 = Loop, 3 = Catmull-Clark)

This register configures the type of reserved geometry shader subdivision in use. The value is ignored when a subdivision is not in use.

GPUREG_PRIMITIVE_CONFIG[edit]

Bits Description
0-3 unsigned, Number of vertex shader output map registers - 1
8-9 unsigned, Primitive mode

This register configures primitive drawing.

Primitive mode value:

Value Description
0 Triangles
1 Triangle strip
2 Triangle fan
3 Geometry primitive

GPUREG_RESTART_PRIMITIVE[edit]

Bits Description
0 unsigned, Trigger (0 = idle, 1 = reset primitive)
1-31 0x0

This register triggers resetting primitive drawing.

Shader registers[edit]

GPUREG_SH_BOOLUNIFORM[edit]

Bits Description
0 unsigned, Boolean register b0 value (0 = false, 1 = true)
1 unsigned, Boolean register b1 value (0 = false, 1 = true)
2 unsigned, Boolean register b2 value (0 = false, 1 = true)
3 unsigned, Boolean register b3 value (0 = false, 1 = true)
4 unsigned, Boolean register b4 value (0 = false, 1 = true)
5 unsigned, Boolean register b5 value (0 = false, 1 = true)
6 unsigned, Boolean register b6 value (0 = false, 1 = true)
7 unsigned, Boolean register b7 value (0 = false, 1 = true)
8 unsigned, Boolean register b8 value (0 = false, 1 = true)
9 unsigned, Boolean register b9 value (0 = false, 1 = true)
10 unsigned, Boolean register b10 value (0 = false, 1 = true)
11 unsigned, Boolean register b11 value (0 = false, 1 = true)
12 unsigned, Boolean register b12 value (0 = false, 1 = true)
13 unsigned, Boolean register b13 value (0 = false, 1 = true)
14 unsigned, Boolean register b14 value (0 = false, 1 = true)
15 unsigned, Boolean register b15 value (0 = false, 1 = true)
16-31 0x7FFF

This register is used to set a shader unit's boolean registers.

GPUREG_SH_INTUNIFORM_Ii[edit]

Bits Description
0-7 unsigned, Integer register ii X value
8-15 unsigned, Integer register ii Y value
16-23 unsigned, Integer register ii Z value
24-31 unsigned, Integer register ii W value

These registers are used to set a shader unit's integer registers.

GPUREG_SH_INPUTBUFFER_CONFIG[edit]

Bits Description
0-3 unsigned, Input vertex attributes - 1
8-15 unsigned, Use reserved geometry shader subdivision (0 = don't use, 1 = use) (always 0 for vertex shaders)
16-23 0x0
24-31 unsigned, Use geometry shader (0x8 = use, 0xA0 = don't use) (always 0xA0 for vertex shaders)

This register is used to configure a shader unit's input buffer.

GPUREG_SH_ENTRYPOINT[edit]

Bits Description
0-15 unsigned, Code entry point offset, in 32-bit words
16-31 0x7FFF

This register sets a shader unit's code entry point.

For geometry shaders, this sets the entry point for the single shader unit which can be dedicated to running geometry shaders, regardless of the current geometry stage mode. This is means that while this register is normally used to set the geometry shader entry point, it can also be used to set this single shader unit to run from a different entry point than the other three, even when running a vertex shader.

For vertex shaders, this sets the entry point for the shader units set to vertex shader mode. Depending on the current geometry stage mode this can include either all 4 shader units or just 3 of them.

GPUREG_SH_ATTRIBUTES_PERMUTATION_LOW[edit]

Bits Description
0-3 unsigned, Vertex attribute 0 input register index
4-7 unsigned, Vertex attribute 1 input register index
8-11 unsigned, Vertex attribute 2 input register index
12-15 unsigned, Vertex attribute 3 input register index
16-19 unsigned, Vertex attribute 4 input register index
20-23 unsigned, Vertex attribute 5 input register index
24-27 unsigned, Vertex attribute 6 input register index
28-31 unsigned, Vertex attribute 7 input register index

This register sets the shader unit input register index which will correspond to each attribute contained by the input buffer (which in the case of geometry shaders is the vertex shader output buffer) for the first 8 attributes. For example, having bits 0-3 set to 5 means that, in the shader program, v5 will contain the input buffer's 1st attribute.

GPUREG_SH_ATTRIBUTES_PERMUTATION_HIGH[edit]

Bits Description
0-3 unsigned, Vertex attribute 8 input register index
4-7 unsigned, Vertex attribute 9 input register index
8-11 unsigned, Vertex attribute 10 input register index
12-15 unsigned, Vertex attribute 11 input register index
16-19 unsigned, Vertex attribute 12 input register index
20-23 unsigned, Vertex attribute 13 input register index
24-27 unsigned, Vertex attribute 14 input register index
28-31 unsigned, Vertex attribute 15 input register index

This register sets the shader unit input register index which will correspond to each attribute contained by the input buffer (which in the case of geometry shaders is the vertex shader output buffer) for attributes 8 through 15. For example, having bits 0-3 set to 5 means that, in the shader program, v5 will contain the input buffer's 9th attribute.

GPUREG_SH_OUTMAP_MASK[edit]

Bits Description
0 unsigned, Output register o0 enabled (0 = disabled, 1 = enabled)
1 unsigned, Output register o1 enabled (0 = disabled, 1 = enabled)
2 unsigned, Output register o2 enabled (0 = disabled, 1 = enabled)
3 unsigned, Output register o3 enabled (0 = disabled, 1 = enabled)
4 unsigned, Output register o4 enabled (0 = disabled, 1 = enabled)
5 unsigned, Output register o5 enabled (0 = disabled, 1 = enabled)
6 unsigned, Output register o6 enabled (0 = disabled, 1 = enabled)
7 unsigned, Output register o7 enabled (0 = disabled, 1 = enabled) (vertex shader only)
8 unsigned, Output register o8 enabled (0 = disabled, 1 = enabled) (vertex shader only)
9 unsigned, Output register o9 enabled (0 = disabled, 1 = enabled) (vertex shader only)
10 unsigned, Output register o10 enabled (0 = disabled, 1 = enabled) (vertex shader only)
11 unsigned, Output register o11 enabled (0 = disabled, 1 = enabled) (vertex shader only)
12 unsigned, Output register o12 enabled (0 = disabled, 1 = enabled) (vertex shader only)
13 unsigned, Output register o13 enabled (0 = disabled, 1 = enabled) (vertex shader only)
14 unsigned, Output register o14 enabled (0 = disabled, 1 = enabled) (vertex shader only)
15 unsigned, Output register o15 enabled (0 = disabled, 1 = enabled) (vertex shader only)
16-31 0x0

This register toggles a shader unit's output registers.

GPUREG_SH_CODETRANSFER_END[edit]

Bits Description
0-31 unsigned, Signal transfer end (0 = idle, non-zero = signal)

This register's value should be set to 1 in order to finalize the transfer of shader code.

GPUREG_SH_FLOATUNIFORM_INDEX[edit]

Bits Description
0-7 unsigned, Target floating-point register index (range 0-95, where 0 = c0 and 95 = c95)
31 unsigned, Transfer mode (0 = float1.7.16, 1 = float1.8.23)

This register sets the shader unit's target floating-point register and transfer mode for the data transfer system. As such it is typically used right before GPUREG_SH_FLOATUNIFORM_DATAi, though writing to one register does not make writing to the other mandatory.

GPUREG_SH_FLOATUNIFORM_DATAi[edit]

Bits Description
0-31 Floating-point register component data

This register is used to set the components of a shader unit's floating-point registers, each having 4 components. The data format which should be written to it depends on the transfer mode set with GPUREG_SH_FLOATUNIFORM_INDEX. This register functions as a FIFO queue: after each time a 4-component uniform register is successfully set, the target register index is incremented, meaning that groups of uniforms with contiguous register IDs can be set with only one initial write to GPUREG_SH_FLOATUNIFORM_INDEX.

  • In the case of float24 transfer mode, data should be sent by writing three words which are the concatenation of the float24 value of the uniform register's 4 components, in the reverse order. Assuming each letter corresponds to 4 bits, the format becomes:
    • first word : ZZWWWWWW
    • second word : YYYYZZZZ
    • third word : XXXXXXYY
  • In the case of float32 transfer mode, data should be sent by writing four words which are each the float32 value of the uniform register's 4 components, in the reverse order.

GPUREG_SH_CODETRANSFER_INDEX[edit]

Bits Description
0-11 unsigned, Target shader code offset

This register is used to set the offset at which upcoming shader code data transferred through GPUREG_SH_CODETRANSFER_DATAi should be written.

GPUREG_SH_CODETRANSFER_DATAi[edit]

Bits Description
0-31 unsigned, Shader instruction data

This register is used to transfer shader code data. This register behaves as a FIFO queue: each write to this register writes the provided value to the GPU shader code memory bank at the offset initially set by GPUREG_SH_CODETRANSFER_INDEX. The offset in question is incremented after each write to this register.

GPUREG_SH_OPDESCS_INDEX[edit]

Bits Description
0-11 unsigned, Target shader operand descriptor offset

This register is used to set the offset at which upcoming shader operand descriptor data transferred through GPUREG_SH_OPDESCS_DATAi should be written.

GPUREG_SH_OPDESCS_DATAi[edit]

Bits Description
0-31 unsigned, Shader operand descriptor data

This register is used to transfer shader operand descriptor data. This register behaves as a FIFO queue: each write to this register writes the provided value to the GPU shader operand descriptor memory bank at the offset initially set by GPUREG_SH_OPDESCS_INDEX. The offset in question is incremented after each write to this register.