Difference between revisions of "Nintendo OpenGL"
Line 3: | Line 3: | ||
== Description == | == Description == | ||
− | The PICA200 is an opengl ES 1.1 compliant GPU manufactured by DMP. It comes loaded with a number of extensions that make it similar to an openGL ES 2.0 compliant GPU (ability to run programmable vertex/geometry shaders, for instance). Because of this, Nintendo wrapped GPU access into an openGL ES 2.0 implementation with some limitations. As the fragment stage of the pipeline is non-programmable, Nintendo instead gives developers the ability to configure a number of fragment-related values through glGetUniformLocation and | + | The PICA200 is an opengl ES 1.1 compliant GPU manufactured by DMP. It comes loaded with a number of extensions that make it similar to an openGL ES 2.0 compliant GPU (ability to run programmable vertex/geometry shaders, for instance). Because of this, Nintendo wrapped GPU access into an openGL ES 2.0 implementation with some limitations. As the fragment stage of the pipeline is non-programmable, Nintendo instead gives developers the ability to configure a number of fragment-related values through glGetUniformLocation and glUniformXX. See below for the full list. |
== Shader program structure == | == Shader program structure == | ||
Line 102: | Line 102: | ||
| dmp_FragmentLightSource[k].distanceAttenuationScale (float) | | dmp_FragmentLightSource[k].distanceAttenuationScale (float) | ||
|} | |} | ||
+ | |||
+ | == Proposed REing methodology == | ||
+ | |||
+ | 1. Choose a "uniform" you want to RE below | ||
+ | 2. Take note of its ID and type ! | ||
+ | 3. Depending on whether its a float or not, go through the gigantic switches in shm_uniformfv or shm_uniformiv (non-float) based on the ID of your uniform | ||
+ | 4. Once you find the piece of code specific to your uniform, take note of how the values passed to shm_uniformfv/shm_uniformiv are written to the shader object | ||
+ | 5. Go through __shv_validateShaderValidator looking for where those fields written to in shm_uniformfv/shm_uniformiv are used and written to the GPU command buffer either directly or through __cb_writeRegs, __cb_multiWriteReg or __cb_fillRegs. | ||
+ | 6. Document findings on 3Dbrew ! (that's the most important step) | ||
== Fragment "uniform" list == | == Fragment "uniform" list == |
Revision as of 20:33, 10 November 2014
This page's goal is to describe parts of Nintendo's OpenGL implementation for the 3DS as we reverse engineer it to better understand how to use the PICA200.
Description
The PICA200 is an opengl ES 1.1 compliant GPU manufactured by DMP. It comes loaded with a number of extensions that make it similar to an openGL ES 2.0 compliant GPU (ability to run programmable vertex/geometry shaders, for instance). Because of this, Nintendo wrapped GPU access into an openGL ES 2.0 implementation with some limitations. As the fragment stage of the pipeline is non-programmable, Nintendo instead gives developers the ability to configure a number of fragment-related values through glGetUniformLocation and glUniformXX. See below for the full list.
Shader program structure
When uniform values are set, they are attached to the current shader program and stored into the corresponding shader program structure.
Shader program struct :
Offset | Size | Description |
---|---|---|
0x000 | 0x04 | Value 0x0 ? |
0x004 | 0x04 | Program ID |
0x008 | 0x04 | Value -1 ? |
0x01C | 0x04 | Pointer to program-specific uniform table |
0x020 | 0x04 | Total number of uniforms for program |
0x028 | 0x04 | Number of program-specific uniforms |
0x64C | 0x04 | Value for GPU register 0x0104 |
0x7C0 | 0x04 | Bitfield containing dmp_FragmentLightSource[n].shadowed values |
0x7D8 | 0x04 | Bitfield containing dmp_FragmentLightSource[n].geomFactor0 / dmp_FragmentLightSource[n].geomFactor1 / dmp_FragmentLightSource[n].twoSideDiffuse values |
0xA20 | 0x70*8 | Table of structs for 8 dmp_FragmentLightSource |
dmp_FragmentLightSource struct:
Offset | Size | Description |
---|---|---|
0x00 | 0x01 | dmp_FragmentLightSource[k].enabled |
0x04 | 0x10 | dmp_FragmentLightSource[k].ambient (float[4]) |
0x14 | 0x10 | dmp_FragmentLightSource[k].diffuse (float[4]) |
0x24 | 0x10 | dmp_FragmentLightSource[k].specular0 (float[4]) |
0x34 | 0x10 | dmp_FragmentLightSource[k].specular1 (float[4]) |
0x44 | 0x10 | dmp_FragmentLightSource[k].position (float[4]) |
0x54 | 0x10 | dmp_FragmentLightSource[k].spotDirection (float[3]) |
0x60 | 0x04 | dmp_FragmentLightSource[k].samplerSP (u32) |
0x64 | 0x04 | dmp_FragmentLightSource[k].distanceAttenuationBias (float) |
0x68 | 0x04 | dmp_FragmentLightSource[k].distanceAttenuationScale (float) |
Proposed REing methodology
1. Choose a "uniform" you want to RE below 2. Take note of its ID and type ! 3. Depending on whether its a float or not, go through the gigantic switches in shm_uniformfv or shm_uniformiv (non-float) based on the ID of your uniform 4. Once you find the piece of code specific to your uniform, take note of how the values passed to shm_uniformfv/shm_uniformiv are written to the shader object 5. Go through __shv_validateShaderValidator looking for where those fields written to in shm_uniformfv/shm_uniformiv are used and written to the GPU command buffer either directly or through __cb_writeRegs, __cb_multiWriteReg or __cb_fillRegs. 6. Document findings on 3Dbrew ! (that's the most important step)
Fragment "uniform" list
Uniform ID | Type | Name |
---|---|---|
0x0 | GL_BOOL | dmp_Texture[0].perspectiveShadow |
0x1 | GL_FLOAT | dmp_Texture[0].shadowZBias |
0x2 | GL_FLOAT | dmp_Texture[0].shadowZScale |
0x3 | GL_INT | dmp_Texture[0].samplerType |
0x4 | GL_INT | dmp_Texture[1].samplerType |
0x5 | GL_INT | dmp_Texture[2].samplerType |
0x6 | GL_INT | dmp_Texture[3].samplerType |
0x7 | GL_INT | dmp_Texture[2].texcoord |
0x8 | GL_INT | dmp_Texture[3].texcoord |
0x9 | GL_INT | dmp_Texture[3].ptRgbMap |
0xA | GL_INT | dmp_Texture[3].ptAlphaMap |
0xB | GL_BOOL | dmp_Texture[3].ptAlphaSeparate |
0xC | GL_INT | dmp_Texture[3].ptClampU |
0xD | GL_INT | dmp_Texture[3].ptClampV |
0xE | GL_INT | dmp_Texture[3].ptShiftU |
0xF | GL_INT | dmp_Texture[3].ptShiftV |
0x10 | GL_INT | dmp_Texture[3].ptMinFilter |
0x11 | GL_INT | dmp_Texture[3].ptTexWidth |
0x12 | GL_INT | dmp_Texture[3].ptTexOffset |
0x13 | GL_FLOAT | dmp_Texture[3].ptTexBias |
0x14 | GL_BOOL | dmp_Texture[3].ptNoiseEnable |
0x15 | GL_FLOAT_VEC3 | dmp_Texture[3].ptNoiseU |
0x16 | GL_FLOAT_VEC3 | dmp_Texture[3].ptNoiseV |
0x17 | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerRgbMap |
0x18 | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerAlphaMap |
0x19 | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerNoiseMap |
0x1A | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerR |
0x1B | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerG |
0x1C | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerB |
0x1D | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerA |
0x1E | GL_INT | dmp_FragOperation.mode |
0x1F | GL_FLOAT | dmp_FragOperation.penumbraScale |
0x20 | GL_FLOAT | dmp_FragOperation.penumbraBias |
0x21 | GL_FLOAT | dmp_FragOperation.wScale |
0x22 | GL_BOOL | dmp_FragOperation.enableClippingPlane |
0x23 | GL_FLOAT_VEC4 | dmp_FragOperation.clippingPlane |
0x24 | GL_BOOL | dmp_FragOperation.enableAlphaTest |
0x25 | GL_INT | dmp_FragOperation.alphaTestFunc |
0x26 | GL_FLOAT | dmp_FragOperation.alphaRefValue |
0x27 | GL_FLOAT_VEC3 | dmp_Gas.lightXY |
0x28 | GL_FLOAT_VEC4 | dmp_Gas.lightZ |
0x29 | GL_FLOAT | dmp_Gas.deltaZ |
0x2A | GL_FLOAT | dmp_Gas.accMax |
0x2B | GL_BOOL | dmp_Gas.autoAcc |
0x2C | GL_FLOAT | dmp_Gas.attenuation |
0x2D | GL_INT | dmp_Gas.colorLutInput |
0x2E | GL_INT | dmp_Gas.shadingDensitySrc |
0x2F | GL_SAMPLER_1D | dmp_Gas.samplerTR |
0x30 | GL_SAMPLER_1D | dmp_Gas.samplerTG |
0x31 | GL_SAMPLER_1D | dmp_Gas.samplerTB |
0x32 | GL_BOOL | dmp_FragmentLighting.enabled |
0x33 | GL_FLOAT_VEC4 | dmp_FragmentLighting.ambient |
0x34 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.emission |
0x35 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.ambient |
0x36 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.diffuse |
0x37 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.specular0 |
0x38 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.specular1 |
0x39 | GL_BOOL | dmp_FragmentLightSource[0].enabled |
0x3A | GL_BOOL | dmp_FragmentLightSource[1].enabled |
0x3B | GL_BOOL | dmp_FragmentLightSource[2].enabled |
0x3C | GL_BOOL | dmp_FragmentLightSource[3].enabled |
0x3D | GL_BOOL | dmp_FragmentLightSource[4].enabled |
0x3E | GL_BOOL | dmp_FragmentLightSource[5].enabled |
0x3F | GL_BOOL | dmp_FragmentLightSource[6].enabled |
0x40 | GL_BOOL | dmp_FragmentLightSource[7].enabled |
0x41 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].ambient |
0x42 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].ambient |
0x43 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].ambient |
0x44 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].ambient |
0x45 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].ambient |
0x46 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].ambient |
0x47 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].ambient |
0x48 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].ambient |
0x49 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].diffuse |
0x4A | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].diffuse |
0x4B | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].diffuse |
0x4C | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].diffuse |
0x4D | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].diffuse |
0x4E | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].diffuse |
0x4F | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].diffuse |
0x50 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].diffuse |
0x51 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].specular0 |
0x52 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].specular0 |
0x53 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].specular0 |
0x54 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].specular0 |
0x55 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].specular0 |
0x56 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].specular0 |
0x57 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].specular0 |
0x58 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].specular0 |
0x59 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].specular1 |
0x5A | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].specular1 |
0x5B | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].specular1 |
0x5C | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].specular1 |
0x5D | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].specular1 |
0x5E | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].specular1 |
0x5F | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].specular1 |
0x60 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].specular1 |
0x61 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].position |
0x62 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].position |
0x63 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].position |
0x64 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].position |
0x65 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].position |
0x66 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].position |
0x67 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].position |
0x68 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].position |
0x69 | GL_FLOAT_VEC3 | dmp_FragmentLightSource[0].spotDirection |
0x6A | GL_FLOAT_VEC3 | dmp_FragmentLightSource[1].spotDirection |
0x6B | GL_FLOAT_VEC3 | dmp_FragmentLightSource[2].spotDirection |
0x6C | GL_FLOAT_VEC3 | dmp_FragmentLightSource[3].spotDirection |
0x6D | GL_FLOAT_VEC3 | dmp_FragmentLightSource[4].spotDirection |
0x6E | GL_FLOAT_VEC3 | dmp_FragmentLightSource[5].spotDirection |
0x6F | GL_FLOAT_VEC3 | dmp_FragmentLightSource[6].spotDirection |
0x70 | GL_FLOAT_VEC3 | dmp_FragmentLightSource[7].spotDirection |
0x71 | GL_BOOL | dmp_FragmentLightSource[0].shadowed |
0x72 | GL_BOOL | dmp_FragmentLightSource[1].shadowed |
0x73 | GL_BOOL | dmp_FragmentLightSource[2].shadowed |
0x74 | GL_BOOL | dmp_FragmentLightSource[3].shadowed |
0x75 | GL_BOOL | dmp_FragmentLightSource[4].shadowed |
0x76 | GL_BOOL | dmp_FragmentLightSource[5].shadowed |
0x77 | GL_BOOL | dmp_FragmentLightSource[6].shadowed |
0x78 | GL_BOOL | dmp_FragmentLightSource[7].shadowed |
0x79 | GL_BOOL | dmp_FragmentLightSource[0].geomFactor0 |
0x7A | GL_BOOL | dmp_FragmentLightSource[1].geomFactor0 |
0x7B | GL_BOOL | dmp_FragmentLightSource[2].geomFactor0 |
0x7C | GL_BOOL | dmp_FragmentLightSource[3].geomFactor0 |
0x7D | GL_BOOL | dmp_FragmentLightSource[4].geomFactor0 |
0x7E | GL_BOOL | dmp_FragmentLightSource[5].geomFactor0 |
0x7F | GL_BOOL | dmp_FragmentLightSource[6].geomFactor0 |
0x80 | GL_BOOL | dmp_FragmentLightSource[7].geomFactor0 |
0x81 | GL_BOOL | dmp_FragmentLightSource[0].geomFactor1 |
0x82 | GL_BOOL | dmp_FragmentLightSource[1].geomFactor1 |
0x83 | GL_BOOL | dmp_FragmentLightSource[2].geomFactor1 |
0x84 | GL_BOOL | dmp_FragmentLightSource[3].geomFactor1 |
0x85 | GL_BOOL | dmp_FragmentLightSource[4].geomFactor1 |
0x86 | GL_BOOL | dmp_FragmentLightSource[5].geomFactor1 |
0x87 | GL_BOOL | dmp_FragmentLightSource[6].geomFactor1 |
0x88 | GL_BOOL | dmp_FragmentLightSource[7].geomFactor1 |
0x89 | GL_BOOL | dmp_FragmentLightSource[0].twoSideDiffuse |
0x8A | GL_BOOL | dmp_FragmentLightSource[1].twoSideDiffuse |
0x8B | GL_BOOL | dmp_FragmentLightSource[2].twoSideDiffuse |
0x8C | GL_BOOL | dmp_FragmentLightSource[3].twoSideDiffuse |
0x8D | GL_BOOL | dmp_FragmentLightSource[4].twoSideDiffuse |
0x8E | GL_BOOL | dmp_FragmentLightSource[5].twoSideDiffuse |
0x8F | GL_BOOL | dmp_FragmentLightSource[6].twoSideDiffuse |
0x90 | GL_BOOL | dmp_FragmentLightSource[7].twoSideDiffuse |
0x91 | GL_SAMPLER_1D | dmp_FragmentLightSource[0].samplerSP |
0x92 | GL_SAMPLER_1D | dmp_FragmentLightSource[1].samplerSP |
0x93 | GL_SAMPLER_1D | dmp_FragmentLightSource[2].samplerSP |
0x94 | GL_SAMPLER_1D | dmp_FragmentLightSource[3].samplerSP |
0x95 | GL_SAMPLER_1D | dmp_FragmentLightSource[4].samplerSP |
0x96 | GL_SAMPLER_1D | dmp_FragmentLightSource[5].samplerSP |
0x97 | GL_SAMPLER_1D | dmp_FragmentLightSource[6].samplerSP |
0x98 | GL_SAMPLER_1D | dmp_FragmentLightSource[7].samplerSP |
0x99 | GL_BOOL | dmp_FragmentLightSource[0].spotEnabled |
0x9A | GL_BOOL | dmp_FragmentLightSource[1].spotEnabled |
0x9B | GL_BOOL | dmp_FragmentLightSource[2].spotEnabled |
0x9C | GL_BOOL | dmp_FragmentLightSource[3].spotEnabled |
0x9D | GL_BOOL | dmp_FragmentLightSource[4].spotEnabled |
0x9E | GL_BOOL | dmp_FragmentLightSource[5].spotEnabled |
0x9F | GL_BOOL | dmp_FragmentLightSource[6].spotEnabled |
0xA0 | GL_BOOL | dmp_FragmentLightSource[7].spotEnabled |
0xA1 | GL_FLOAT | dmp_FragmentLightSource[0].distanceAttenuationBias |
0xA2 | GL_FLOAT | dmp_FragmentLightSource[1].distanceAttenuationBias |
0xA3 | GL_FLOAT | dmp_FragmentLightSource[2].distanceAttenuationBias |
0xA4 | GL_FLOAT | dmp_FragmentLightSource[3].distanceAttenuationBias |
0xA5 | GL_FLOAT | dmp_FragmentLightSource[4].distanceAttenuationBias |
0xA6 | GL_FLOAT | dmp_FragmentLightSource[5].distanceAttenuationBias |
0xA7 | GL_FLOAT | dmp_FragmentLightSource[6].distanceAttenuationBias |
0xA8 | GL_FLOAT | dmp_FragmentLightSource[7].distanceAttenuationBias |
0xA9 | GL_FLOAT | dmp_FragmentLightSource[0].distanceAttenuationScale |
0xAA | GL_FLOAT | dmp_FragmentLightSource[1].distanceAttenuationScale |
0xAB | GL_FLOAT | dmp_FragmentLightSource[2].distanceAttenuationScale |
0xAC | GL_FLOAT | dmp_FragmentLightSource[3].distanceAttenuationScale |
0xAD | GL_FLOAT | dmp_FragmentLightSource[4].distanceAttenuationScale |
0xAE | GL_FLOAT | dmp_FragmentLightSource[5].distanceAttenuationScale |
0xAF | GL_FLOAT | dmp_FragmentLightSource[6].distanceAttenuationScale |
0xB0 | GL_FLOAT | dmp_FragmentLightSource[7].distanceAttenuationScale |
0xB1 | GL_BOOL | dmp_FragmentLightSource[0].distanceAttenuationEnabled |
0xB2 | GL_BOOL | dmp_FragmentLightSource[1].distanceAttenuationEnabled |
0xB3 | GL_BOOL | dmp_FragmentLightSource[2].distanceAttenuationEnabled |
0xB4 | GL_BOOL | dmp_FragmentLightSource[3].distanceAttenuationEnabled |
0xB5 | GL_BOOL | dmp_FragmentLightSource[4].distanceAttenuationEnabled |
0xB6 | GL_BOOL | dmp_FragmentLightSource[5].distanceAttenuationEnabled |
0xB7 | GL_BOOL | dmp_FragmentLightSource[6].distanceAttenuationEnabled |
0xB8 | GL_BOOL | dmp_FragmentLightSource[7].distanceAttenuationEnabled |
0xB9 | GL_SAMPLER_1D | dmp_FragmentLightSource[0].samplerDA |
0xBA | GL_SAMPLER_1D | dmp_FragmentLightSource[1].samplerDA |
0xBB | GL_SAMPLER_1D | dmp_FragmentLightSource[2].samplerDA |
0xBC | GL_SAMPLER_1D | dmp_FragmentLightSource[3].samplerDA |
0xBD | GL_SAMPLER_1D | dmp_FragmentLightSource[4].samplerDA |
0xBE | GL_SAMPLER_1D | dmp_FragmentLightSource[5].samplerDA |
0xBF | GL_SAMPLER_1D | dmp_FragmentLightSource[6].samplerDA |
0xC0 | GL_SAMPLER_1D | dmp_FragmentLightSource[7].samplerDA |
0xC1 | GL_BOOL | dmp_LightEnv.absLutInputD0 |
0xC2 | GL_BOOL | dmp_LightEnv.absLutInputD1 |
0xC3 | GL_BOOL | dmp_LightEnv.absLutInputSP |
0xC4 | GL_BOOL | dmp_LightEnv.absLutInputFR |
0xC5 | GL_BOOL | dmp_LightEnv.absLutInputRB |
0xC6 | GL_BOOL | dmp_LightEnv.absLutInputRG |
0xC7 | GL_BOOL | dmp_LightEnv.absLutInputRR |
0xC8 | GL_INT | dmp_LightEnv.lutInputD0 |
0xC9 | GL_INT | dmp_LightEnv.lutInputD1 |
0xCA | GL_INT | dmp_LightEnv.lutInputSP |
0xCB | GL_INT | dmp_LightEnv.lutInputFR |
0xCC | GL_INT | dmp_LightEnv.lutInputRB |
0xCD | GL_INT | dmp_LightEnv.lutInputRG |
0xCE | GL_INT | dmp_LightEnv.lutInputRR |
0xCF | GL_FLOAT | dmp_LightEnv.lutScaleD0 |
0xD0 | GL_FLOAT | dmp_LightEnv.lutScaleD1 |
0xD1 | GL_FLOAT | dmp_LightEnv.lutScaleSP |
0xD2 | GL_FLOAT | dmp_LightEnv.lutScaleFR |
0xD3 | GL_FLOAT | dmp_LightEnv.lutScaleRB |
0xD4 | GL_FLOAT | dmp_LightEnv.lutScaleRG |
0xD5 | GL_FLOAT | dmp_LightEnv.lutScaleRR |
0xD6 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerD0 |
0xD7 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerD1 |
0xD8 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerFR |
0xD9 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerRB |
0xDA | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerRG |
0xDB | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerRR |
0xDC | GL_INT | dmp_LightEnv.shadowSelector |
0xDD | GL_INT | dmp_LightEnv.bumpSelector |
0xDE | GL_INT | dmp_LightEnv.bumpMode |
0xDF | GL_BOOL | dmp_LightEnv.bumpRenorm |
0xE0 | GL_INT | dmp_LightEnv.config |
0xE1 | GL_BOOL | dmp_LightEnv.invertShadow |
0xE2 | GL_BOOL | dmp_LightEnv.shadowPrimary |
0xE3 | GL_BOOL | dmp_LightEnv.shadowSecondary |
0xE4 | GL_BOOL | dmp_LightEnv.shadowAlpha |
0xE5 | GL_INT | dmp_LightEnv.fresnelSelector |
0xE6 | GL_BOOL | dmp_LightEnv.clampHighlights |
0xE7 | GL_BOOL | dmp_LightEnv.lutEnabledD0 |
0xE8 | GL_BOOL | dmp_LightEnv.lutEnabledD1 |
0xE9 | GL_BOOL | dmp_LightEnv.lutEnabledRefl |
0xEA | GL_INT | dmp_TexEnv[0].combineRgb |
0xEB | GL_INT | dmp_TexEnv[1].combineRgb |
0xEC | GL_INT | dmp_TexEnv[2].combineRgb |
0xED | GL_INT | dmp_TexEnv[3].combineRgb |
0xEE | GL_INT | dmp_TexEnv[4].combineRgb |
0xEF | GL_INT | dmp_TexEnv[5].combineRgb |
0xF0 | GL_INT | dmp_TexEnv[0].combineAlpha |
0xF1 | GL_INT | dmp_TexEnv[1].combineAlpha |
0xF2 | GL_INT | dmp_TexEnv[2].combineAlpha |
0xF3 | GL_INT | dmp_TexEnv[3].combineAlpha |
0xF4 | GL_INT | dmp_TexEnv[4].combineAlpha |
0xF5 | GL_INT | dmp_TexEnv[5].combineAlpha |
0xF6 | GL_INT_VEC3 | dmp_TexEnv[0].srcRgb |
0xF7 | GL_INT_VEC3 | dmp_TexEnv[1].srcRgb |
0xF8 | GL_INT_VEC3 | dmp_TexEnv[2].srcRgb |
0xF9 | GL_INT_VEC3 | dmp_TexEnv[3].srcRgb |
0xFA | GL_INT_VEC3 | dmp_TexEnv[4].srcRgb |
0xFB | GL_INT_VEC3 | dmp_TexEnv[5].srcRgb |
0xFC | GL_INT_VEC3 | dmp_TexEnv[0].srcAlpha |
0xFD | GL_INT_VEC3 | dmp_TexEnv[1].srcAlpha |
0xFE | GL_INT_VEC3 | dmp_TexEnv[2].srcAlpha |
0xFF | GL_INT_VEC3 | dmp_TexEnv[3].srcAlpha |
0x100 | GL_INT_VEC3 | dmp_TexEnv[4].srcAlpha |
0x101 | GL_INT_VEC3 | dmp_TexEnv[5].srcAlpha |
0x102 | GL_INT_VEC3 | dmp_TexEnv[0].operandRgb |
0x103 | GL_INT_VEC3 | dmp_TexEnv[1].operandRgb |
0x104 | GL_INT_VEC3 | dmp_TexEnv[2].operandRgb |
0x105 | GL_INT_VEC3 | dmp_TexEnv[3].operandRgb |
0x106 | GL_INT_VEC3 | dmp_TexEnv[4].operandRgb |
0x107 | GL_INT_VEC3 | dmp_TexEnv[5].operandRgb |
0x108 | GL_INT_VEC3 | dmp_TexEnv[0].operandAlpha |
0x109 | GL_INT_VEC3 | dmp_TexEnv[1].operandAlpha |
0x10A | GL_INT_VEC3 | dmp_TexEnv[2].operandAlpha |
0x10B | GL_INT_VEC3 | dmp_TexEnv[3].operandAlpha |
0x10C | GL_INT_VEC3 | dmp_TexEnv[4].operandAlpha |
0x10D | GL_INT_VEC3 | dmp_TexEnv[5].operandAlpha |
0x10E | GL_FLOAT | dmp_TexEnv[0].scaleRgb |
0x10F | GL_FLOAT | dmp_TexEnv[1].scaleRgb |
0x110 | GL_FLOAT | dmp_TexEnv[2].scaleRgb |
0x111 | GL_FLOAT | dmp_TexEnv[3].scaleRgb |
0x112 | GL_FLOAT | dmp_TexEnv[4].scaleRgb |
0x113 | GL_FLOAT | dmp_TexEnv[5].scaleRgb |
0x114 | GL_FLOAT | dmp_TexEnv[0].scaleAlpha |
0x115 | GL_FLOAT | dmp_TexEnv[1].scaleAlpha |
0x116 | GL_FLOAT | dmp_TexEnv[2].scaleAlpha |
0x117 | GL_FLOAT | dmp_TexEnv[3].scaleAlpha |
0x118 | GL_FLOAT | dmp_TexEnv[4].scaleAlpha |
0x119 | GL_FLOAT | dmp_TexEnv[5].scaleAlpha |
0x11A | GL_FLOAT_VEC4 | dmp_TexEnv[0].constRgba |
0x11B | GL_FLOAT_VEC4 | dmp_TexEnv[1].constRgba |
0x11C | GL_FLOAT_VEC4 | dmp_TexEnv[2].constRgba |
0x11D | GL_FLOAT_VEC4 | dmp_TexEnv[3].constRgba |
0x11E | GL_FLOAT_VEC4 | dmp_TexEnv[4].constRgba |
0x11F | GL_FLOAT_VEC4 | dmp_TexEnv[5].constRgba |
0x120 | GL_FLOAT_VEC4 | dmp_TexEnv[0].bufferColor |
0x121 | GL_INT_VEC2 | dmp_TexEnv[1].bufferInput |
0x122 | GL_INT_VEC2 | dmp_TexEnv[2].bufferInput |
0x123 | GL_INT_VEC2 | dmp_TexEnv[3].bufferInput |
0x124 | GL_INT_VEC2 | dmp_TexEnv[4].bufferInput |
0x125 | GL_INT | dmp_Fog.mode |
0x126 | GL_FLOAT_VEC3 | dmp_Fog.color |
0x127 | GL_BOOL | dmp_Fog.zFlip |
0x128 | GL_SAMPLER_1D | dmp_Fog.sampler |