Difference between revisions of "GPU/Internal Registers"

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|-
 
|-
 
| 0050
 
| 0050
| [[#GPUREG_SH_OUTMAP_O0|GPUREG_SH_OUTMAP_O0]]
+
| [[#GPUREG_SH_OUTMAP_Oi|GPUREG_SH_OUTMAP_O0]]
 
|  
 
|  
 
|PICA_REG_GS_OUT_ATTR0 / PICA_REG_VS_OUT_ATTR0
 
|PICA_REG_GS_OUT_ATTR0 / PICA_REG_VS_OUT_ATTR0
 
|-
 
|-
 
| 0051
 
| 0051
| [[#GPUREG_SH_OUTMAP_O1|GPUREG_SH_OUTMAP_O1]]
+
| [[#GPUREG_SH_OUTMAP_Oi|GPUREG_SH_OUTMAP_O1]]
 
|  
 
|  
 
|PICA_REG_GS_OUT_ATTR1 / PICA_REG_VS_OUT_ATTR1
 
|PICA_REG_GS_OUT_ATTR1 / PICA_REG_VS_OUT_ATTR1
 
|-
 
|-
 
| 0052
 
| 0052
| [[#GPUREG_SH_OUTMAP_O2|GPUREG_SH_OUTMAP_O2]]
+
| [[#GPUREG_SH_OUTMAP_Oi|GPUREG_SH_OUTMAP_O2]]
 
|  
 
|  
 
|PICA_REG_GS_OUT_ATTR2 / PICA_REG_VS_OUT_ATTR2
 
|PICA_REG_GS_OUT_ATTR2 / PICA_REG_VS_OUT_ATTR2
 
|-
 
|-
 
| 0053
 
| 0053
| [[#GPUREG_SH_OUTMAP_O3|GPUREG_SH_OUTMAP_O3]]
+
| [[#GPUREG_SH_OUTMAP_Oi|GPUREG_SH_OUTMAP_O3]]
 
|  
 
|  
 
|PICA_REG_GS_OUT_ATTR3 / PICA_REG_VS_OUT_ATTR3
 
|PICA_REG_GS_OUT_ATTR3 / PICA_REG_VS_OUT_ATTR3
 
|-
 
|-
 
| 0054
 
| 0054
| [[#GPUREG_SH_OUTMAP_O4|GPUREG_SH_OUTMAP_O4]]
+
| [[#GPUREG_SH_OUTMAP_Oi|GPUREG_SH_OUTMAP_O4]]
 
|  
 
|  
 
|PICA_REG_GS_OUT_ATTR4 / PICA_REG_VS_OUT_ATTR4
 
|PICA_REG_GS_OUT_ATTR4 / PICA_REG_VS_OUT_ATTR4
 
|-
 
|-
 
| 0055
 
| 0055
| [[#GPUREG_SH_OUTMAP_O5|GPUREG_SH_OUTMAP_O5]]
+
| [[#GPUREG_SH_OUTMAP_Oi|GPUREG_SH_OUTMAP_O5]]
 
|  
 
|  
 
|PICA_REG_GS_OUT_ATTR5 / PICA_REG_VS_OUT_ATTR5
 
|PICA_REG_GS_OUT_ATTR5 / PICA_REG_VS_OUT_ATTR5
 
|-
 
|-
 
| 0056
 
| 0056
| [[#GPUREG_SH_OUTMAP_O6|GPUREG_SH_OUTMAP_O6]]
+
| [[#GPUREG_SH_OUTMAP_Oi|GPUREG_SH_OUTMAP_O6]]
 
|  
 
|  
 
|PICA_REG_GS_OUT_ATTR6 / PICA_REG_VS_OUT_ATTR6
 
|PICA_REG_GS_OUT_ATTR6 / PICA_REG_VS_OUT_ATTR6

Revision as of 03:06, 15 September 2015

(this page is hugely WIP)

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.

Types

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

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 so that a consecutively writing command based at 02C0 will write its first parameter to GPUREG_VSH_FLOATUNIFORM_CONFIG and ever subsequent ones to GPUREG_VSH_FLOATUNIFORM_DATA

Register list

Miscellaneous registers (0x000-0x03F)

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
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)

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_0047 ? PICA_REG_FRAG_OP_CLIP
0048 GPUREG_0048 ? PICA_REG_FRAG_OP_CLIP_DATA1
0049 GPUREG_0049 ? PICA_REG_FRAG_OP_CLIP_DATA2
004A GPUREG_004A ? PICA_REG_FRAG_OP_CLIP_DATA3
004B GPUREG_004B ? PICA_REG_FRAG_OP_CLIP_DATA4
004C GPUREG_004C
004D GPUREG_DEPTHMAP_SCALE As f24 PICA_REG_FRAG_OP_WSCALE_DATA1
004E GPUREG_DEPTHMAP_OFFSET As f24 PICA_REG_FRAG_OP_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_0061 ? PICA_REG_EARLY_DEPTH_FUNC
0062 GPUREG_0062 ? PICA_REG_EARLY_DEPTH_TEST1
0063 GPUREG_0063
0064 GPUREG_0064 ? 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_006A PICA_REG_EARLY_DEPTH_DATA
006B GPUREG_006B
006C GPUREG_006C
006D GPUREG_006D ? PICA_REG_FRAG_OP_WSCALE
006E GPUREG_FRAMEBUFFER_DIM2 ? PICA_REG_RENDER_BUF_RESOLUTION1
006F GPUREG_006F ? 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)

Register ID Register name Notes Official Name
0080 GPUREG_TEXUNIT_ENABLE 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_0084 ? PICA_REG_TEXTURE0_LOD
0085 GPUREG_TEXUNIT0_LOC PICA_REG_TEXTURE0_ADDR1
0086 GPUREG_0086 PICA_REG_TEXTURE0_ADDR2
0087 GPUREG_0087 PICA_REG_TEXTURE0_ADDR3
0088 GPUREG_0088 PICA_REG_TEXTURE0_ADDR4
0089 GPUREG_0089 PICA_REG_TEXTURE0_ADDR5
008A GPUREG_008A PICA_REG_TEXTURE0_ADDR6
008B GPUREG_008B ? 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_0094 ? PICA_REG_TEXTURE1_LOD
0095 GPUREG_TEXUNIT1_LOC 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_009C ? PICA_REG_TEXTURE2_LOD
009D GPUREG_TEXUNIT2_LOC 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_00A8 ? PICA_REG_TEXTURE3_PROTEX0
00A9 GPUREG_00A9 ? PICA_REG_TEXTURE3_PROTEX1
00AA GPUREG_00AA ? PICA_REG_TEXTURE3_PROTEX2
00AB GPUREG_00AB ? PICA_REG_TEXTURE3_PROTEX3
00AC GPUREG_00AC ? PICA_REG_TEXTURE3_PROTEX4
00AD GPUREG_00AD ? PICA_REG_TEXTURE3_PROTEX5
00AE GPUREG_00AE
00AF GPUREG_00AF ? PICA_REG_PROTEX_LUT
00B0 GPUREG_00B0 ? PICA_REG_PROTEX_LUT_DATA0
00B1 GPUREG_00B1 ? PICA_REG_PROTEX_LUT_DATA1
00B2 GPUREG_00B2 ? PICA_REG_PROTEX_LUT_DATA2
00B3 GPUREG_00B3 ? PICA_REG_PROTEX_LUT_DATA3
00B4 GPUREG_00B4 ? PICA_REG_PROTEX_LUT_DATA4
00B5 GPUREG_00B5 ? PICA_REG_PROTEX_LUT_DATA5
00B6 GPUREG_00B6 ? PICA_REG_PROTEX_LUT_DATA6
00B7 GPUREG_00B7 ? PICA_REG_PROTEX_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_00E1 ? PICA_REG_FOG_COLOR
00E2 GPUREG_00E2
00E3 GPUREG_00E3
00E4 GPUREG_00E4 ? PICA_REG_GAS_ATTENUATION
00E5 GPUREG_00E5 ? PICA_REG_GAS_ACCMAX
00E6 GPUREG_00E6 ? PICA_REG_FOG_LUT_INDEX
00E7 GPUREG_00E7
00E8 GPUREG_00E8 ? PICA_REG_FOG_LUT_DATA0
00E9 GPUREG_00E9 ? PICA_REG_FOG_LUT_DATA1
00EA GPUREG_00EA ? PICA_REG_FOG_LUT_DATA2
00EB GPUREG_00EB ? PICA_REG_FOG_LUT_DATA3
00EC GPUREG_00EC ? PICA_REG_FOG_LUT_DATA4
00ED GPUREG_00ED ? PICA_REG_FOG_LUT_DATA5
00EE GPUREG_00EE ? PICA_REG_FOG_LUT_DATA6
00EF GPUREG_00EF ? 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)

Register ID Register name Notes Official Name
0100 GPUREG_BLEND_ENABLE PICA_REG_COLOR_OPERATION
0101 GPUREG_BLEND_CONFIG PICA_REG_BLEND_FUNC
0102 GPUREG_LOGICOP_CONFIG PICA_REG_LOGIC_OP
0103 GPUREG_BLEND_COLOR PICA_REG_BLEND_COLOR
0104 GPUREG_ALPHATEST_CONFIG PICA_REG_FRAG_OP_ALPHA_TEST
0105 GPUREG_STENCIL_TEST PICA_REG_STENCIL_TEST
0106 GPUREG_STENCIL_ACTION PICA_REG_STENCIL_OP
0107 GPUREG_DEPTHTEST_CONFIG 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_0118 ? 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_0120 ? PICA_REG_GAS_LIGHT_XY
0121 GPUREG_0121 ? PICA_REG_GAS_LIGHT_Z
0122 GPUREG_0122 ? PICA_REG_GAS_LIGHT_Z_COLOR
0123 GPUREG_0123 ? PICA_REG_GAS_LUT_INDEX
0124 GPUREG_0124 ? PICA_REG_GAS_LUT_DATA
0125 GPUREG_0125
0126 GPUREG_0126 ? 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_0130 ? PICA_REG_FRAG_OP_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)

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
019B GPUREG_LIGHT5_ATTENUATION_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
01AB GPUREG_LIGHT6_ATTENUATION_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
01BB GPUREG_LIGHT7_ATTENUATION_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_DATA ? PICA_REG_FRAG_LIGHT_LUT_DATA0
01C9 GPUREG_LIGHTING_LUT_DATA ? PICA_REG_FRAG_LIGHT_LUT_DATA1
01CA GPUREG_LIGHTING_LUT_DATA ? PICA_REG_FRAG_LIGHT_LUT_DATA2
01CB GPUREG_LIGHTING_LUT_DATA ? PICA_REG_FRAG_LIGHT_LUT_DATA3
01CC GPUREG_LIGHTING_LUT_DATA ? PICA_REG_FRAG_LIGHT_LUT_DATA4
01CD GPUREG_LIGHTING_LUT_DATA ? PICA_REG_FRAG_LIGHT_LUT_DATA5
01CE GPUREG_LIGHTING_LUT_DATA ? PICA_REG_FRAG_LIGHT_LUT_DATA6
01CF GPUREG_LIGHTING_LUT_DATA ? 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)

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_022D
022E GPUREG_DRAWARRAYS PICA_REG_START_DRAW_ARRAY
022F GPUREG_DRAWELEMENTS PICA_REG_START_DRAW_ELEMENT
0230 GPUREG_0230
0231 GPUREG_0231 ? PICA_REG_VTX_FUNC
0232 GPUREG_FIXEDATTRIB_INDEX ? PICA_REG_VS_FIXED_ATTR
0233 GPUREG_FIXEDATTRIB_DATA ? PICA_REG_VS_FIXED_ATTR_DATA0
0234 GPUREG_FIXEDATTRIB_DATA ? PICA_REG_VS_FIXED_ATTR_DATA1
0235 GPUREG_FIXEDATTRIB_DATA ? PICA_REG_VS_FIXED_ATTR_DATA2
0236 GPUREG_0236
0237 GPUREG_0237
0238 GPUREG_CMDBUF_SIZE0
0239 GPUREG_CMDBUF_SIZE1
023A GPUREG_CMDBUF_ADDR0
023B GPUREG_CMDBUF_ADDR1
023C GPUREG_CMDBUF_JUMP0
023D GPUREG_CMDBUF_JUMP1
023E GPUREG_023E
023F GPUREG_023F
0240 GPUREG_0240
0241 GPUREG_0241
0242 GPUREG_0242 ? PICA_REG_VS_ATTR_NUM1
0243 GPUREG_0243
0244 GPUREG_0244 ? PICA_REG_VS_COM_MODE
0245 GPUREG_0245 ? PICA_REG_START_DRAW_FUNC0
0246 GPUREG_0246
0247 GPUREG_0247
0248 GPUREG_0248
0249 GPUREG_0249
024A GPUREG_024A ? 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_0251 ? PICA_REG_VS_OUT_REG_NUM2
0252 GPUREG_0252 ? PICA_REG_GS_MISC_REG0
0253 GPUREG_0253 ? PICA_REG_DRAW_MODE1
0254 GPUREG_0254 ? 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_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)

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_CONFIG PICA_REG_GS_FLOAT_ADDR
0291 GPUREG_GSH_FLOATUNIFORM_INDEX PICA_REG_GS_FLOAT_DATA1
0292 GPUREG_GSH_FLOATUNIFORM_DATA PICA_REG_GS_FLOAT_DATA2
0293 GPUREG_GSH_FLOATUNIFORM_DATA PICA_REG_GS_FLOAT_DATA3
0294 GPUREG_GSH_FLOATUNIFORM_DATA PICA_REG_GS_FLOAT_DATA4
0295 GPUREG_GSH_FLOATUNIFORM_DATA PICA_REG_GS_FLOAT_DATA5
0296 GPUREG_GSH_FLOATUNIFORM_DATA PICA_REG_GS_FLOAT_DATA6
0297 GPUREG_GSH_FLOATUNIFORM_DATA PICA_REG_GS_FLOAT_DATA7
0298 GPUREG_GSH_FLOATUNIFORM_DATA PICA_REG_GS_FLOAT_DATA8
0299 GPUREG_0299
029A GPUREG_029A
029B GPUREG_GSH_CODETRANSFER_INDEX ? PICA_REG_GS_PROG_ADDR
029C GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA0
029D GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA1
029E GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA2
029F GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA3
02A0 GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA4
02A1 GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA5
02A2 GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA6
02A3 GPUREG_GSH_CODETRANSFER_DATA PICA_REG_GS_PROG_DATA7
02A4 GPUREG_02A4
02A5 GPUREG_GSH_OPDESCS_INDEX PICA_REG_GS_PROG_SWIZZLE_ADDR
02A6 GPUREG_GSH_OPDESCS_DATA PICA_REG_GS_PROG_SWIZZLE_DATA0
02A7 GPUREG_GSH_OPDESCS_DATA PICA_REG_GS_PROG_SWIZZLE_DATA1
02A8 GPUREG_GSH_OPDESCS_DATA PICA_REG_GS_PROG_SWIZZLE_DATA2
02A9 GPUREG_GSH_OPDESCS_DATA PICA_REG_GS_PROG_SWIZZLE_DATA3
02AA GPUREG_GSH_OPDESCS_DATA PICA_REG_GS_PROG_SWIZZLE_DATA4
02AB GPUREG_GSH_OPDESCS_DATA PICA_REG_GS_PROG_SWIZZLE_DATA5
02AC GPUREG_GSH_OPDESCS_DATA PICA_REG_GS_PROG_SWIZZLE_DATA6
02AD GPUREG_GSH_OPDESCS_DATA 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_DATA PICA_REG_VS_FLOAT_DATA1
02C2 GPUREG_VSH_FLOATUNIFORM_DATA PICA_REG_VS_FLOAT_DATA2
02C3 GPUREG_VSH_FLOATUNIFORM_DATA PICA_REG_VS_FLOAT_DATA3
02C4 GPUREG_VSH_FLOATUNIFORM_DATA PICA_REG_VS_FLOAT_DATA4
02C5 GPUREG_VSH_FLOATUNIFORM_DATA PICA_REG_VS_FLOAT_DATA5
02C6 GPUREG_VSH_FLOATUNIFORM_DATA PICA_REG_VS_FLOAT_DATA6
02C7 GPUREG_VSH_FLOATUNIFORM_DATA PICA_REG_VS_FLOAT_DATA7
02C8 GPUREG_VSH_FLOATUNIFORM_DATA PICA_REG_VS_FLOAT_DATA8
02C9 GPUREG_02C9
02CA GPUREG_02CA
02CB GPUREG_VSH_CODETRANSFER_INDEX ? PICA_REG_VS_PROG_ADDR
02CC GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA0
02CD GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA1
02CE GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA2
02CF GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA3
02D0 GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA4
02D1 GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA5
02D2 GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA6
02D3 GPUREG_VSH_CODETRANSFER_DATA PICA_REG_VS_PROG_DATA7
02D4 GPUREG_02D4
02D5 GPUREG_VSH_OPDESCS_INDEX ? PICA_REG_VS_PROG_SWIZZLE_ADDR
02D6 GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA0
02D7 GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA1
02D8 GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA2
02D9 GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA3
02DA GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA4
02DB GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA5
02DC GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA6
02DD GPUREG_VSH_OPDESCS_DATA PICA_REG_VS_PROG_SWIZZLE_DATA7
02DE GPUREG_02DE
02DF GPUREG_02DF

Unknown registers (0x2E0-0x2FF)

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

GPUREG_FINALIZE

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

Texturing registers

Framebuffer registers

GPUREG_FRAMEBUFFER_INVALIDATE

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

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_DEPTHBUFFER_FORMAT

The format the current depth buffer should be written into. Following values are possible:

Value Description
0 16-bit depth
1 ?? seems to freeze the GPU
2 24-bit depth
3 24-bit depth + 8-bit stencil (stencil is within bit 24-31)

GPUREG_COLORBUFFER_FORMAT

Describes the format of the current color buffer used for 3D rendering.

Bits Description
0-7 Pixel size (0=16-bit, 1=24-bit, 2=32-bit, 3=64-bit?)
16-23 Framebuffer Format (0=GL_RGBA8, 1=GL_RGB8, 2=GL_RGB5_A1, 3=GL_R5_G6_B5, 4=GL_RGBA4).

Note that these values are slightly different from those in GPU#Framebuffer_color_formats.

Color components are laid out in reverse byte order, with the most significant bits used first.

GPUREG_FRAMEBUFFER_BLOCK32

When set to 0, use regular 8x8 tiling format for the framebuffer, compatible with textures. When set to 1, use a 32x32 tiling format. To untile the color buffer when using this format, use bit 16 of the display transfer flags. It is unknown if there are any advantages to using the 32x32 format.

Fragment lighting registers

GPUREG_LIGHTING_ENABLE0

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

GPUREG_LIGHTING_ENABLE1

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

GPUREG_LIGHTING_CONFIG0

Bits Description
0 Shadow factor enable, usually set to bit16 OR bit18 OR bit19
1 Unknown, set to 0
2-3 "Fresnel selector" (see below)
4-7 "Config", "Light env config" (see below)
8-15 Unknown, set to 4
16 "Shadow primary", 0=disabled, 1=enabled
17 "Shadow secondary", 0=disabled, 1=enabled
18 "Invert shadow", 0=disabled, 1=enabled
19 "Shadow alpha", 0=disabled, 1=enabled
20-21 Unknown, set to 0
22-23 "Bump selector"
24-25 "Shadow selector"
26 Unknown, set to 0
27 "Clamp highlights", 0=disabled, 1=enabled
28-29 "Bump mode", "Light env texy usage" (see below)
30 "Bump renorm", 0=enabled, 1=disabled
31 Unknown, set to 1

Fresnel selector constants:

Value Description
0 NO_FRESNEL
1 PRI_ALPHA_FRESNEL
2 SEC_ALPHA_FRESNEL
3 PRI_SEC_ALPHA_FRESNEL

Light env config constants:

Value Description
0 LIGHT_ENV_LAYER_CONFIG0
1 LIGHT_ENV_LAYER_CONFIG1
2 LIGHT_ENV_LAYER_CONFIG2
3 LIGHT_ENV_LAYER_CONFIG3
4 LIGHT_ENV_LAYER_CONFIG4
5 LIGHT_ENV_LAYER_CONFIG5
6 LIGHT_ENV_LAYER_CONFIG6
8 (sic) LIGHT_ENV_LAYER_CONFIG7

Bump mode constants:

Value Description
0 BUMP_NOT_USED
1 BUMP_AS_BUMP
2 BUMP_AS_TANG

Bit 30 is set when bump mode is not zero.

GPUREG_LIGHTING_CONFIG1

Bits Description
0 Disable bit for frag light source 0 shadows
1 Disable bit for frag light source 1 shadows
2 Disable bit for frag light source 2 shadows
3 Disable bit for frag light source 3 shadows
4 Disable bit for frag light source 4 shadows
5 Disable bit for frag light source 5 shadows
6 Disable bit for frag light source 6 shadows
7 Disable bit for frag light source 7 shadows
8 Disable bit for frag light source 0 spot
9 Disable bit for frag light source 1 spot
10 Disable bit for frag light source 2 spot
11 Disable bit for frag light source 3 spot
12 Disable bit for frag light source 4 spot
13 Disable bit for frag light source 5 spot
14 Disable bit for frag light source 6 spot
15 Disable bit for frag light source 7 spot
16 Disable bit for lut_D0
17 Disable bit for lut_D1
18 Unknown, set to 1
19 Disable bit for lut_FR
20 Disable bit for lut_RB
21 Disable bit for lut_RG
22 Disable bit for lut_RR
23 Unknown, set to 1
24 Disable bit for frag light source 0 distance attenuation
25 Disable bit for frag light source 1 distance attenuation
26 Disable bit for frag light source 2 distance attenuation
27 Disable bit for frag light source 3 distance attenuation
28 Disable bit for frag light source 4 distance attenuation
29 Disable bit for frag light source 5 distance attenuation
30 Disable bit for frag light source 6 distance attenuation
31 Disable bit for frag light source 7 distance attenuation

GPUREG_LIGHTING_NUM_LIGHTS

The number of active lights minus one (0..7) is written to this register.

GPUREG_LIGHTING_LIGHT_PERMUTATION

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

GPUREG_LIGHTING_LUTINPUT_SELECT

Bits Description
0-3 Input selector for lut_D0
4-7 Input selector for lut_D1
8-11 Input selector for lut_SP
12-15 Input selector for lut_FR
16-19 Input selector for lut_RB
20-23 Input selector for lut_RG
24-27 Input selector for lut_RR
28-31 Input selector for lut_DA

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_ABS

Bits Description
1 abs() flag for the input of lut_D0 (0=enabled, 1=disabled)
5 abs() flag for the input of lut_D1 (0=enabled, 1=disabled)
9 abs() flag for the input of lut_SP (0=enabled, 1=disabled)
13 abs() flag for the input of lut_FR (0=enabled, 1=disabled)
17 abs() flag for the input of lut_RB (0=enabled, 1=disabled)
21 abs() flag for the input of lut_RG (0=enabled, 1=disabled)
25 abs() flag for the input of lut_RR (0=enabled, 1=disabled)
29 abs() flag for the input of lut_DA (0=enabled, 1=disabled)

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

GPUREG_LIGHTING_LUTINPUT_SCALE

Bits Description
0-3 Scaler selector for lut_D0
4-7 Scaler selector for lut_D1
8-11 Scaler selector for lut_SP
12-15 Scaler selector for lut_FR
16-19 Scaler selector for lut_RB
20-23 Scaler selector for lut_RG
24-27 Scaler selector for lut_RR
28-31 Scaler selector for lut_DA

Scaler selector values:

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

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

GPUREG_LIGHTING_LUT_INDEX

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

Bits Description
0-7 Starting entry offset (0...255)
8-10 LUT ID (context=0) or Light ID (context=1,2)
11-12 Context ID

LUT ID values:

Value Description
0 lut_D0
1 lut_D1
3 lut_FR
4 lut_RB
5 lut_RG
6 lut_RR

Context ID values:

Value Description
0 LUTs common to all lights - writes to the LUT selected by the ID
1 lut_SP - writes to the LUT specific to the selected light
2 lut_DA - writes to the LUT specific to the selected light

GPUREG_LIGHTING_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.

Format of an entry:

Bits Description
0-11 Entry value (12bit fractional number; floatval = x / 4096; however 0xFFF is treated as 1.0)
12-22 Absolute value of the difference between the next entry and this entry (11bit fractional number; floatval = x / 2048; however 0x7FF is treated as 1.0)
23 Sign bit of the difference (0=positive, 1=negative)

GPUREG_LIGHTING_AMBIENT

Bits Description
0-7 Blue component (0..255)
10-17 Green component (0..255)
20-27 Red component (0..255)

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_LIGHTx_CONFIG

Bits Description
0 Light type (0 = positional light, 1 = directional light)
1 Two side diffuse (0=disable, 1=enable)
2 Geometric factor 0 (0=disable, 1=enable)
3 Geometric factor 1 (0=disable, 1=enable)

GPUREG_LIGHTx_XY

Bits Description
0-15 X coordinate (float16 = 1.5.10)
16-31 Y coordinate (float16 = 1.5.10)

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

GPUREG_LIGHTx_Z

Bits Description
0-15 Z coordinate (float16 = 1.5.10)

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

GPUREG_LIGHTx_SPOTDIR_XY

Bits Description
0-12 X coordinate (2.11 signed fixed point) (Usually the input value is negated)
16-28 Y coordinate (2.11 signed fixed point) (Usually the input value is negated)

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

GPUREG_LIGHTx_SPOTDIR_Z

Bits Description
0-12 Z coordinate (2.11 signed fixed point) (Usually the input value is negated)

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

GPUREG_LIGHTx_ATTENUATION_BIAS

These registers contain the distance attenuation bias value (float20 = 1.7.12) of the corresponding light.

GPUREG_LIGHTx_ATTENUATION_SCALE

These registers contain the distance attenuation scale value (float20 = 1.7.12) of the corresponding light.

GPUREG_LIGHTx_AMBIENT

These registers contain the ambient color (same format as GPUREG_LIGHTING_AMBIENT) of the corresponding light. Usually set to material_ambient*lightX_ambient.

GPUREG_LIGHTx_DIFFUSE

These registers contain the diffuse color (same format as GPUREG_LIGHTING_AMBIENT) of the corresponding light. Usually set to material_diffuse*lightX_diffuse.

GPUREG_LIGHTx_SPECULAR0

These registers contain the specular0 color (same format as GPUREG_LIGHTING_AMBIENT) of the corresponding light. Usually set to material_specular0*lightX_specular0.

GPUREG_LIGHTx_SPECULAR1

These registers contain the specular1 color (same format as GPUREG_LIGHTING_AMBIENT) of the corresponding light. Usually set to material_specular1*lightX_specular1.

Geometry pipeline registers

GPUREG_GEOSTAGE_CONFIG

Bits Description
0-7 Geometry stage mode. (0=Vertex shader only, 2=Vertex shader + geometry shader)
8 Unknown. Seems to skip every other triangle when used with indexed rendering and without geoshaders. Has no effect with non-indexed rendering without geoshaders. If this is 0, you don't need to use GPU_UNKPRIM with DrawElements.
9-15 No effect.
16-23 Unknown.
24-31 Unknown. Often set to 0.

This register configures the geometry stage of the GPU pipeline.

GPUREG_FIXEDATTRIB_INDEX

See GPU/Fixed Vertex Attributes and GPU/Immediate-Mode Vertex Submission for usage info.

Bits Description
0-31 Sets the active fixed attribute index. This is the fixed attribute which will be set when writing to GPUREG_FIXEDATTRIB_DATA. Valid values are 0-11. If the special value 0xF is written here, this sets up immediate-mode vertex submission instead, and writes to the data register will input vertex data directly into the pipeline.

GPUREG_FIXEDATTRIB_DATA

Accepts a packed 4-tuple of float24 values (in the same format used for specifying shader uniforms). This is stored as the fixed attribute value for the attribute currently specified in the index register. Attributes are always specified as a 4-tuple of floats, regardless of the format configured in GPUREG_ATTRIBBUFFERS_FORMAT_HIGH.

If immediate-mode vertex submission is enabled (by writing 0xF to the index register) then vertex data is input here directly. The index register does not need to be re-set after each write.

GPUREG_RESTART_PRIMITIVE

Bits Description
0-7 Writing 0x01 to this field ends the current triangle strip or fan. This is necessary before using these kinds of primitives with immediate-mode, but most games seem to write to it before every draw call.

Geometry shader registers

GPUREG_GSH_BOOLUNIFORM

Bits Description
0 Value of geometry shader unit's b0 boolean register. (0=true, 1=false)
1 Value of geometry shader unit's b1 boolean register. (0=true, 1=false)
2 Value of geometry shader unit's b2 boolean register. (0=true, 1=false)
3 Value of geometry shader unit's b3 boolean register. (0=true, 1=false)
4 Value of geometry shader unit's b4 boolean register. (0=true, 1=false)
5 Value of geometry shader unit's b5 boolean register. (0=true, 1=false)
6 Value of geometry shader unit's b6 boolean register. (0=true, 1=false)
7 Value of geometry shader unit's b7 boolean register. (0=true, 1=false)
8 Value of geometry shader unit's b8 boolean register. (0=true, 1=false)
9 Value of geometry shader unit's b9 boolean register. (0=true, 1=false)
10 Value of geometry shader unit's b10 boolean register. (0=true, 1=false)
11 Value of geometry shader unit's b11 boolean register. (0=true, 1=false)
12 Value of geometry shader unit's b12 boolean register. (0=true, 1=false)
13 Value of geometry shader unit's b13 boolean register. (0=true, 1=false)
14 Value of geometry shader unit's b14 boolean register. (0=true, 1=false)
15 Value of geometry shader unit's b15 boolean register. (0=true, 1=false)
16-31 Unknown. This seems to always be set to 0x7FFF, and other values may cause the GPU to hang

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

GPUREG_GSH_INTUNIFORM_I0

Bits Description
0-7 Value for geometry shader's i0.x (u8, 0-255)
8-15 Value for geometry shader's i0.y (u8, 0-255)
16-23 Value for geometry shader's i0.z (u8, 0-255)
24-31 Value for geometry shader's i0.w (u8, 0-255)

This register is used to set the geometry shader's i0 integer register.

GPUREG_GSH_INTUNIFORM_I1

Bits Description
0-7 Value for geometry shader's i1.x (u8, 0-255)
8-15 Value for geometry shader's i1.y (u8, 0-255)
16-23 Value for geometry shader's i1.z (u8, 0-255)
24-31 Value for geometry shader's i1.w (u8, 0-255)

This register is used to set the geometry shader's i1 integer register.

GPUREG_GSH_INTUNIFORM_I2

Bits Description
0-7 Value for geometry shader's i2.x (u8, 0-255)
8-15 Value for geometry shader's i2.y (u8, 0-255)
16-23 Value for geometry shader's i2.z (u8, 0-255)
24-31 Value for geometry shader's i2.w (u8, 0-255)

This register is used to set the geometry shader's i2 integer register.

GPUREG_GSH_INTUNIFORM_I3

Bits Description
0-7 Value for geometry shader's i3.x (u8, 0-255)
8-15 Value for geometry shader's i3.y (u8, 0-255)
16-23 Value for geometry shader's i3.z (u8, 0-255)
24-31 Value for geometry shader's i3.w (u8, 0-255)

This register is used to set the geometry shader's i3 integer register.

GPUREG_GSH_INPUTBUFFER_CONFIG

Bits Description
0-7 Input buffer stride minus 1, in float vec4 registers. (value 0 means a stride of 1 float vec4 register)
8-23 Unknown. These bits typically aren't updated by games.
24-31 Unknown. This is typically set to 8 for geometry shaders.

This register is used to configure the geometry shader's input buffer. In the context of a geometry shader, the stride parameter can be interpreted as the input primitive size in registers, though it is not a limit on the number of input registers which can be accessed from the geometry shader.


GPUREG_GSH_ENTRYPOINT

Bits Description
0-15 Geometry shader unit entrypoint, in words.
16-31 Unknown. This seems to always be set to 0x7FFF, and other values may cause the GPU to hang

This sets the entrypoint for the program running on 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 entrypoint, it can also be used to set this single shader unit to run from a different entrypoint than the other three even when running a vertex shader.

GPUREG_GSH_ATTRIBUTES_PERMUTATION_LOW

Bits Description
0-3 Index of geometry shader input register which the 1st attribute will be stored in.
4-7 Index of geometry shader input register which the 2nd attribute will be stored in.
8-11 Index of geometry shader input register which the 3rd attribute will be stored in.
12-15 Index of geometry shader input register which the 4th attribute will be stored in.
16-19 Index of geometry shader input register which the 5th attribute will be stored in.
20-23 Index of geometry shader input register which the 6th attribute will be stored in.
24-27 Index of geometry shader input register which the 7th attribute will be stored in.
28-31 Index of geometry shader input register which the 8th attribute will be stored in.

This register sets the geometry shader 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 geometry shader program, v5 will contain the input buffer's 1st attribute.

GPUREG_GSH_ATTRIBUTES_PERMUTATION_HIGH

Bits Description
0-3 Index of geometry shader input register which the 9th attribute will be stored in.
4-7 Index of geometry shader input register which the 10th attribute will be stored in.
8-11 Index of geometry shader input register which the 11th attribute will be stored in.
12-15 Index of geometry shader input register which the 12th attribute will be stored in.
16-19 Index of geometry shader input register which the 13th attribute will be stored in.
20-23 Index of geometry shader input register which the 14th attribute will be stored in.
24-27 Index of geometry shader input register which the 15th attribute will be stored in.
28-31 Index of geometry shader input register which the 16th attribute will be stored in.

This register sets the geometry shader 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 geometry shader program, v5 will contain the input buffer's 9th attribute.

GPUREG_GSH_OUTMAP_MASK

Bits Description
0 Enable bit for geometry shader's o0 output register. (1 = o0 enabled, 0 = o0 disabled)
1 Enable bit for geometry shader's o1 output register. (1 = o1 enabled, 0 = o1 disabled)
2 Enable bit for geometry shader's o2 output register. (1 = o2 enabled, 0 = o2 disabled)
3 Enable bit for geometry shader's o3 output register. (1 = o3 enabled, 0 = o3 disabled)
4 Enable bit for geometry shader's o4 output register. (1 = o4 enabled, 0 = o4 disabled)
5 Enable bit for geometry shader's o5 output register. (1 = o5 enabled, 0 = o5 disabled)
6 Enable bit for geometry shader's o6 output register. (1 = o6 enabled, 0 = o6 disabled)

This register toggles the geometry shader unit's output registers.

GPUREG_GSH_CODETRANSFER_END

Bits Description
0 Code data transfer end signal bit.

This register's value should be set to 1 in order to finalize the transfer of geometry shader code. It is unknown whether this register is used for other functions.

GPUREG_GSH_FLOATUNIFORM_CONFIG

Bits Description
0-6 Target float vec4 geometry shader uniform ID for transfer. (range 0-95, where 0 = c0 and 95 = c95)
31 Float vec4 geometry shader uniform data transfer mode. (0 = float24, 1 = float32)

This register sets the target float vec4 geometry shader uniform ID and transfer mode for the data transfer system. As such it is typically used right before GPUREG_GSH_FLOATUNIFORM_DATA, though writing to one register does not make writing to the other mandatory.

GPUREG_GSH_FLOATUNIFORM_DATA

Bits Description
0-31 Float vec4 geometry shader uniform data. (format depends on transfer mode, see below for details)

This register is used to set the value of float vec4 geometry shader uniform registers. The data format which should be written to it depends on the transfer mode set with GPUREG_GSH_FLOATUNIFORM_CONFIG. This register functions as a FIFO queue : after each time a uniform register is successfully set, the target uniform ID value is incremented, meaning that groups of uniforms with contiguous register IDs can be set with only one initial write to GPUREG_GSH_FLOATUNIFORM_CONFIG.

  • 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_GSH_CODETRANSFER_CONFIG

Bits Description
0-11 Target geometry shader code offset for data transfer.

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

NOTE : as we do not yet know what a shader program's maximum size is yet, we also do not know how many bits the code offset parameter holds. The biggest shader binary observed so far was 2422 instructions long. The shader control flow instructions only have room to address 12 bits though, so it's likely that the maximum is 4095.

GPUREG_GSH_CODETRANSFER_DATA

Bits Description
0-31 Geometry shader instruction data.

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

GPUREG_GSH_OPDESCS_CONFIG

Bits Description
0-6 Target geometry shader operand descriptor offset for data transfer.

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

GPUREG_GSH_OPDESCS_DATA

Bits Description
0-31 Geometry shader operand descriptor data.

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

Vertex shader registers

GPUREG_VSH_BOOLUNIFORM

Bits Description
0 Value of vertex shader unit's b0 boolean register. (0=true, 1=false)
1 Value of vertex shader unit's b1 boolean register. (0=true, 1=false)
2 Value of vertex shader unit's b2 boolean register. (0=true, 1=false)
3 Value of vertex shader unit's b3 boolean register. (0=true, 1=false)
4 Value of vertex shader unit's b4 boolean register. (0=true, 1=false)
5 Value of vertex shader unit's b5 boolean register. (0=true, 1=false)
6 Value of vertex shader unit's b6 boolean register. (0=true, 1=false)
7 Value of vertex shader unit's b7 boolean register. (0=true, 1=false)
8 Value of vertex shader unit's b8 boolean register. (0=true, 1=false)
9 Value of vertex shader unit's b9 boolean register. (0=true, 1=false)
10 Value of vertex shader unit's b10 boolean register. (0=true, 1=false)
11 Value of vertex shader unit's b11 boolean register. (0=true, 1=false)
12 Value of vertex shader unit's b12 boolean register. (0=true, 1=false)
13 Value of vertex shader unit's b13 boolean register. (0=true, 1=false)
14 Value of vertex shader unit's b14 boolean register. (0=true, 1=false)
15 Value of vertex shader unit's b15 boolean register. (0=true, 1=false)
16-31 Unknown. This seems to always be set to 0x7FFF, and other values may cause the GPU to hang

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

GPUREG_VSH_INTUNIFORM_I0

Bits Description
0-7 Value for vertex shader's i0.x (u8, 0-255)
8-15 Value for vertex shader's i0.y (u8, 0-255)
16-23 Value for vertex shader's i0.z (u8, 0-255)
24-31 Value for vertex shader's i0.w (u8, 0-255)

This register is used to set the vertex shader's i0 integer register.

GPUREG_VSH_INTUNIFORM_I1

Bits Description
0-7 Value for vertex shader's i1.x (u8, 0-255)
8-15 Value for vertex shader's i1.y (u8, 0-255)
16-23 Value for vertex shader's i1.z (u8, 0-255)
24-31 Value for vertex shader's i1.w (u8, 0-255)

This register is used to set the vertex shader's i1 integer register.

GPUREG_VSH_INTUNIFORM_I2

Bits Description
0-7 Value for vertex shader's i2.x (u8, 0-255)
8-15 Value for vertex shader's i2.y (u8, 0-255)
16-23 Value for vertex shader's i2.z (u8, 0-255)
24-31 Value for vertex shader's i2.w (u8, 0-255)

This register is used to set the vertex shader's i2 integer register.

GPUREG_VSH_INTUNIFORM_I3

Bits Description
0-7 Value for vertex shader's i3.x (u8, 0-255)
8-15 Value for vertex shader's i3.y (u8, 0-255)
16-23 Value for vertex shader's i3.z (u8, 0-255)
24-31 Value for vertex shader's i3.w (u8, 0-255)

This register is used to set the vertex shader's i3 integer register.

GPUREG_VSH_INPUTBUFFER_CONFIG

Bits Description
0-7 Input buffer stride minus 1, in float vec4 registers. (value 0 means a stride of 1 float vec4 register)
8-23 Unknown. These bits typically aren't updated by games.
24-31 Unknown. This is typically set to 0xA for vertex shaders.

This register is used to configure the vertex shader's input buffer. In the context of a geometry shader, the stride parameter can be interpreted as the number of attributes per vertex.

GPUREG_VSH_ENTRYPOINT

Bits Description
0-15 Vertex shader entrypoint, in words.
16-31 Unknown. This seems to always be set to 0x7FFF, and other values may cause the GPU to hang

This sets the entrypoint for the program running on 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_VSH_ATTRIBUTES_PERMUTATION_LOW

Bits Description
0-3 Index of vertex shader input register which the 1st attribute will be stored in.
4-7 Index of vertex shader input register which the 2nd attribute will be stored in.
8-11 Index of vertex shader input register which the 3rd attribute will be stored in.
12-15 Index of vertex shader input register which the 4th attribute will be stored in.
16-19 Index of vertex shader input register which the 5th attribute will be stored in.
20-23 Index of vertex shader input register which the 6th attribute will be stored in.
24-27 Index of vertex shader input register which the 7th attribute will be stored in.
28-31 Index of vertex shader input register which the 8th attribute will be stored in.

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

GPUREG_VSH_ATTRIBUTES_PERMUTATION_HIGH

Bits Description
0-3 Index of vertex shader input register which the 9th attribute will be stored in.
4-7 Index of vertex shader input register which the 10th attribute will be stored in.
8-11 Index of vertex shader input register which the 11th attribute will be stored in.
12-15 Index of vertex shader input register which the 12th attribute will be stored in.
16-19 Index of vertex shader input register which the 13th attribute will be stored in.
20-23 Index of vertex shader input register which the 14th attribute will be stored in.
24-27 Index of vertex shader input register which the 15th attribute will be stored in.
28-31 Index of vertex shader input register which the 16th attribute will be stored in.

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

GPUREG_VSH_OUTMAP_MASK

Bits Description
0 Enable bit for vertex shader's o0 output register. (1 = o0 enabled, 0 = o0 disabled)
1 Enable bit for vertex shader's o1 output register. (1 = o1 enabled, 0 = o1 disabled)
2 Enable bit for vertex shader's o2 output register. (1 = o2 enabled, 0 = o2 disabled)
3 Enable bit for vertex shader's o3 output register. (1 = o3 enabled, 0 = o3 disabled)
4 Enable bit for vertex shader's o4 output register. (1 = o4 enabled, 0 = o4 disabled)
5 Enable bit for vertex shader's o5 output register. (1 = o5 enabled, 0 = o5 disabled)
6 Enable bit for vertex shader's o6 output register. (1 = o6 enabled, 0 = o6 disabled)
7 Enable bit for vertex shader's o7 output register. (1 = o7 enabled, 0 = o7 disabled)
8 Enable bit for vertex shader's o8 output register. (1 = o8 enabled, 0 = o8 disabled)
9 Enable bit for vertex shader's o9 output register. (1 = o9 enabled, 0 = o9 disabled)
10 Enable bit for vertex shader's o10 output register. (1 = o10 enabled, 0 = o10 disabled)
11 Enable bit for vertex shader's o11 output register. (1 = o11 enabled, 0 = o11 disabled)
12 Enable bit for vertex shader's o12 output register. (1 = o12 enabled, 0 = o12 disabled)
13 Enable bit for vertex shader's o13 output register. (1 = o13 enabled, 0 = o13 disabled)
14 Enable bit for vertex shader's o14 output register. (1 = o14 enabled, 0 = o14 disabled)
15 Enable bit for vertex shader's o15 output register. (1 = o15 enabled, 0 = o15 disabled)

This register toggles the vertex shader units' output registers.

GPUREG_VSH_CODETRANSFER_END

Bits Description
0 Code data transfer end signal bit.

This register's value should be set to 1 in order to finalize the transfer of vertex shader code. It is unknown whether this register is used for other functions.

GPUREG_VSH_FLOATUNIFORM_CONFIG

Bits Description
0-6 Target float vec4 vertex shader uniform ID for transfer. (range 0-95, where 0 = c0 and 95 = c95)
31 Float vec4 vertex shader uniform data transfer mode. (0 = float24, 1 = float32)

This register sets the target float vec4 vertex shader uniform ID and transfer mode for the data transfer system. As such it is typically used right before GPUREG_VSH_FLOATUNIFORM_DATA, though writing to one register does not make writing to the other mandatory.

GPUREG_VSH_FLOATUNIFORM_DATA

Bits Description
0-31 Float vec4 vertex shader uniform data. (format depends on transfer mode, see below for details)

This register is used to set the value of float vec4 vertex shader uniform registers. The data format which should be written to it depends on the transfer mode set with GPUREG_VSH_FLOATUNIFORM_CONFIG. This register functions as a FIFO queue : after each time a uniform register is successfully set, the target uniform ID value is incremented, meaning that groups of uniforms with contiguous register IDs can be set with only one initial write to GPUREG_VSH_FLOATUNIFORM_CONFIG.

  • 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_VSH_CODETRANSFER_CONFIG

Bits Description
0-11 Target vertex shader code offset for data transfer.

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

NOTE : as we do not yet know what a shader program's maximum size is yet, we also do not know how many bits the code offset parameter holds. The biggest shader binary observed so far was 2422 instructions long. The shader control flow instructions only have room to address 12 bits though, so it's likely that the maximum is 4095.

GPUREG_VSH_CODETRANSFER_DATA

Bits Description
0-31 Vertex shader instruction data.

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

GPUREG_VSH_OPDESCS_CONFIG

Bits Description
0-6 Target vertex shader operand descriptor offset for data transfer.

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

GPUREG_VSH_OPDESCS_DATA

Bits Description
0-31 Vertex shader operand descriptor data.

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