(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
Data Types
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
Miscellaneous registers (0x000-0x03F)
Rasterizer registers (0x040-0x07F)
Texturing registers (0x080-0x0FF)
Framebuffer registers (0x100-0x13F)
Fragment lighting registers (0x140-0x1FF)
Geometry pipeline registers (0x200-0x27F)
Shader registers (0x280-0x2DF)
Unknown registers (0x2E0-0x2FF)
Miscellaneous registers
GPUREG_FINALIZE
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
GPUREG_FACECULLING_CONFIG
Bits
|
Description
|
0-1
|
unsigned, Culling mode
|
Culling mode values:
Value
|
Description
|
0
|
None
|
1
|
Front Face (Counter Clockwise)
|
2
|
Back Face (Counter Clockwise)
|
GPUREG_VIEWPORT_WIDTH
Bits
|
Description
|
0-23
|
float1.7.16, width / 2
|
GPUREG_VIEWPORT_INVW
Bits
|
Description
|
1-31
|
float1.7.23, 2 / width
|
GPUREG_VIEWPORT_HEIGHT
Bits
|
Description
|
0-23
|
float1.7.16, height / 2
|
GPUREG_VIEWPORT_INVH
Bits
|
Description
|
1-31
|
float1.7.23, 2 / height
|
GPUREG_FRAGOP_CLIP
Bits
|
Description
|
0
|
unsigned, Enabled (0 = disabled, 1 = enabled)
|
GPUREG_FRAGOP_CLIP_DATAi
Bits
|
Description
|
0-23
|
float1.7.16, Clipping plane coefficient
|
GPUREG_DEPTHMAP_SCALE
Bits
|
Description
|
0-23
|
float1.7.16, Near - Far
|
GPUREG_DEPTHMAP_OFFSET
Bits
|
Description
|
0-23
|
float1.7.16, Near
|
GPUREG_SH_OUTMAP_TOTAL
Bits
|
Description
|
0-2
|
unsigned, Number of following attributes
|
GPUREG_SH_OUTMAP_Oi
These registers map components of the corresponding vertex shader output register to specific fixed-function semantics.
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.
|
The semantic ids are:
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
Bits
|
Description
|
0-1
|
unsigned, Early depth function
|
Early depth function values:
Value
|
Description
|
0
|
>=
|
1
|
>
|
2
|
<=
|
3
|
<
|
GPUREG_EARLYDEPTH_TEST1
Bits
|
Description
|
0
|
unsigned, Enabled (0 = disabled, 1 = enabled)
|
GPUREG_EARLYDEPTH_CLEAR
Bits
|
Description
|
0
|
unsigned, Trigger (0 = idle, 1 = clear)
|
GPUREG_SH_OUTATTR_MODE
Bits
|
Description
|
0
|
unsigned, Use texture coordinates (0 = don't use, 1 = use)
|
GPUREG_SCISSORTEST_MODE
Bits
|
Description
|
0-1
|
unsigned, Enabled (0 = disabled, 3 = enabled)
|
GPUREG_SCISSORTEST_POS
Bits
|
Description
|
0-9
|
unsigned, X1
|
16-25
|
unsigned, Y1
|
GPUREG_SCISSORTEST_DIM
Bits
|
Description
|
0-9
|
unsigned, X2
|
16-25
|
unsigned, Y2
|
GPUREG_VIEWPORT_XY
Bits
|
Description
|
0-9
|
unsigned, X
|
16-25
|
unsigned, Y
|
GPUREG_EARLYDEPTH_DATA
Bits
|
Description
|
0-23
|
unsigned, Clear value
|
GPUREG_DEPTHMAP_ENABLE
Bits
|
Description
|
0
|
unsigned, Enabled (0 = disabled, 1 = enabled)
|
GPUREG_RENDERBUF_DIM
Bits
|
Description
|
0-10
|
unsigned, Width
|
12-21
|
unsigned, Height - 1
|
24
|
0x1
|
GPUREG_SH_OUTATTR_CLOCK
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)
|
Texturing registers
GPUREG_TEXUNIT_CONFIG
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
|
0x0
|
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
Bits
|
Description
|
0-7
|
unsigned, Red
|
8-15
|
unsigned, Green
|
16-23
|
unsigned, Blue
|
24-31
|
unsigned, Alpha
|
GPUREG_TEXUNITi_DIM
Bits
|
Description
|
0-10
|
unsigned, Height
|
16-26
|
unsigned, Width
|
GPUREG_TEXUNITi_PARAM
Bits
|
Description
|
1
|
unsigned, Magnification filter
|
2
|
unsigned, Minification filter
|
4-5
|
unsigned, ETC1 (0 = not ETC1, 2 = ETC1)
|
8-10
|
unsigned, Wrap T
|
12-14
|
unsigned, Wrap S
|
16
|
0x0
|
20
|
unsigned, Shadow (Texture 0 only, 0 = not shadow, 1 = shadow)
|
24
|
unsigned, Mipmap filter
|
28-30
|
unsigned, Type (Texture 0 only)
|
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
Bits
|
Description
|
0-12
|
fixed1.4.8, Bias
|
16-19
|
unsigned, Max Level
|
24-27
|
unsigned, Min Level
|
GPUREG_TEXUNITi_ADDRi
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)
|
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
Bits
|
Description
|
0
|
unsigned, Perspective (0 = not perspective, 1 = perspective)
|
1-23
|
fixed0.0.24, Z bias (upper 23 bits)
|
GPUREG_TEXUNITi_TYPE
Bits
|
Description
|
0-3
|
unsigned, Format
|
GPUREG_LIGHTING_ENABLE0
Bits
|
Description
|
0
|
unsigned, Enabled (0 = disabled, 1 = enabled)
|
GPUREG_TEXUNIT3_PROCTEX0
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)
|
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
|
U2
|
2
|
V
|
3
|
V2
|
4
|
U + V
|
5
|
U2 + V2
|
6
|
sqrt(U2 + V2)
|
7
|
Minimum
|
8
|
Maximum
|
9
|
Rmax
|
Shift values:
Value
|
Description
|
0
|
None
|
1
|
Odd
|
2
|
Even
|
GPUREG_TEXUNIT3_PROCTEX1
Bits
|
Description
|
0-15
|
fixed1.3.12, U-direction noise amplitude
|
16-31
|
float1.5.10, U-direction noise phase
|
GPUREG_TEXUNIT3_PROCTEX2
Bits
|
Description
|
0-15
|
fixed1.3.12, V-direction noise amplitude
|
16-31
|
float1.5.10, V-direction noise phase
|
GPUREG_TEXUNIT3_PROCTEX3
Bits
|
Description
|
0-15
|
float1.5.10, U-direction noise frequency
|
16-31
|
float1.5.10, V-direction noise frequency
|
GPUREG_TEXUNIT3_PROCTEX4
Bits
|
Description
|
0-2
|
unsigned, Minification filter
|
3-10
|
0x60
|
11-18
|
unsigned, Texture width
|
19-26
|
float1.5.10, Texture bias (upper 8 bits)
|
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
Bits
|
Description
|
0-7
|
unsigned, Texture offset
|
8-31
|
0xE0C080
|
GPUREG_PROCTEX_LUT
Bits
|
Description
|
0-7
|
unsigned, Index
|
8-11
|
unsigned, Reference table
|
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
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
128 elements:
Bits
|
Description
|
0-11
|
fixed0.0.12, Value
|
12-23
|
fixed1.0.11, Difference from next element
|
RGB Mapping Function Table
128 elements:
Bits
|
Description
|
0-11
|
fixed0.0.12, Value
|
12-23
|
fixed1.0.11, Difference from next element
|
Alpha Mapping Function Table
128 elements:
Bits
|
Description
|
0-11
|
fixed0.0.12, Value
|
12-23
|
fixed1.0.11, Difference from next element
|
Color Table
256 elements:
Bits
|
Description
|
0-7
|
unsigned, Red
|
8-15
|
unsigned, Green
|
16-23
|
unsigned, Blue
|
24-31
|
unsigned, Alpha
|
Color Difference Table
256 elements:
Bits
|
Description
|
0-7
|
fixed1.0.7, Red difference between current and next color table elements
|
8-15
|
fixed1.0.7, Green difference between current and next color table elements
|
16-23
|
fixed1.0.7, Blue difference between current and next color table elements
|
24-31
|
fixed1.0.7, Alpha difference between current and next color table elements
|
GPUREG_TEXENVi_SOURCE
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
|
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
|
GPUREG_TEXENVi_OPERAND
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
|
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
Bits
|
Description
|
0-3
|
unsigned, RGB combine
|
16-19
|
unsigned, Alpha combine
|
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
Bits
|
Description
|
0-7
|
unsigned, Red
|
8-15
|
unsigned, Green
|
16-23
|
unsigned, Blue
|
24-31
|
unsigned, Alpha
|
GPUREG_TEXENVi_SCALE
Bits
|
Description
|
0-1
|
unsigned, RGB scale
|
16-17
|
unsigned, Alpha scale
|
Scale values:
Value
|
Description
|
0
|
1x
|
1
|
2x
|
2
|
4x
|
GPUREG_TEXENV_UPDATE_BUFFER
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 TexEnv buffer inputs. TexEnv 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
Bits
|
Description
|
0-7
|
unsigned, Red
|
8-15
|
unsigned, Green
|
16-23
|
unsigned, Blue
|
GPUREG_GAS_ATTENUATION
Bits
|
Description
|
0-15
|
float1.5.10, Gas density attenuation
|
GPUREG_GAS_ACCMAX
Bits
|
Description
|
0-15
|
float1.5.10, Gas maximum density accumulation
|
GPUREG_FOG_LUT_INDEX
Bits
|
Description
|
0-15
|
unsigned, Index
|
GPUREG_FOG_LUT_DATAi
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
128 elements:
Bits
|
Description
|
0-12
|
fixed1.1.11, Difference from next element
|
13-23
|
fixed0.0.11, Value
|
GPUREG_TEXENV_BUFFER_COLOR
Bits
|
Description
|
0-7
|
unsigned, Red
|
8-15
|
unsigned, Green
|
16-23
|
unsigned, Blue
|
24-31
|
unsigned, Alpha
|
Framebuffer registers
GPUREG_COLOR_OPERATION
Bits
|
Description
|
0-1
|
unsigned, Fragment operation mode
|
8
|
unsigned, Blend mode
|
16-25
|
0x0E4
|
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
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
|
Equation values:
Value
|
Description
|
0
|
Add
|
1
|
Subtract
|
2
|
Reverse subtract
|
3
|
Minimum
|
4
|
Maximum
|
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
Bits
|
Description
|
0-3
|
unsigned, 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
Bits
|
Description
|
0-7
|
unsigned, Red
|
8-15
|
unsigned, Green
|
16-23
|
unsigned, Blue
|
24-31
|
unsigned, Alpha
|
GPUREG_FRAGOP_ALPHA_TEST
Bits
|
Description
|
0
|
unsigned, Enabled (0 = disabled, 1 = enabled)
|
4-6
|
unsigned, Function
|
8-15
|
unsigned, Reference value
|
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
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
|
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
Bits
|
Description
|
0-2
|
unsigned, Fail operation
|
4-6
|
unsigned, Z-fail operation
|
8-10
|
unsigned, Z-pass operation
|
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
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)
|
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
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
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
Bits
|
Description
|
0-3
|
unsigned, Allow read (0 = disable, 0xF = enable)
|
GPUREG_COLORBUFFER_WRITE
Bits
|
Description
|
0-3
|
unsigned, Allow write (0 = disable, 0xF = enable)
|
GPUREG_DEPTHBUFFER_READ
Bits
|
Description
|
0
|
unsigned, Allow stencil read (0 = disable, 1 = enable)
|
1
|
unsigned, Allow depth read (0 = disable, 1 = enable)
|
GPUREG_DEPTHBUFFER_WRITE
Bits
|
Description
|
0
|
unsigned, Allow stencil write (0 = disable, 1 = enable)
|
1
|
unsigned, Allow depth write (0 = disable, 1 = enable)
|
GPUREG_DEPTHBUFFER_FORMAT
Bits
|
Description
|
0-1
|
unsigned, Format
|
Format values:
Value
|
Description
|
0
|
16-bit depth
|
2
|
24-bit depth
|
3
|
24-bit depth + 8-bit stencil
|
GPUREG_COLORBUFFER_FORMAT
Bits
|
Description
|
0-1
|
unsigned, Pixel size
|
16-18
|
unsigned, Format
|
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
|
Color components are laid out in reverse byte order in memory, with the most significant bits used first.
GPUREG_EARLYDEPTH_TEST2
Bits
|
Description
|
0
|
unsigned, Enabled (0 = disabled, 1 = enabled)
|
GPUREG_FRAMEBUFFER_BLOCK32
Bits
|
Description
|
0
|
unsigned, Render 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
Bits
|
Description
|
0-27
|
unsigned, Depth buffer physical address >> 3
|
GPUREG_COLORBUFFER_LOC
Bits
|
Description
|
0-27
|
unsigned, Color buffer physical address >> 3
|
GPUREG_FRAMEBUFFER_DIM
Bits
|
Description
|
0-10
|
unsigned, Width
|
12-21
|
unsigned, Height - 1
|
24
|
0x1
|
GPUREG_GAS_LIGHT_XY
Bits
|
Description
|
0-7
|
unsigned, Planar shading minimum intensity
|
8-15
|
unsigned, Planar shading maximum intensity
|
16-23
|
unsigned, Planar shading density attenuation
|
GPUREG_GAS_LIGHT_Z
Bits
|
Description
|
0-7
|
unsigned, View shading minimum intensity
|
8-15
|
unsigned, View shading maximum intensity
|
16-23
|
unsigned, View shading density attenuation
|
GPUREG_GAS_LIGHT_Z_COLOR
Bits
|
Description
|
0-7
|
unsigned, View shading effect in line-of-sight direction
|
GPUREG_GAS_LUT_INDEX
Bits
|
Description
|
0-15
|
unsigned, Index
|
GPUREG_GAS_LUT_DATA
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_GAAS_LUT_INDEX.
Gas Look-Up Table
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
Bits
|
Description
|
0-23
|
fixed0.16.8, Depth direction attenuation proportion
|
GPUREG_FRAGOP_SHADOW
Bits
|
Description
|
0-15
|
float1.5.10, Sum of penumbra scale and penumbra bias
|
16-31
|
float1.5.10, Penumbra scale with reversed sign
|
Fragment lighting registers
GPUREG_LIGHTi_SPECULAR0
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
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
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
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
Bits
|
Description
|
0-15
|
float1.5.10, X coordinate
|
16-31
|
float1.5.10, Y coordinate
|
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_LIGHTi_Z
Bits
|
Description
|
0-15
|
float1.5.10, Z coordinate
|
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_LIGHTi_SPOTDIR_XY
Bits
|
Description
|
0-12
|
fixed1.1.11, X coordinate (Usually the input value is negated)
|
16-28
|
fixed1.1.11, Y coordinate (Usually the input value is negated)
|
These registers (along with _Z) represent the spot direction (unitary) vector of the corresponding light.
GPUREG_LIGHTi_SPOTDIR_Z
Bits
|
Description
|
0-12
|
fixed1.1.11, Z coordinate (Usually the input value is negated)
|
These registers (along with _XY) represent the spot direction (unitary) vector of the corresponding light.
GPUREG_LIGHTi_CONFIG
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)
|
GPUREG_LIGHTi_ATTENUATION_BIAS
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 lut_DA(clip(bias + scale*distance, 0.0, 1.0)).
GPUREG_LIGHTi_ATTENUATION_SCALE
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 lut_DA(clip(bias + scale*distance, 0.0, 1.0)).
GPUREG_LIGHTING_AMBIENT
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
Bits
|
Description
|
0-2
|
unsigned, Number of active lights - 1
|
GPUREG_LIGHTING_CONFIG0
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
|
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
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)
|
20-22
|
unsigned, Term 1 reflection component RB LUT disabled (0 = enabled, 7 = disabled)
|
21
|
unsigned, Term 1 reflection component RG LUT disabled (0 = enabled, 7 = disabled)
|
22
|
unsigned, Term 1 reflection component RR LUT disabled (0 = enabled, 7 = 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)
|
GPUREG_LIGHTING_LUT_INDEX
Bits
|
Description
|
0-7
|
unsigned, Starting index
|
8-12
|
unsigned, Look-up table
|
This register controls which LUT and what offset into it the LUT_DATA 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
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
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
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
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
|
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
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
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
|
Geometry pipeline registers
GPUREG_GEOSTAGE_CONFIG
Bits
|
Description
|
0-7
|
unsigned, 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
|
unsigned, Value of geometry shader unit's b0 boolean register. (0=true, 1=false)
|
1
|
unsigned, Value of geometry shader unit's b1 boolean register. (0=true, 1=false)
|
2
|
unsigned, Value of geometry shader unit's b2 boolean register. (0=true, 1=false)
|
3
|
unsigned, Value of geometry shader unit's b3 boolean register. (0=true, 1=false)
|
4
|
unsigned, Value of geometry shader unit's b4 boolean register. (0=true, 1=false)
|
5
|
unsigned, Value of geometry shader unit's b5 boolean register. (0=true, 1=false)
|
6
|
unsigned, Value of geometry shader unit's b6 boolean register. (0=true, 1=false)
|
7
|
unsigned, Value of geometry shader unit's b7 boolean register. (0=true, 1=false)
|
8
|
unsigned, Value of geometry shader unit's b8 boolean register. (0=true, 1=false)
|
9
|
unsigned, Value of geometry shader unit's b9 boolean register. (0=true, 1=false)
|
10
|
unsigned, Value of geometry shader unit's b10 boolean register. (0=true, 1=false)
|
11
|
unsigned, Value of geometry shader unit's b11 boolean register. (0=true, 1=false)
|
12
|
unsigned, Value of geometry shader unit's b12 boolean register. (0=true, 1=false)
|
13
|
unsigned, Value of geometry shader unit's b13 boolean register. (0=true, 1=false)
|
14
|
unsigned, Value of geometry shader unit's b14 boolean register. (0=true, 1=false)
|
15
|
unsigned, 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
|
unsigned, Value for geometry shader's i0.x
|
8-15
|
unsigned, Value for geometry shader's i0.y
|
16-23
|
unsigned, Value for geometry shader's i0.z
|
24-31
|
unsigned, Value for geometry shader's i0.w
|
This register is used to set the geometry shader's i0 integer register.
GPUREG_GSH_INTUNIFORM_I1
Bits
|
Description
|
0-7
|
unsigned, Value for geometry shader's i1.x
|
8-15
|
unsigned, Value for geometry shader's i1.y
|
16-23
|
unsigned, Value for geometry shader's i1.z
|
24-31
|
unsigned, Value for geometry shader's i1.w
|
This register is used to set the geometry shader's i1 integer register.
GPUREG_GSH_INTUNIFORM_I2
Bits
|
Description
|
0-7
|
unsigned, Value for geometry shader's i2.x
|
8-15
|
unsigned, Value for geometry shader's i2.y
|
16-23
|
unsigned, Value for geometry shader's i2.z
|
24-31
|
unsigned, Value for geometry shader's i2.w
|
This register is used to set the geometry shader's i2 integer register.
GPUREG_GSH_INTUNIFORM_I3
Bits
|
Description
|
0-7
|
unsigned, Value for geometry shader's i3.x
|
8-15
|
unsigned, Value for geometry shader's i3.y
|
16-23
|
unsigned, Value for geometry shader's i3.z
|
24-31
|
unsigned, Value for geometry shader's i3.w
|
This register is used to set the geometry shader's i3 integer register.
GPUREG_GSH_INPUTBUFFER_CONFIG
Bits
|
Description
|
0-7
|
unsigned, 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
|
unsigned, 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
|
unsigned, Index of geometry shader input register which the 1st attribute will be stored in.
|
4-7
|
unsigned, Index of geometry shader input register which the 2nd attribute will be stored in.
|
8-11
|
unsigned, Index of geometry shader input register which the 3rd attribute will be stored in.
|
12-15
|
unsigned, Index of geometry shader input register which the 4th attribute will be stored in.
|
16-19
|
unsigned, Index of geometry shader input register which the 5th attribute will be stored in.
|
20-23
|
unsigned, Index of geometry shader input register which the 6th attribute will be stored in.
|
24-27
|
unsigned, Index of geometry shader input register which the 7th attribute will be stored in.
|
28-31
|
unsigned, 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
|
unsigned, Index of geometry shader input register which the 9th attribute will be stored in.
|
4-7
|
unsigned, Index of geometry shader input register which the 10th attribute will be stored in.
|
8-11
|
unsigned, Index of geometry shader input register which the 11th attribute will be stored in.
|
12-15
|
unsigned, Index of geometry shader input register which the 12th attribute will be stored in.
|
16-19
|
unsigned, Index of geometry shader input register which the 13th attribute will be stored in.
|
20-23
|
unsigned, Index of geometry shader input register which the 14th attribute will be stored in.
|
24-27
|
unsigned, Index of geometry shader input register which the 15th attribute will be stored in.
|
28-31
|
unsigned, 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
|
unsigned, Enable bit for geometry shader's o0 output register. (1 = o0 enabled, 0 = o0 disabled)
|
1
|
unsigned, Enable bit for geometry shader's o1 output register. (1 = o1 enabled, 0 = o1 disabled)
|
2
|
unsigned, Enable bit for geometry shader's o2 output register. (1 = o2 enabled, 0 = o2 disabled)
|
3
|
unsigned, Enable bit for geometry shader's o3 output register. (1 = o3 enabled, 0 = o3 disabled)
|
4
|
unsigned, Enable bit for geometry shader's o4 output register. (1 = o4 enabled, 0 = o4 disabled)
|
5
|
unsigned, Enable bit for geometry shader's o5 output register. (1 = o5 enabled, 0 = o5 disabled)
|
6
|
unsigned, 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
|
unsigned, 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
|
unsigned, Target float vec4 geometry shader uniform ID for transfer. (range 0-95, where 0 = c0 and 95 = c95)
|
31
|
unsigned, 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
|
unsigned, 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
|
unsigned, 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
|
unsigned, 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
|
unsigned, 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
|
unsigned, Value of vertex shader unit's b0 boolean register. (0=true, 1=false)
|
1
|
unsigned, Value of vertex shader unit's b1 boolean register. (0=true, 1=false)
|
2
|
unsigned, Value of vertex shader unit's b2 boolean register. (0=true, 1=false)
|
3
|
unsigned, Value of vertex shader unit's b3 boolean register. (0=true, 1=false)
|
4
|
unsigned, Value of vertex shader unit's b4 boolean register. (0=true, 1=false)
|
5
|
unsigned, Value of vertex shader unit's b5 boolean register. (0=true, 1=false)
|
6
|
unsigned, Value of vertex shader unit's b6 boolean register. (0=true, 1=false)
|
7
|
unsigned, Value of vertex shader unit's b7 boolean register. (0=true, 1=false)
|
8
|
unsigned, Value of vertex shader unit's b8 boolean register. (0=true, 1=false)
|
9
|
unsigned, Value of vertex shader unit's b9 boolean register. (0=true, 1=false)
|
10
|
unsigned, Value of vertex shader unit's b10 boolean register. (0=true, 1=false)
|
11
|
unsigned, Value of vertex shader unit's b11 boolean register. (0=true, 1=false)
|
12
|
unsigned, Value of vertex shader unit's b12 boolean register. (0=true, 1=false)
|
13
|
unsigned, Value of vertex shader unit's b13 boolean register. (0=true, 1=false)
|
14
|
unsigned, Value of vertex shader unit's b14 boolean register. (0=true, 1=false)
|
15
|
unsigned, 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
|
unsigned, Value for vertex shader's i0.x
|
8-15
|
unsigned, Value for vertex shader's i0.y
|
16-23
|
unsigned, Value for vertex shader's i0.z
|
24-31
|
unsigned, Value for vertex shader's i0.w
|
This register is used to set the vertex shader's i0 integer register.
GPUREG_VSH_INTUNIFORM_I1
Bits
|
Description
|
0-7
|
unsigned, Value for vertex shader's i1.x
|
8-15
|
unsigned, Value for vertex shader's i1.y
|
16-23
|
unsigned, Value for vertex shader's i1.z
|
24-31
|
unsigned, Value for vertex shader's i1.w
|
This register is used to set the vertex shader's i1 integer register.
GPUREG_VSH_INTUNIFORM_I2
Bits
|
Description
|
0-7
|
unsigned, Value for vertex shader's i2.x
|
8-15
|
unsigned, Value for vertex shader's i2.y
|
16-23
|
unsigned, Value for vertex shader's i2.z
|
24-31
|
unsigned, Value for vertex shader's i2.w
|
This register is used to set the vertex shader's i2 integer register.
GPUREG_VSH_INTUNIFORM_I3
Bits
|
Description
|
0-7
|
unsigned, Value for vertex shader's i3.x
|
8-15
|
unsigned, Value for vertex shader's i3.y
|
16-23
|
unsigned, Value for vertex shader's i3.z
|
24-31
|
unsigned, Value for vertex shader's i3.w
|
This register is used to set the vertex shader's i3 integer register.
GPUREG_VSH_INPUTBUFFER_CONFIG
Bits
|
Description
|
0-7
|
unsigned, 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
|
unsigned, 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
|
unsigned, Index of vertex shader input register which the 1st attribute will be stored in.
|
4-7
|
unsigned, Index of vertex shader input register which the 2nd attribute will be stored in.
|
8-11
|
unsigned, Index of vertex shader input register which the 3rd attribute will be stored in.
|
12-15
|
unsigned, Index of vertex shader input register which the 4th attribute will be stored in.
|
16-19
|
unsigned, Index of vertex shader input register which the 5th attribute will be stored in.
|
20-23
|
unsigned, Index of vertex shader input register which the 6th attribute will be stored in.
|
24-27
|
unsigned, Index of vertex shader input register which the 7th attribute will be stored in.
|
28-31
|
unsigned, 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
|
unsigned, Index of vertex shader input register which the 9th attribute will be stored in.
|
4-7
|
unsigned, Index of vertex shader input register which the 10th attribute will be stored in.
|
8-11
|
unsigned, Index of vertex shader input register which the 11th attribute will be stored in.
|
12-15
|
unsigned, Index of vertex shader input register which the 12th attribute will be stored in.
|
16-19
|
unsigned, Index of vertex shader input register which the 13th attribute will be stored in.
|
20-23
|
unsigned, Index of vertex shader input register which the 14th attribute will be stored in.
|
24-27
|
unsigned, Index of vertex shader input register which the 15th attribute will be stored in.
|
28-31
|
unsigned, 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
|
unsigned, Enable bit for vertex shader's o0 output register. (1 = o0 enabled, 0 = o0 disabled)
|
1
|
unsigned, Enable bit for vertex shader's o1 output register. (1 = o1 enabled, 0 = o1 disabled)
|
2
|
unsigned, Enable bit for vertex shader's o2 output register. (1 = o2 enabled, 0 = o2 disabled)
|
3
|
unsigned, Enable bit for vertex shader's o3 output register. (1 = o3 enabled, 0 = o3 disabled)
|
4
|
unsigned, Enable bit for vertex shader's o4 output register. (1 = o4 enabled, 0 = o4 disabled)
|
5
|
unsigned, Enable bit for vertex shader's o5 output register. (1 = o5 enabled, 0 = o5 disabled)
|
6
|
unsigned, Enable bit for vertex shader's o6 output register. (1 = o6 enabled, 0 = o6 disabled)
|
7
|
unsigned, Enable bit for vertex shader's o7 output register. (1 = o7 enabled, 0 = o7 disabled)
|
8
|
unsigned, Enable bit for vertex shader's o8 output register. (1 = o8 enabled, 0 = o8 disabled)
|
9
|
unsigned, Enable bit for vertex shader's o9 output register. (1 = o9 enabled, 0 = o9 disabled)
|
10
|
unsigned, Enable bit for vertex shader's o10 output register. (1 = o10 enabled, 0 = o10 disabled)
|
11
|
unsigned, Enable bit for vertex shader's o11 output register. (1 = o11 enabled, 0 = o11 disabled)
|
12
|
unsigned, Enable bit for vertex shader's o12 output register. (1 = o12 enabled, 0 = o12 disabled)
|
13
|
unsigned, Enable bit for vertex shader's o13 output register. (1 = o13 enabled, 0 = o13 disabled)
|
14
|
unsigned, Enable bit for vertex shader's o14 output register. (1 = o14 enabled, 0 = o14 disabled)
|
15
|
unsigned, 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
|
unsigned, 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
|
unsigned, Target float vec4 vertex shader uniform ID for transfer. (range 0-95, where 0 = c0 and 95 = c95)
|
31
|
unsigned, 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
|
unsigned, 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
|
unsigned, 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
|
unsigned, 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.