Line 3,274:
Line 3,274:
This register is used to set the geometry shader's i3 integer register.
This register is used to set the geometry shader's i3 integer register.
+
+
==== GPUREG_GSH_INPUTBUFFER_CONFIG ====
+
+
{| class="wikitable" border="1"
+
! 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 ====
==== GPUREG_GSH_ENTRYPOINT ====
Line 3,435:
Line 3,454:
This register is used to set the vertex shader's i3 integer register.
This register is used to set the vertex shader's i3 integer register.
+
+
==== GPUREG_VSH_INPUTBUFFER_CONFIG ====
+
+
{| class="wikitable" border="1"
+
! 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 ====
==== GPUREG_VSH_ENTRYPOINT ====