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1,245 bytes added ,  06:24, 26 July 2015
Add section about Fixed Vertex Attributes
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This page is intended to contain more higher-level explanation of concepts and features provided by the 3DS GPU. For more detailed register-level information check [[GPU Internal Registers]] or [[GPU Commands]].
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This page is intended to contain more higher-level explanation of concepts and features provided by the 3DS GPU. For more detailed register-level information check [[GPU:Internal Registers]] or [[GPU Commands]].
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= Geometry Pipeline =
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== Fixed Vertex Attributes ==
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If a certain vertex attribute is constant for the duration of a draw call, instead of specifying a vertex array with repeated contents or changing the shader to use a uniform, *fixed vertex attributes* can be used. They let you specify a fixed value, which will be assumed by the attribute for all vertices of the batch.
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To use a fixed attribute, set the bit corresponding to the attribute in [[GPU:Internal Registers#GPUREG_ATTRIBBUFFERS_FORMAT_HIGH|GPUREG_ATTRIBBUFFERS_FORMAT_HIGH]] and ensure that no vertex arrays are configured for the attribute. (Any configured arrays will override the fixed value, regardless of the bit setting.) Even if a vertex array isn't being used for the attribute it still needs to be counted in the number of active attributes specified in the same register.
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To specify the actual value of the fixed attribute, write the attribute index to [[GPU:Internal Registers#GPUREG_FIXEDATTRIB_INDEX|GPUREG_FIXEDATTRIB_INDEX]] followed by writes with packed a float24 4-tuple to the 3 [[GPU:Internal Registers#GPUREG_FIXEDATTRIB_DATA|GPUREG_FIXEDATTRIB_DATA]] registers. The value is always specified as a float 4-component vector, the configured type is ignored.
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