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477 bytes added ,  03:18, 25 July 2021
Update usage of the term uniform and add clarification
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|  Starting float uniform register number for storing the fixed-size primitive vertex array (geometry shader, fixed mode)
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|  Starting float constant register number for storing the fixed-size primitive vertex array (geometry shader, fixed mode)
 
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=== Constant Table Entry ===
 
=== Constant Table Entry ===
   −
Each executable's constants are stored as in constant uniform table. This information is used by ctrulib's SHDR framework to automatically send those values to the GPU when changing to a given program. An entry is constituted by a header and the constant data, the latter of which uses a format specific to the constant type.
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Each executable's constants are stored as in a constant table. This information is used by ctrulib's SHDR framework to automatically send those values to the GPU when changing to a given program. An entry is constituted by a header and the constant data, the latter of which uses a format specific to the constant type.
    
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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Uniform ID
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Constant ID
 
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|}
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Uniform bool ID
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Constant bool ID
 
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Uniform integer vector ID
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Constant integer vector ID
 
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Uniform vector ID
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Constant vector ID
 
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=== Uniform Table Entry ===
 
=== Uniform Table Entry ===
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Keep in mind that the usage of the term "Uniform" here is used as [https://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter03.html defined by Nvidia] (variable who obtains its initial value from an external environment) and not as defined by RenderMan/GLSL (variables whose values are constant over a shaded surface).
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The uniform table contains a list of all registers whose initial values are derived by an external source.
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{| class="wikitable" border="1"
 
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Variable start register
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Register index of the start of the uniform
 
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Variable end register (equal to start register for non-arrays)
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Register index of the end of the uniform (equal to start register for non-arrays)
 
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|}
 
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