GPU/Internal Registers: Difference between revisions
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Otherwise, ADDR(1) points to a 2D texture, and the rest are empty. | Otherwise, ADDR(1) points to a 2D texture, and the rest are empty. Addresses shall be ordered from lowest to highest, otherwise some faces might not render correctly. | ||
=== GPUREG_TEXUNIT''i''_SHADOW === | === GPUREG_TEXUNIT''i''_SHADOW === | ||
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Using | Using Previous (15) as a source in the first TEV stage returns the value of source 3. If source 3 has Previous it returns zero. Previous buffer (13) always returns zero. | ||
=== GPUREG_TEXENV''i''_OPERAND === | === GPUREG_TEXENV''i''_OPERAND === | ||
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| 24 | | 24 | ||
| | | unsigned, Vertical flip? (0 = enable, 1 = disable) | ||
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This register sets whether to use the geometry shader configuration or reuse the vertex shader configuration for the geometry shader shading unit. | This register sets whether to use the geometry shader configuration or reuse the vertex shader configuration for the geometry shader shading unit. | ||
When disabled and the geometry unit is not in use, as configured by GPUREG_GEOSTAGE_CONFIG, uniforms, outmap mask, program code and swizzle data are propagated to the geometry shader unit. | |||
=== GPUREG_START_DRAW_FUNC0 === | === GPUREG_START_DRAW_FUNC0 === | ||