GPU/Internal Registers: Difference between revisions
m moved GPU Internal Registers to GPU:Internal Registers: Moving PICA200-related pages to GPU namespace. |
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=== GPUREG_FIXEDATTRIB_INDEX === | === GPUREG_FIXEDATTRIB_INDEX === | ||
See [[GPU:Fixed Vertex Attributes]] and [[GPU:Immediate-Mode Vertex Submission]] for usage info. | |||
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Accepts a packed 4-tuple of float24 values (in the same format used for [[#GPUREG_VSH_FLOATUNIFORM_DATA|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|GPUREG_ATTRIBBUFFERS_FORMAT_HIGH]]. | Accepts a packed 4-tuple of float24 values (in the same format used for [[#GPUREG_VSH_FLOATUNIFORM_DATA|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|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 | 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 === | |||
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! Bits | |||
! Description | |||
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| 0-7 | |||
| Writing 0x01 to this field ends the current triangle strip or fan. This is necessary before using these kinds of primitives with [[GPU:Immediate-Mode Vertex Submission|immediate-mode]], but most games seem to write to it before every draw call. | |||
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== Geometry shader registers == | == Geometry shader registers == |