GPU/Internal Registers: Difference between revisions

Smea (talk | contribs)
Smea (talk | contribs)
removed duplicate GPUREG_VSH_CODE_CONFIG
Line 3,826: Line 3,826:
** third word : XXXXXXYY
** third word : XXXXXXYY
* In the case of float32 transfer mode, data should be sent by writing four words which are each the float32 value of the uniform register's 4 components, in the reverse order.
* In the case of float32 transfer mode, data should be sent by writing four words which are each the float32 value of the uniform register's 4 components, in the reverse order.
==== GPUREG_VSH_CODE_CONFIG ====
{| class="wikitable" border="1"
! Bits
! Description
|-
| 0-11
| Target vertex shader code offset for data transfer.
|}
This register is used to set the offset at which upcoming vertex shader code data transferred through [[#GPUREG_VSH_CODE_DATA|GPUREG_VSH_CODE_DATA]] should be written.
NOTE : as we do not yet know what a shader program's maximum size is yet, we also do not know how many bits the code offset parameter holds. The biggest shader binary observed so far was 2422 instructions long.


==== GPUREG_VSH_CODE_CONFIG ====
==== GPUREG_VSH_CODE_CONFIG ====