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1,466 bytes added ,  04:27, 15 September 2015
→‎Rasterizer registers: Documented GPUREG_SH_OUTMAP_Oi
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== Rasterizer registers ==
 
== Rasterizer registers ==
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=== GPUREG_SH_OUTMAP_Oi ===
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These registers map components of the corresponding vertex shader output register to specific fixed-function semantics.
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{| class="wikitable" border="1"
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! Bits
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! Description
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|-
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| 0-7
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| Semantic for the x component of the register.
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|-
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| 8-15
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| Semantic for the y component of the register.
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|-
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| 16-23
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| Semantic for the z component of the register.
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|-
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| 24-31
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| Semantic for the w component of the register.
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|}
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The semantic ids are:
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{| class="wikitable" border="1"
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! Value
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! Semantic
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! Description
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|-
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| 0x00
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| position.x
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| rowspan="4" | Vertex Position
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|-
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| 0x01
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| position.y
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|-
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| 0x02
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| position.z
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|-
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| 0x03
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| position.w
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|-
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| 0x04
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| normquat.x
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| rowspan="4" | Quaternion specifying the normal/tangent frame (for fragment lighting)
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|-
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| 0x05
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| normquat.y
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|-
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| 0x06
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| normquat.z
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|-
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| 0x07
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| normquat.w
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|-
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| 0x08
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| color.r
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| rowspan="4" | Vertex color
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|-
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| 0x09
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| color.g
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|-
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| 0x0A
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| color.b
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|-
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| 0x0B
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| color.a
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|-
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| 0x0C
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| texcoord0.u
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| rowspan="2" | Texture coordinates for texture 0
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|-
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| 0x0D
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| texcoord0.v
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|-
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| 0x0E
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| texcoord1.u
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| rowspan="2" | Texture coordinates for texture 1
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|-
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| 0x0F
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| texcoord1.v
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|-
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| 0x10
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| texcoord0.w
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|
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|-
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| 0x12
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| view.x
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| rowspan="3" | View vector (for fragment lighting)
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|-
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| 0x13
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| view.y
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|-
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| 0x14
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| view.z
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|-
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| 0x16
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| texcoord2.u
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| rowspan="2" | Texture coordinates for texture 2
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|-
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| 0x17
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| texcoord2.v
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|-
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| 0x1F
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| Unused component
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| Should be set for unused components of the output register
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|}
    
== Texturing registers ==
 
== Texturing registers ==
110

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