https://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&feed=atom&action=historyTalk:GPU/Internal Registers - Revision history2024-03-28T09:29:44ZRevision history for this page on the wikiMediaWiki 1.35.8https://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14883&oldid=prevSteveice10 at 19:56, 5 December 20152015-12-05T19:56:58Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:: Could you elaborate? --[[User:Neobrain|Neobrain]] 20:20, 5 December 2015 (CET)</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:: Could you elaborate? --[[User:Neobrain|Neobrain]] 20:20, 5 December 2015 (CET)</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">::: As in, disassembled code I've looked at seems to use 0 for false and 1 for true when changing the register value. Plus, the register bits are specifically initialized to zeros. --[[User:Steveice10|Steveice10]] 20:56, 5 December 2015 (CET)</ins></div></td></tr>
</table>Steveice10https://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14882&oldid=prevNeobrain at 19:20, 5 December 20152015-12-05T19:20:39Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: From what I've seen so far, it seems to be used with 0 = false and 1 = true, so... ¯\_(ツ)_/¯ --[[User:Steveice10|Steveice10]] 20:18, 5 December 2015 (CET)</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: From what I've seen so far, it seems to be used with 0 = false and 1 = true, so... ¯\_(ツ)_/¯ --[[User:Steveice10|Steveice10]] 20:18, 5 December 2015 (CET)</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">:: Could you elaborate? --[[User:Neobrain|Neobrain]] 20:20, 5 December 2015 (CET)</ins></div></td></tr>
</table>Neobrainhttps://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14881&oldid=prevSteveice10 at 19:18, 5 December 20152015-12-05T19:18:45Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The behaviour of the ifu command actually suggests 0=true and 1=false. Earlier today, upon seeing the change in the wiki, I did tests with the command. It turned out the positive block is executed when the bit is cleared, and the negative block is executed when the bit is set; as it was previously documented. Note the wording in the Shader Instruction Set page: "If condition BOOL is true, then executes instructions until DST, then jumps to DST+NUM; else, jumps to DST." --[[User:Fincs|Fincs]] 20:15, 5 December 2015 (CET)</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The behaviour of the ifu command actually suggests 0=true and 1=false. Earlier today, upon seeing the change in the wiki, I did tests with the command. It turned out the positive block is executed when the bit is cleared, and the negative block is executed when the bit is set; as it was previously documented. Note the wording in the Shader Instruction Set page: "If condition BOOL is true, then executes instructions until DST, then jumps to DST+NUM; else, jumps to DST." --[[User:Fincs|Fincs]] 20:15, 5 December 2015 (CET)</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">: From what I've seen so far, it seems to be used with 0 = false and 1 = true, so... ¯\_(ツ)_/¯ --[[User:Steveice10|Steveice10]] 20:18, 5 December 2015 (CET)</ins></div></td></tr>
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</table>Steveice10https://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14880&oldid=prevFincs at 19:15, 5 December 20152015-12-05T19:15:42Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>@Steveice: <s>Regarding the recent GPUREG_SH_BOOLUNIFORM confusion, I agree that your version is the more sensible variant. However, note that technically it depends on the semantics defined in [[Shader_Instruction_Set#Comparison_operator]]: Switching between your version (0=false) and the original one (1=false) is equivalent to e.g. replacing the CONDOP=0 semantic " cmp.x == REFX || cmp.y == REFY " with " !cmp.x == REFX || !cmp.y == REFY". In other words, this change implicltly changed the documented semantics of shader conditions. Hence I wonder whether the Shader Instruction Set needs any adjustments with the new documentation on GPUREG_SH_BOOLUNIFORM. </s> Actually, I mixed up stuff. What actually would need to be fixed up is the semantics of IFU, but that would yield a counterintuitive notion of conditional execution. [[User:Neobrain|Neobrain]] 19:55, 5 December 2015 (CET)</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>@Steveice: <s>Regarding the recent GPUREG_SH_BOOLUNIFORM confusion, I agree that your version is the more sensible variant. However, note that technically it depends on the semantics defined in [[Shader_Instruction_Set#Comparison_operator]]: Switching between your version (0=false) and the original one (1=false) is equivalent to e.g. replacing the CONDOP=0 semantic " cmp.x == REFX || cmp.y == REFY " with " !cmp.x == REFX || !cmp.y == REFY". In other words, this change implicltly changed the documented semantics of shader conditions. Hence I wonder whether the Shader Instruction Set needs any adjustments with the new documentation on GPUREG_SH_BOOLUNIFORM. </s> Actually, I mixed up stuff. What actually would need to be fixed up is the semantics of IFU, but that would yield a counterintuitive notion of conditional execution. [[User:Neobrain|Neobrain]] 19:55, 5 December 2015 (CET)</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">The behaviour of the ifu command actually suggests 0=true and 1=false. Earlier today, upon seeing the change in the wiki, I did tests with the command. It turned out the positive block is executed when the bit is cleared, and the negative block is executed when the bit is set; as it was previously documented. Note the wording in the Shader Instruction Set page: "If condition BOOL is true, then executes instructions until DST, then jumps to DST+NUM; else, jumps to DST." --[[User:Fincs|Fincs]] 20:15, 5 December 2015 (CET)</ins></div></td></tr>
</table>Fincshttps://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14879&oldid=prevNeobrain at 19:14, 5 December 20152015-12-05T19:14:38Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><s>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). I found the latter a bit confusing in the recent changes, since it sounded like "Z bias" was a fixed-point number with unspecified fractional bits. [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</s></div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><s>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). I found the latter a bit confusing in the recent changes, since it sounded like "Z bias" was a fixed-point number with unspecified fractional bits. [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</s></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>@Steveice: Regarding the recent GPUREG_SH_BOOLUNIFORM confusion, I agree that your version is the more sensible variant. However, note that technically it depends on the semantics defined in [[Shader_Instruction_Set#Comparison_operator]]: Switching between your version (0=false) and the original one (1=false) is equivalent to e.g. replacing the CONDOP=0 semantic " cmp.x == REFX || cmp.y == REFY " with " !cmp.x == REFX || !cmp.y == REFY". In other words, this change implicltly changed the documented semantics of shader conditions. Hence I wonder whether the Shader Instruction Set needs any adjustments with the new documentation on GPUREG_SH_BOOLUNIFORM. [[User:Neobrain|Neobrain]] 19:55, 5 December 2015 (CET)</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>@Steveice: <ins class="diffchange diffchange-inline"><s></ins>Regarding the recent GPUREG_SH_BOOLUNIFORM confusion, I agree that your version is the more sensible variant. However, note that technically it depends on the semantics defined in [[Shader_Instruction_Set#Comparison_operator]]: Switching between your version (0=false) and the original one (1=false) is equivalent to e.g. replacing the CONDOP=0 semantic " cmp.x == REFX || cmp.y == REFY " with " !cmp.x == REFX || !cmp.y == REFY". In other words, this change implicltly changed the documented semantics of shader conditions. Hence I wonder whether the Shader Instruction Set needs any adjustments with the new documentation on GPUREG_SH_BOOLUNIFORM<ins class="diffchange diffchange-inline">. </s> Actually, I mixed up stuff. What actually would need to be fixed up is the semantics of IFU, but that would yield a counterintuitive notion of conditional execution</ins>. [[User:Neobrain|Neobrain]] 19:55, 5 December 2015 (CET)</div></td></tr>
</table>Neobrainhttps://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14877&oldid=prevNeobrain at 18:55, 5 December 20152015-12-05T18:55:31Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><s>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). I found the latter a bit confusing in the recent changes, since it sounded like "Z bias" was a fixed-point number with unspecified fractional bits. [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</s></div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><s>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). I found the latter a bit confusing in the recent changes, since it sounded like "Z bias" was a fixed-point number with unspecified fractional bits. [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</s></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">@Steveice: Regarding the recent GPUREG_SH_BOOLUNIFORM confusion, I agree that your version is the more sensible variant. However, note that technically it depends on the semantics defined in [[Shader_Instruction_Set#Comparison_operator]]: Switching between your version (0=false) and the original one (1=false) is equivalent to e.g. replacing the CONDOP=0 semantic " cmp.x == REFX || cmp.y == REFY " with " !cmp.x == REFX || !cmp.y == REFY". In other words, this change implicltly changed the documented semantics of shader conditions. Hence I wonder whether the Shader Instruction Set needs any adjustments with the new documentation on GPUREG_SH_BOOLUNIFORM. [[User:Neobrain|Neobrain]] 19:55, 5 December 2015 (CET)</ins></div></td></tr>
</table>Neobrainhttps://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14827&oldid=prevNeobrain at 11:04, 4 December 20152015-12-04T11:04:47Z<p></p>
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<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). I found the latter a bit confusing in the recent changes, since it sounded like "Z bias" was a fixed-point number with unspecified fractional bits. [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline"><s></ins>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). I found the latter a bit confusing in the recent changes, since it sounded like "Z bias" was a fixed-point number with unspecified fractional bits. [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)<ins class="diffchange diffchange-inline"></s></ins></div></td></tr>
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</table>Neobrainhttps://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14808&oldid=prevNeobrain at 11:08, 3 December 20152015-12-03T11:08:54Z<p></p>
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<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead)<ins class="diffchange diffchange-inline">. I found the latter a bit confusing in the recent changes, since it sounded like "Z bias" was a fixed-point number with unspecified fractional bits</ins>. [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</div></td></tr>
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</table>Neobrainhttps://www.3dbrew.org/w/index.php?title=Talk:GPU/Internal_Registers&diff=14807&oldid=prevNeobrain: Created page with "FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when ..."2015-12-03T11:07:52Z<p>Created page with "FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when ..."</p>
<p><b>New page</b></p><div>FYI, fixed-point numbers are often denoted as "fixedX.Y", with X the non-fractional and Y the fractional bits. Also note that one wouldn't speak about "fixed-point" numbers when Y=0 (just say "X-bit integer" instead). [[User:Neobrain|Neobrain]] 12:07, 3 December 2015 (CET)</div>Neobrain