Changes

1,187 bytes added ,  08:50, 16 December 2014
GPUREG_GSH_INPUTBUFFER_CONFIG GPUREG_VSH_INPUTBUFFER_CONFIG
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This register is used to set the geometry shader's i3 integer register.
 
This register is used to set the geometry shader's i3 integer register.
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==== GPUREG_GSH_INPUTBUFFER_CONFIG ====
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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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| Input buffer stride minus 1, in float vec4 registers. (value 0 means a stride of 1 float vec4 register)
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|-
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| 8-23
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| Unknown. These bits typically aren't updated by games.
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|-
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| 24-31
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| Unknown. This is typically set to 8 for geometry shaders.
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|}
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This register is used to configure the geometry shader's input buffer. In the context of a geometry shader, the stride parameter can be interpreted as the input primitive size in registers, though it is not a limit on the number of input registers which can be accessed from the geometry shader.
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==== GPUREG_GSH_ENTRYPOINT ====
 
==== GPUREG_GSH_ENTRYPOINT ====
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This register is used to set the vertex shader's i3 integer register.
 
This register is used to set the vertex shader's i3 integer register.
 +
 +
==== GPUREG_VSH_INPUTBUFFER_CONFIG ====
 +
 +
{| class="wikitable" border="1"
 +
! Bits
 +
! Description
 +
|-
 +
| 0-7
 +
| Input buffer stride minus 1, in float vec4 registers. (value 0 means a stride of 1 float vec4 register)
 +
|-
 +
| 8-23
 +
| Unknown. These bits typically aren't updated by games.
 +
|-
 +
| 24-31
 +
| Unknown. This is typically set to 0xA for vertex shaders.
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|}
 +
 +
This register is used to configure the vertex shader's input buffer. In the context of a geometry shader, the stride parameter can be interpreted as the number of attributes per vertex.
    
==== GPUREG_VSH_ENTRYPOINT ====
 
==== GPUREG_VSH_ENTRYPOINT ====
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