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433 bytes added ,  12:51, 23 February 2014
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{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
|-
 
|-
OFFSET
+
Offset
SIZE
+
Size
DESCRIPTION
+
Description
 
|-
 
|-
 
|  0x0
 
|  0x0
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|  0x4
 
|  0x4
 
|  0x4
 
|  0x4
Amount of DVLEs in SHBIN
+
N = number of DVLEs in SHBIN
 
|-
 
|-
 
|  0x8
 
|  0x8
|  0x4
+
|  0x4*N
|  DVLE 1 offset
+
|  DVLE offset table; each offset is a u32 relative to the start of the DVLB section
 
|-
 
|-
 
|}
 
|}
  −
If there is more than 1 DVLE ( Amount > 0x01 ) the header continues with more offsets.
  −
  −
So if there are 3 DVLEs then 0xC would be DVLE 2's offset, 0x10 would be DVLE 3's offset, ect...
      
The DVLP file comes directly after the header.
 
The DVLP file comes directly after the header.
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{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
|-
 
|-
OFFSET
+
Offset
SIZE
+
Size
DESCRIPTION
+
Description
 
|-
 
|-
 
|  0x0
 
|  0x0
 
|  0x4
 
|  0x4
 
|  MAGIC "DVLP"
 
|  MAGIC "DVLP"
 +
|-
 +
|  0x4
 +
|  0x4
 +
|  ?
 +
|-
 +
|  0x8
 +
|  0x4
 +
|  Offset (relative to DVLP start) to shader program binary blob
 +
|-
 +
|  0xC
 +
|  0x4
 +
|  Size of shader program binary blob, in words
 +
|-
 +
|  0x10
 +
|  0x4
 +
|  Offset (relative to DVLP start) to "shader table" (?)
 +
|-
 +
|  0x14
 +
|  0x4
 +
|  Number of "shader table" entries (each entry is 8-byte long)
 +
|-
 +
|  0x18
 +
|  0x4
 +
|  Offset (relative to DVLP start) to filename symbol table
 
|-
 
|-
 
|}
 
|}
  −
Contains ASM of the VSH?
      
== DVLE ==
 
== DVLE ==
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|}
 
|}
   −
Contains registers of the VSH?
+
Each DVLE is associated to an individual shader pipeline stage. Typically, the first DVLE is associated to the program's vertex shader and the second is associated to the program's geometry shader.
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