Difference between revisions of "NV2A/Vertex Shader"
(more explanations and more mentions of the GL spec) |
(nvidia is having issues or taking files down; using archive.org links where possible) |
||
(11 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | The Xbox implements https://www.opengl.org/registry/specs/NV/vertex_program.txt and https://www.opengl.org/registry/specs/NV/vertex_program1_1.txt | + | The Xbox implements the 2 GL extensions [https://www.opengl.org/registry/specs/NV/vertex_program.txt NV_vertex_program] and [https://www.opengl.org/registry/specs/NV/vertex_program1_1.txt NV_vertex_program1_1] (with some modifications). |
This article will mainly focus on actual encoding on hardware as the behaviour is mostly outlined in those GL extensions already. | This article will mainly focus on actual encoding on hardware as the behaviour is mostly outlined in those GL extensions already. | ||
Line 15: | Line 15: | ||
There are 16 input registers v[0] to v[15]. | There are 16 input registers v[0] to v[15]. | ||
− | They normally [map to the vertex attributes | + | They normally [[NV2A/Vertex attributes|map to the vertex attributes]]. However, in the case of vertex state programs, v[0] is fed from LAUNCH_DATA (PGRAPH Methods 0x1E80, 0x1E84, 0x1E88, 0x1E8C for XYZW respectively) instead. |
=== Output registers === | === Output registers === | ||
− | output registers | + | 11 output registers o[<RegName>] (initialized to XYZ=0x00000000 W=0x3F800000). |
− | + | ||
+ | {|class="wikitable" | ||
+ | |+Output registers | ||
+ | |- | ||
+ | !Index | ||
+ | !GL Name | ||
+ | !D3D Name | ||
+ | !Meaning | ||
+ | |- | ||
+ | |0 | ||
+ | |HPOS | ||
+ | |oPos | ||
+ | |Homogeneous clip space position | ||
+ | |- | ||
+ | |3 | ||
+ | |COL0 | ||
+ | |oD0 | ||
+ | |Primary color (front-facing) | ||
+ | |- | ||
+ | |4 | ||
+ | |COL1 | ||
+ | |oD1 | ||
+ | |Secondary color (front-facing) | ||
+ | |- | ||
+ | |5 | ||
+ | |FOGC | ||
+ | |oFog | ||
+ | |Fog coordinate | ||
+ | |- | ||
+ | |6 | ||
+ | |PSIZ | ||
+ | |oPts | ||
+ | |Point size | ||
+ | |- | ||
+ | |7 | ||
+ | |BFC0 | ||
+ | |oB0 | ||
+ | |Back-facing primary color | ||
+ | |- | ||
+ | |8 | ||
+ | |BFC1 | ||
+ | |oB1 | ||
+ | |Back-facing secondary color | ||
+ | |- | ||
+ | |9 | ||
+ | |TEX0 | ||
+ | |oT0 | ||
+ | |Texture coordinate set 0 | ||
+ | |- | ||
+ | |10 | ||
+ | |TEX1 | ||
+ | |oT1 | ||
+ | |Texture coordinate set 1 | ||
+ | |- | ||
+ | |11 | ||
+ | |TEX2 | ||
+ | |oT2 | ||
+ | |Texture coordinate set 2 | ||
+ | |- | ||
+ | |12 | ||
+ | |TEX3 | ||
+ | |oT3 | ||
+ | |Texture coordinate set 3 | ||
+ | |} | ||
=== Address register === | === Address register === | ||
Line 29: | Line 92: | ||
There are 12 temporary registers: R0 to R11 (initialized to XYZW=0x00000000), as documented in the GL extension. | There are 12 temporary registers: R0 to R11 (initialized to XYZW=0x00000000), as documented in the GL extension. | ||
− | Additionally, o[ | + | Additionally, o[HPOS] is mirrored as R12 and can be used as source operand; so effectively you have 13 temporaries |
=== Constant space === | === Constant space === | ||
Line 35: | Line 98: | ||
There are 192 constant registers in two seperate blocks with 96 constants each. | There are 192 constant registers in two seperate blocks with 96 constants each. | ||
They can be accessed through the PGRAPH RDI: select=0x17. Each constant slot is 4x DWORD, ordered as WZYX. | They can be accessed through the PGRAPH RDI: select=0x17. Each constant slot is 4x DWORD, ordered as WZYX. | ||
− | Alternatively they can be uploaded through method [FIXME], with 4x DWORD, ordered XYZW. | + | Alternatively they can be uploaded through PGRAPH method [FIXME], with 4x DWORD, ordered XYZW. |
In nvidia vertex programs only 96 constants are normally accessible. Microsoft exposed the 96 additional constant registers in D3D shaders through c[-96] to c[-1]. | In nvidia vertex programs only 96 constants are normally accessible. Microsoft exposed the 96 additional constant registers in D3D shaders through c[-96] to c[-1]. | ||
Line 49: | Line 112: | ||
|+Fields | |+Fields | ||
|- | |- | ||
− | + | !Meaning | |
− | + | !Word | |
− | + | !Offset (bits) | |
− | + | !Size (bits) | |
|- | |- | ||
|ILU Operation | |ILU Operation | ||
Line 233: | Line 296: | ||
|+Swizzle table | |+Swizzle table | ||
|- | |- | ||
− | + | !Value | |
− | + | !Meaning | |
|- | |- | ||
|0 | |0 | ||
Line 248: | Line 311: | ||
|W | |W | ||
|} | |} | ||
+ | |||
+ | === Functional units === | ||
+ | |||
+ | |||
+ | ==== Inverse Logic Unit (ILU) ==== | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |+ILU Operations | ||
+ | |- | ||
+ | !Value | ||
+ | !Meaning | ||
+ | |- | ||
+ | |0 | ||
+ | |NOP | ||
+ | |- | ||
+ | |1 | ||
+ | |MOV | ||
+ | |- | ||
+ | |2 | ||
+ | |RCP | ||
+ | |- | ||
+ | |3 | ||
+ | |RCC | ||
+ | |- | ||
+ | |4 | ||
+ | |RSQ | ||
+ | |- | ||
+ | |5 | ||
+ | |EXP | ||
+ | |- | ||
+ | |6 | ||
+ | |LOG | ||
+ | |- | ||
+ | |7 | ||
+ | |LIT | ||
+ | |} | ||
+ | |||
+ | ==== Multiply-Accumulate (MAC) ==== | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |+MAC Operations | ||
+ | |- | ||
+ | !Value | ||
+ | !Meaning | ||
+ | |- | ||
+ | |0 | ||
+ | |NOP | ||
+ | |- | ||
+ | |1 | ||
+ | |MOV | ||
+ | |- | ||
+ | |2 | ||
+ | |MUL | ||
+ | |- | ||
+ | |3 | ||
+ | |ADD | ||
+ | |- | ||
+ | |4 | ||
+ | |MAD | ||
+ | |- | ||
+ | |5 | ||
+ | |DP3 | ||
+ | |- | ||
+ | |6 | ||
+ | |DPH | ||
+ | |- | ||
+ | |7 | ||
+ | |DP4 | ||
+ | |- | ||
+ | |8 | ||
+ | |DST | ||
+ | |- | ||
+ | |9 | ||
+ | |MIN | ||
+ | |- | ||
+ | |10 | ||
+ | |MAX | ||
+ | |- | ||
+ | |11 | ||
+ | |SLT | ||
+ | |- | ||
+ | |12 | ||
+ | |SGE | ||
+ | |- | ||
+ | |13 | ||
+ | |ARL | ||
+ | |} | ||
+ | |||
+ | == Related links == | ||
+ | |||
+ | * nvidia resources | ||
+ | ** [https://web.archive.org/web/20191214200729/https://www.nvidia.com/attach/6559 WhereIsThatVertexShaderInstruction.pdf] / [https://web.archive.org/web/20191214200738/https://www.nvidia.com/attach/6560 WhereIsThatVertexShaderInstruction.doc] | ||
+ | * [https://github.com/envytools/envytools/blob/master/nvhw/pgraph_celsius_xfrm.c Code which appears to implement bit-accurate emulation of some instructions]{{FIXME|reason=Unconfirmed, needs testing}} | ||
+ | |||
+ | [[Category:NV2A]] |
Latest revision as of 23:42, 4 May 2020
The Xbox implements the 2 GL extensions NV_vertex_program and NV_vertex_program1_1 (with some modifications). This article will mainly focus on actual encoding on hardware as the behaviour is mostly outlined in those GL extensions already.
Contents
Operating modes
- Fixed / Programmable
- Writeable / Read-Only constants
- Low-constants only / all constants
- Vertex processing / State program
Registers
Input registers
There are 16 input registers v[0] to v[15].
They normally map to the vertex attributes. However, in the case of vertex state programs, v[0] is fed from LAUNCH_DATA (PGRAPH Methods 0x1E80, 0x1E84, 0x1E88, 0x1E8C for XYZW respectively) instead.
Output registers
11 output registers o[<RegName>] (initialized to XYZ=0x00000000 W=0x3F800000).
Index | GL Name | D3D Name | Meaning |
---|---|---|---|
0 | HPOS | oPos | Homogeneous clip space position |
3 | COL0 | oD0 | Primary color (front-facing) |
4 | COL1 | oD1 | Secondary color (front-facing) |
5 | FOGC | oFog | Fog coordinate |
6 | PSIZ | oPts | Point size |
7 | BFC0 | oB0 | Back-facing primary color |
8 | BFC1 | oB1 | Back-facing secondary color |
9 | TEX0 | oT0 | Texture coordinate set 0 |
10 | TEX1 | oT1 | Texture coordinate set 1 |
11 | TEX2 | oT2 | Texture coordinate set 2 |
12 | TEX3 | oT3 | Texture coordinate set 3 |
Address register
A0.x exists as documented in the GL extension.
Temporary registers
There are 12 temporary registers: R0 to R11 (initialized to XYZW=0x00000000), as documented in the GL extension. Additionally, o[HPOS] is mirrored as R12 and can be used as source operand; so effectively you have 13 temporaries
Constant space
There are 192 constant registers in two seperate blocks with 96 constants each. They can be accessed through the PGRAPH RDI: select=0x17. Each constant slot is 4x DWORD, ordered as WZYX. Alternatively they can be uploaded through PGRAPH method [FIXME], with 4x DWORD, ordered XYZW.
In nvidia vertex programs only 96 constants are normally accessible. Microsoft exposed the 96 additional constant registers in D3D shaders through c[-96] to c[-1]. This documentation uses the GL terminology instead and expose the new registers as c[96] to c[191]. This means c[0] to c[191] valid.
Instructions
In total, there are 136 instruction slots.
Each slot consists of 16 bytes, we consider those as 4 seperate little-endian DWORDS describing the operation. Word 0 is inused.
Meaning | Word | Offset (bits) | Size (bits) |
---|---|---|---|
ILU Operation | 1 | 25 | 3 |
MAC Operation | 1 | 21 | 4 |
Constant index | 1 | 13 | 8 |
Input index | 1 | 9 | 4 |
Source 1 negate | 1 | 8 | 1 |
Source 1 swizzle X | 1 | 6 | 2 |
Source 1 swizzle Y | 1 | 4 | 2 |
Source 1 swizzle Z | 1 | 2 | 2 |
Source 1 swizzle W | 1 | 0 | 2 |
Source 1 register | 2 | 28 | 4 |
Source 1 mux | 2 | 26 | 2 |
Source 2 negate | 2 | 25 | 1 |
Source 2 swizzle X | 2 | 23 | 2 |
Source 2 swizzle Y | 2 | 21 | 2 |
Source 2 swizzle Z | 2 | 19 | 2 |
Source 2 swizzle W | 2 | 17 | 2 |
Source 2 register | 2 | 13 | 4 |
Source 2 mux | 2 | 11 | 2 |
Source 3 negate | 2 | 10 | 1 |
Source 3 swizzle X | 2 | 8 | 2 |
Source 3 swizzle Y | 2 | 6 | 2 |
Source 3 swizzle Z | 2 | 4 | 2 |
Source 3 swizzle W | 2 | 2 | 2 |
Source 3 register (Hi) | 2 | 0 | 2 |
Source 3 register (Lo) | 3 | 30 | 2 |
Source 3 mux | 3 | 28 | 2 |
Destination MAC mask | 3 | 24 | 4 |
Destination temporary register | 3 | 20 | 4 |
Destination ILU mask | 3 | 16 | 4 |
Destination overall mask | 3 | 12 | 4 |
Destination select | 3 | 11 | 1 |
Destination output register | 3 | 3 | 8 |
Destination mux | 3 | 2 | 1 |
Relative constant addressing | 3 | 1 | 1 |
Final instruction marker (EOF) | 3 | 0 | 1 |
Value | Meaning |
---|---|
0 | X |
1 | Y |
2 | Z |
3 | W |
Functional units
Inverse Logic Unit (ILU)
Value | Meaning |
---|---|
0 | NOP |
1 | MOV |
2 | RCP |
3 | RCC |
4 | RSQ |
5 | EXP |
6 | LOG |
7 | LIT |
Multiply-Accumulate (MAC)
Value | Meaning |
---|---|
0 | NOP |
1 | MOV |
2 | MUL |
3 | ADD |
4 | MAD |
5 | DP3 |
6 | DPH |
7 | DP4 |
8 | DST |
9 | MIN |
10 | MAX |
11 | SLT |
12 | SGE |
13 | ARL |