Difference between revisions of "NV2A/Vertex Shader"
From xboxdevwiki
(Created page with "== Registers == There are: * 12 temporary registers: R0 to R11 * output registers: oPos, oD0, oD1, oFog, oPts, oB0, oB1, oT0, oT1, oT2, oT3, A0.x * Input data: ??? R12 is a...") |
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+ | 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 | ||
+ | This article will mainly focus on actual encoding on hardware as the behaviour is mostly outlined in those GL extensions already. | ||
+ | |||
== Registers == | == Registers == | ||
Revision as of 12:35, 4 January 2017
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 This article will mainly focus on actual encoding on hardware as the behaviour is mostly outlined in those GL extensions already.
Registers
There are:
- 12 temporary registers: R0 to R11
- output registers: oPos, oD0, oD1, oFog, oPts, oB0, oB1, oT0, oT1, oT2, oT3, A0.x
- Input data: ???
R12 is a mirror of the output register oPos
Instructions
???