Difference between revisions of "NV2A/Vertex Shader"

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(More register info, will be refactored soon)
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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
 
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.
 
This article will mainly focus on actual encoding on hardware as the behaviour is mostly outlined in those GL extensions already.
 +
 +
== Operating modes ==
 +
 +
* Fixed / Programmable
 +
* Writeable / Read-Only constants
 +
* Low-constants only / all constants
 +
* Vertex processing / State program
  
 
== Registers ==
 
== Registers ==
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* 16 input registers v[0] to v[15] (from vertex, v[0] is fed from LAUNCH_DATA for VSPs)
 
* 16 input registers v[0] to v[15] (from vertex, v[0] is fed from LAUNCH_DATA for VSPs)
 
* output registers: o[0] to o[?] (initialized to XYZ=0x00000000 W=0x3F800000)
 
* output registers: o[0] to o[?] (initialized to XYZ=0x00000000 W=0x3F800000)
  * Following indices are aliased: Pos, oD0, oD1, oFog, oPts, oB0, oB1, oT0, oT1, oT2, oT3
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** Following indices are aliased: Pos, oD0, oD1, oFog, oPts, oB0, oB1, oT0, oT1, oT2, oT3
 
* 1 Address register: A0.x
 
* 1 Address register: A0.x
 
* 12 temporary registers: R0 to R11 (initialized to XYZW=0x00000000)
 
* 12 temporary registers: R0 to R11 (initialized to XYZW=0x00000000)
  * The POS register is mirrored as R12 so it can be used as source operand, so effectively you have 13 temporaries
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** The POS register is mirrored as R12 so it can be used as source operand, so effectively you have 13 temporaries
 +
 
 +
=== Constant space ===
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There are 192 constant registers in two seperate blocks with 96 constants each.
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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.
  
 
== Instructions ==
 
== Instructions ==
  
???
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In total, there are 136 instruction slots.
 +
 
 +
Each slot consists of 16 bytes, describing the operation:
 +
 
 +
{| class="wikitable"
 +
|+Fields
 +
|-
 +
|Offset (bits)
 +
|Size (bits)
 +
|Meaning
 +
|-
 +
|0
 +
|0
 +
|TODO
 +
|-
 +
|0
 +
|0
 +
|TODO
 +
|}

Revision as of 19:36, 21 April 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.

Operating modes

  • Fixed / Programmable
  • Writeable / Read-Only constants
  • Low-constants only / all constants
  • Vertex processing / State program

Registers

  • 16 input registers v[0] to v[15] (from vertex, v[0] is fed from LAUNCH_DATA for VSPs)
  • output registers: o[0] to o[?] (initialized to XYZ=0x00000000 W=0x3F800000)
    • Following indices are aliased: Pos, oD0, oD1, oFog, oPts, oB0, oB1, oT0, oT1, oT2, oT3
  • 1 Address register: A0.x
  • 12 temporary registers: R0 to R11 (initialized to XYZW=0x00000000)
    • The POS register is mirrored as R12 so it 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 method [FIXME], with 4x DWORD, ordered XYZW.

Instructions

In total, there are 136 instruction slots.

Each slot consists of 16 bytes, describing the operation:

Fields
Offset (bits) Size (bits) Meaning
0 0 TODO
0 0 TODO