Difference between revisions of "NV2A/Vertex Shader"

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(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
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This article will mainly focus on actual encoding on hardware as the behaviour is mostly outlined in those GL extensions already.
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== 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

???