Size pixel to fetch, in bytes. Doesn't seem to be required, setting
it to 0x0 seems to work ok, but may be less optimal.
Pitch (actually, appears to be pitch in bytes, so really is a stride)
in GMEM, so pitch of the current tile.
actually, appears to be pitch in bytes, so really is a stride
Z_TEST_ENABLE bit is set for zfunc other than GL_ALWAYS or GL_NEVER
DEPTH_BASE is offset in GMEM to depth/stencil buffer, ie
bin_w * bin_h / 1024 (possible rounded up to multiple of
something?? ie. 39 becomes 40, 78 becomes 80.. 75 becomes
80.. so maybe it needs to be multiple of 8??
stride of depth/stencil buffer
???
Base address for stencil when not using interleaved depth/stencil
pitch of stencil buffer when not using interleaved depth/stencil
The full/half register footprint is in units of four components,
so if r0.x is used, that counts as all of r0.[xyzw] as used.
There are separate full/half register footprint values as the
full and half registers are independent (not overlapping).
Presumably the thread scheduler hardware allocates the full/half
register names from the actual physical register file and
handles the register renaming.
These seem to be offsets for storage of the varyings.
Always seems to start from 8, possibly loc 0 and 4
are for gl_Position and gl_PointSize?
From register spec:
SP_FS_OBJ_OFFSET_REG.CONSTOBJECTSTARTOFFSET [16:24]: Constant object
start offset in on chip RAM,
128bit aligned
"
"
"
These seem to be offsets for storage of the varyings.
Always seems to start from 8, possibly loc 0 and 4
are for gl_Position and gl_PointSize?
"
These seem to be offsets for storage of the varyings.
Always seems to start from 8, possibly loc 0 and 4
are for gl_Position and gl_PointSize?
"
Configures the mapping between VSC_PIPE buffer and
bin, X/Y specify the bin index in the horiz/vert
direction (0,0 is upper left, 0,1 is leftmost bin
on second row, and so on). W/H specify the number
of bins assigned to this VSC_PIPE in the horiz/vert
dimension.
TOTALATTRTOVS is # of attributes to vertex shader, in register
slots (ie. vec4+vec3 -> 7)
BYPASSATTROVS seems to count varyings that are just directly
assigned from attributes (ie, "vFoo = aFoo;")
STRMDECINSTRCNT is # of VFD_DECODE_INSTR registers valid
STRMFETCHINSTRCNT is # of VFD_FETCH_INSTR registers valid
MAXSTORAGE could be # of attributes/vbo's
SHIFTCNT appears to be size, ie. FLOAT_32_32_32 is 12, and BYTE_8 is 1
SIZE is current pipe width * height (in tiles)
N is some sort of slot # between 0..(SIZE-1). In case
multiple tiles use same pipe, each tile gets unique slot #
in groups of 4x vec4, blob only uses values
0, 1, 2, 4, 6, 8
Texture sampler dwords
Texture constant dwords
Pitch in bytes (so actually stride)
Pitch in bytes (so actually stride)