Allow early z-test and early-lrz (if applicable) Disable early z-test and early-lrz test (if applicable) A special mode that allows early-lrz test but disables early-z test. Which might sound a bit funny, since lrz-test happens before z-test. But as long as a couple conditions are maintained this allows using lrz-test in cases where fragment shader has kill/discard: 1) Disable lrz-write in cases where it is uncertain during binning pass that a fragment will pass. Ie. if frag shader has-kill, writes-z, or alpha/stencil test is enabled. (For correctness, lrz-write must be disabled when blend is enabled.) This is analogous to how a z-prepass works. 2) Disable lrz-write and test if a depth-test direction reversal is detected. Due to condition (1), the contents of the lrz buffer are a conservative estimation of the depth buffer during the draw pass. Meaning that geometry that we know for certain will not be visible will not pass lrz-test. But geometry which may be (or contributes to blend) will pass the lrz-test. This allows us to keep early-lrz-test in cases where the frag shader does not write-z (ie. we know the z-value before FS) and does not have side-effects (image/ssbo writes, etc), but does have kill/discard. Which turns out to be a common enough case that it is useful to keep early-lrz test against the conservative lrz buffer to discard fragments that we know will definitely not be visible. b0..7 seems to contain the size of buffered by not yet processed RB level cmdstream.. it's possible that it is a low threshold and b8..15 is a high threshold? b16..23 identifies where IB1 data starts (and RB data ends?) b24..31 identifies where IB2 data starts (and IB1 data ends) low bits identify where CP_SET_DRAW_STATE stateobj processing starts (and IB2 data ends). I'm guessing b8 is part of this since (from downstream kgsl): /* ROQ sizes are twice as big on a640/a680 than on a630 */ if (adreno_is_a640(adreno_dev) || adreno_is_a680(adreno_dev)) { kgsl_regwrite(device, A6XX_CP_ROQ_THRESHOLDS_2, 0x02000140); kgsl_regwrite(device, A6XX_CP_ROQ_THRESHOLDS_1, 0x8040362C); } ... number of remaining dwords incl current dword being consumed? number of remaining dwords incl current dword being consumed? 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. Seems to be a bitmap of which tiles mapped to the VSC pipe contain geometry. I suppose we can connect a maximum of 32 tiles to a single VSC pipe. Has the size of data written to corresponding VSC_PRIM_STRM buffer. Has the size of data written to corresponding VSC pipe, ie. same thing that is written out to VSC_DRAW_STRM_SIZE_ADDRESS_LO/HI LRZ write also disabled for blend/etc. update MAX instead of MIN value, ie. GL_GREATER/GL_GEQUAL Z_TEST_ENABLE bit is set for zfunc other than GL_ALWAYS or GL_NEVER also set when Z_BOUNDS_ENABLE is set stride of depth/stencil buffer size of layer stride of stencil buffer size of layer For clearing depth/stencil 1 - depth 2 - stencil 3 - depth+stencil For clearing color buffer: then probably a component mask, I always see 0xf num of varyings plus four for gl_Position (plus one if gl_PointSize) plus # of transform-feedback (streamout) varyings if using the hw streamout (rather than stg instructions in shader) num of varyings plus four for gl_Position (plus one if gl_PointSize) plus # of transform-feedback (streamout) varyings if using the hw streamout (rather than stg instructions in shader) domain shader version of VPC_PACK vertex shader num of varyings plus four for gl_Position (plus one if gl_PointSize) plus # of transform-feedback (streamout) varyings if using the hw streamout (rather than stg instructions in shader) geometry shader hull shader? num of varyings plus four for gl_Position (plus one if gl_PointSize) plus # of transform-feedback (streamout) varyings if using the hw streamout (rather than stg instructions in shader) domain shader num of varyings plus four for gl_Position (plus one if gl_PointSize) plus # of transform-feedback (streamout) varyings if using the hw streamout (rather than stg instructions in shader) geometry shader size in vec4s of per-primitive storage for gs per MRT Texture sampler dwords Texture constant dwords Pitch in bytes (so actually stride) Pitch in bytes (so actually stride)