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_DATA2
buffer.
Has the size of data written to corresponding VSC pipe, ie.
same thing that is written out to VSC_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
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)
domain shader version
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)
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)
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)
per MRT
Texture sampler dwords
Texture constant dwords
Pitch in bytes (so actually stride)
Pitch in bytes (so actually stride)