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)