Normal operation. Resolve operation. 1.0 2.2 Add and Clamp Add but no Clamp Subtract Dst from Src, and Clamp Subtract Dst from Src, and don`t Clamp Minimum of Src, Dst (the src and dst blend functions are forced to D3D_ONE) Maximum of Src, Dst (the src and dst blend functions are forced to D3D_ONE) Subtract Src from Dst, and Clamp Subtract Src from Dst, and don`t Clamp D3D_ZERO D3D_ONE D3D_SRCCOLOR D3D_INVSRCCOLOR D3D_SRCALPHA D3D_INVSRCALPHA D3D_DESTALPHA D3D_INVDESTALPHA D3D_DESTCOLOR D3D_INVDESTCOLOR D3D_SRCALPHASAT D3D_BOTHSRCALPHA D3D_BOTHINVSRCALPHA GL_ZERO GL_ONE GL_SRC_COLOR GL_ONE_MINUS_SRC_COLOR GL_DST_COLOR GL_ONE_MINUS_DST_COLOR GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_DST_ALPHA GL_ONE_MINUS_DST_ALPHA GL_SRC_ALPHA_SATURATE GL_CONSTANT_COLOR GL_ONE_MINUS_CONSTANT_COLOR GL_CONSTANT_ALPHA GL_ONE_MINUS_CONSTANT_ALPHA D3D_ZERO D3D_ONE D3D_SRCCOLOR D3D_INVSRCCOLOR D3D_SRCALPHA D3D_INVSRCALPHA D3D_DESTALPHA D3D_INVDESTALPHA D3D_DESTCOLOR D3D_INVDESTCOLOR GL_ZERO GL_ONE GL_SRC_COLOR GL_ONE_MINUS_SRC_COLOR GL_DST_COLOR GL_ONE_MINUS_DST_COLOR GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_DST_ALPHA GL_ONE_MINUS_DST_ALPHA GL_CONSTANT_COLOR GL_ONE_MINUS_CONSTANT_COLOR GL_CONSTANT_ALPHA GL_ONE_MINUS_CONSTANT_ALPHA Disable Enable Disabled (Use RB3D_BLENDCNTL) Enabled (Use RB3D_ABLENDCNTL) Disable reads Enable reads 1 buffer. This is the only mode where the cb processes the end of packet command. 2 buffers 3 buffers 4 buffers Disable color compare. Enable color compare. Disable AA compression Enable AA compression 3D destination is not macrotiled 3D destination is macrotiled 3D destination is no microtiled 3D destination is microtiled 3D destination is square microtiled. Only available in 16-bit No swap Word swap (2 bytes in 16-bit) Dword swap (4 bytes in a 32-bit) Half-Dword swap (2 16-bit in a 32-bit) disable enable Truncate Round LUT dither AF_NEVER AF_LESS AF_EQUAL AF_LE AF_GREATER AF_NOTEQUAL AF_GE AF_ALWAYS Disable alpha function. Enable alpha function. Disable alpha to mask function. Enable alpha to mask function. 2/4 sub-pixel samples. 3/6 sub-pixel samples. Disable Dithering Enable Dithering. Solid fill color Flat shading Gouraud shading No effect. Prevents TCL interface from deadlocking on GA side. No effect. Enables high-performance register/primitive switching. Horizontal Vertical Square (horizontal or vertical depending upon slope) Computed (perpendicular to slope) Draw points. Draw lines. Draw triangles. 7. Round to trunc Round to nearest Disable point texture stuffing. Enable point texture stuffing. Disable line texture stuffing. Enable line texture stuffing. Disable triangle texture stuffing. Enable triangle texture stuffing. Disable stencil auto inc/dec (def). Enable stencil auto inc/dec based on triangle cw/ccw, force into dzy low bit. Force 0 into dzy low bit. 32 words 64 words 128 words 256 words 16 words 32 words 64 words 128 words 64 words 128 words 256 words 512 words 0 words 4 words 8 words 12 words Select C0A Select C1A Select C2A Select C3A Select 1/(1/W) Select Z Select Z Select 1/(1/W) Select (1/W) Select 1.0 Tiling disabled. Tiling enabled (def). 1x1 tile (one 1x1). 2 tiles (two 1x1 : ST-A,B). 4 tiles (one 2x2). 8 tiles (two 2x2 : ST-A,B). 16 tiles (one 4x4). 32 tiles (two 4x4 : ST-A,B). 64 tiles (one 8x8). 128 tiles (two 8x8 : ST-A,B). ST-A tile. ST-B tile. Select 1/12 subpixel precision. Select 1/16 subpixel precision. No write - texture coordinate not valid write - texture valid Sample texture coordinates at real pixel centers Sample texture coordinates at adjusted pixel centers Four components (R,G,B,A) Three components (R,G,B,0) Three components (R,G,B,1) One component (0,0,0,A) Zero components (0,0,0,0) Zero components (0,0,0,1) One component (1,1,1,A) Zero components (1,1,1,0) Zero components (1,1,1,1) 1st texture component C The value 0.0 2nd texture component C The value 1.0 3rd texture component C 4th texture component C K K L-in,R-in,HT-in,HB-in L-in,R-in,HT-in,HB-out L-in,R-in,HT-out,HB-in L-in,R-in,HT-out,HB-out L-in,R-out,HT-in,HB-in L-in,R-out,HT-in,HB-out L-in,R-out,HT-out,HB-in L-in,R-out,HT-out,HB-out L-out,R-in,HT-in,HB-in L-out,R-in,HT-in,HB-out L-out,R-in,HT-out,HB-in L-out,R-in,HT-out,HB-out L-out,R-out,HT-in,HB-in L-out,R-out,HT-in,HB-out L-out,R-out,HT-out,HB-in L-out,R-out,HT-out,HB-out T-in,B-in,VL-in,VR-in T-in,B-in,VL-in,VR-out T-in,B-in,VL,VR-in T-in,B-in,VL-out,VR-out T-out,B-in,VL-in,VR-in T-out,B-in,VL-in,VR-out T-out,B-in,VL-out,VR-in T-out,B-in,VL-out,VR-out T-in,B-out,VL-in,VR-in T-in,B-out,VL-in,VR-out T-in,B-out,VL-out,VR-in T-in,B-out,VL-out,VR-out T-out,B-out,VL-in,VR-in T-out,B-out,VL-in,VR-out T-out,B-out,VL-out,VR-in T-out,B-out,VL-out,VR-out L-in,R-in,HT-in,HB-in L-in,R-in,HT-in,HB-out L-in,R-in,HT-out,HB-in L-in,R-in,HT-out,HB-out L-in,R-out,HT-in,HB-in L-in,R-out,HT-in,HB-out L-in,R-out,HT-out,HB-in L-in,R-out,HT-out,HB-out L-out,R-in,HT-in,HB-in L-out,R-in,HT-in,HB-out L-out,R-in,HT-out,HB-in L-out,R-in,HT-out,HB-out L-out,R-out,HT-in,HB-in L-out,R-out,HT-in,HB-out L-out,R-out,HT-out,HB-in L-out,R-out,HT-out,HB-out T-in,B-in,VL-in,VR-in T-in,B-in,VL-in,VR-out T-in,B-in,VL,VR-in T-in,B-in,VL-out,VR-out T-in,B-out,VL-in,VR-in T-in,B-out,VL-in,VR-out T-in,B-out,VL-out,VR-in T-in,B-out,VL-out,VR-out T-out,B-in,VL-in,VR-in T-out,B-in,VL-in,VR-out T-out,B-in,VL-out,VR-in T-out,B-in,VL-out,VR-out T-out,B-out,VL-in,VR-in T-out,B-out,VL-in,VR-out T-out,B-out,VL-out,VR-in T-out,B-out,VL-out,VR-out Wrap (repeat) Mirror Clamp to last texel (0.0 to 1.0) MirrorOnce to last texel (-1.0 to 1.0) Clamp half way to border color (0.0 to 1.0) MirrorOnce half way to border color (-1.0 to 1.0) Clamp to border color (0.0 to 1.0) MirrorOnce to border color (-1.0 to 1.0) Point Linear None Point Linear None (no filter specifed, select from MIN/MAG filters) Point Linear Disable ChromaKey (kill pixel if any sample matches chroma key) ChromaKeyBlend (set sample to 0 if it matches chroma key) Normal rounding on all components (+0.5) MPEG4 rounding on all components (+0.25) Dont truncate coordinate fractions. Truncate coordinate fractions to 0.0 and 0.5 for MPEG Non-Projected Projected Use TXWIDTH for image addressing Use TXPITCH for image addressing Disable gamma removal Enable gamma removal Disable YUV to RGB conversion Enable YUV to RGB conversion (with clamp) Enable YUV to RGB conversion (without clamp) Disable swap YUV mode Enable swap YUV mode (hw inverts upper bit of U and V) 2D 3D Cube WHOLE HALF_REGION_0 HALF_REGION_1 FOURTH_REGION_0 FOURTH_REGION_1 FOURTH_REGION_2 FOURTH_REGION_3 EIGHTH_REGION_0 EIGHTH_REGION_1 EIGHTH_REGION_2 EIGHTH_REGION_3 EIGHTH_REGION_4 EIGHTH_REGION_5 EIGHTH_REGION_6 EIGHTH_REGION_7 SIXTEENTH_REGION_0 SIXTEENTH_REGION_1 SIXTEENTH_REGION_2 SIXTEENTH_REGION_3 SIXTEENTH_REGION_4 SIXTEENTH_REGION_5 SIXTEENTH_REGION_6 SIXTEENTH_REGION_7 SIXTEENTH_REGION_8 SIXTEENTH_REGION_9 SIXTEENTH_REGION_A SIXTEENTH_REGION_B SIXTEENTH_REGION_C SIXTEENTH_REGION_D SIXTEENTH_REGION_E SIXTEENTH_REGION_F No swap 16 bit swap 32 bit swap Half-DWORD swap 2KB page is linear 2KB page is tiled 32 byte cache line is linear 32 byte cache line is tiled 32 byte cache line is tiled square (only applies to 16-bit texel) A: Output to render target A B: Output to render target B C: Output to render target C D: Output to render target D src0.r src0.g src0.b src1.r src1.g src1.b src2.r src2.g src2.b src0.a src1.a src2.a srcp.r srcp.g srcp.b srcp.a 0.0 1.0 0.5 NOP: Do not modify input NEG: Negate input ABS: Take absolute value of input NAB: Take negative absolute value of input 1.0-2.0*A0 A1-A0 A1+A0 1.0-A0 Result Result *2 Result *4 Result *8 Result / 2 Result / 4 Result / 8 Do not clamp output. Clamp output to the range [0,1]. NONE: No not write any output. R: Write the red channel only. G: Write the green channel only. RG: Write the red and green channels. B: Write the blue channel only. RB: Write the red and blue channels. GB: Write the green and blue channels. RGB: Write the red, green, and blue channels. src0.rgb src0.rrr src0.ggg src0.bbb src1.rgb src1.rrr src1.ggg src1.bbb src2.rgb src2.rrr src2.ggg src2.bbb src0.aaa src1.aaa src2.aaa srcp.rgb srcp.rrr srcp.ggg srcp.bbb srcp.aaa 0.0 1.0 0.5 src0.gbr src1.gbr src2.gbr src0.brg src1.brg src2.brg src0.abg src1.abg src2.abg 1.0-2.0*RGB0 RGB1-RGB0 RGB1+RGB0 1.0-RGB0 Disabled Enabled C4_8 (S/U) C4_10 (U) C4_10_GAMMA - (U) C_ C2_ C4_ C_16_MPEG - (S) C2_16_MPEG - (S) C2_ C_3_3_ C_6_5_ C_11_11_ C_10_11_ C_2_10_10_ UNUSED - Render target is not used C_16_FP - (S10E5) C2_16_FP - (S10E5) C4_16_FP - (S10E5) C_32_FP - (S23E8) C2_32_FP - (S23E8) C4_32_FP - (S23E8) Alpha Red Green Blue WSRC_US - W comes from shader instruction WSRC_RAS - W comes from rasterizer 1.0 1 0 -2^(n-1) - (2^(n-1) - 1) (i.e. 8-bit -> -128. 1.0 where n is the number of bits in the associated fixed point value For signed, normalize conversion, since the fixed point range is not evenly distributed around 0, there are 3 different methods supported by R300. See the VAP_PSC_SGN_NORM_CNTL description for details. 127.0) 1 1 -1. 255.0) 0 1 0. Hierarchical Z Disabled Hierarchical Z Enabled Update Hierarchical Z with Max value Update Hierarchical Z with Min value Fast Fill Disabled Fast Fill Enabled (ZB_DEPTHCLEARVALUE ) Z Read Compression Disabled Z Read Compression Enabled Z Write Compression Disabled Z Write Compression Enabled Z unit cache controller does RMW Z unit cache controller does cache-line granular Write only 16-bit Integer Z 16-bit compressed 13E3 24-bit Integer Z, 8 bit Stencil (LSBs) Never Less Less or Equal Equal Greater or Equal Greater Than Not Equal Always Never Less Less or Equal Equal Greater or Equal Greater Not Equal Always Keep: New value = Old value Zero: New value = 0 Replace: New value = STENCILREF Increment: New value++ (clamp) Decrement: New value-- (clamp) Invert new value: New value = !Old value Increment: New value++ (wrap) Decrement: New value-- (wrap) Physical (Default), Virtual Full size 1/2 size 1/4 size 1/8 size No override Stuff texture 0 Stuff texture 1 Stuff texture 2 Stuff texture 3 Stuff texture 4 Stuff texture 5 Stuff texture 6 Stuff texture 7 Stuff texture 8/C2 Stuff texture 9/C3 Replicate VAP source texture coordinates (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Disable cylindrical wrapping. Enable cylindrical wrapping. Disable, ARGB = 1,0,0,0 Enable Filter4 Point Linear Component filter should interpret texel data as unsigned Component filter should interpret texel data as signed Select Texture Component0. Select Texture Component1. Select Texture Component2. Select Texture Component3. Select the value 0. Select the value 1. NONE: Do not modify destination address. RELATIVE: Add aL to address before write. src0 src1 src2 srcp Red Green Blue Alpha Zero Half One Unused Result * 1 Result * 2 Result * 4 Result * 8 Result / 2 Result / 4 Result / 8 Disable output modifier and clamping (result is copied exactly; only valid for MIN/MAX/CMP/CND) A: Output to render target A. Predicate == (ALU) B: Output to render target B. Predicate < (ALU) C: Output to render target C. Predicate >= (ALU) D: Output to render target D. Predicate != (ALU) TEMPORARY: Address temporary register or inline constant value. CONSTANT: Address constant register. NONE: Do not modify source address. RELATIVE: Add aL before lookup. Normal predication Invert the value of the predicate NONE: Do not write any output. R: Write the red channel only. G: Write the green channel only. RG: Write the red and green channels. B: Write the blue channel only. RB: Write the red and blue channels. GB: Write the green and blue channels. RGB: Write the red, green, and blue channels. NONE: Do not modify source address RELATIVE: Add aL before lookup. Use R channel as S coordinate Use G channel as S coordinate Use B channel as S coordinate Use A channel as S coordinate Use R channel as T coordinate Use G channel as T coordinate Use B channel as T coordinate Use A channel as T coordinate Use R channel as R coordinate Use G channel as R coordinate Use B channel as R coordinate Use A channel as R coordinate Use R channel as Q coordinate Use G channel as Q coordinate Use B channel as Q coordinate Use A channel as Q coordinate Resolve buffer destination address. The cache must be empty before changing this register if the cb is in resolve mode. Unpipelined 256-bit aligned 3D resolve destination offset. Resolve Buffer Pitch and Tiling Control. The cache must be empty before changing this register if the cb is in resolve mode. Unpipelined 3D destination pitch in multiples of 2-pixels. Alpha Blend Control for Alpha Channel. Pipelined through the blender. Combine Function , Allows modification of how the SRCBLEND and DESTBLEND are combined. Source Blend Function , Alpha blending function (SRC). Destination Blend Function , Alpha blending function (DST). Color Compare Color. Stalls the 2d/3d datapath until it is idle. Color Compare Flip. Stalls the 2d/3d datapath until it is idle. Color Compare Mask. Stalls the 2d/3d datapath until it is idle. Color Buffer Address Offset of multibuffer 0. Unpipelined. 256-bit aligned 3D destination offset address. The cache must be empty before this is changed. Dithering control register. Pipelined through the blender. Dither mode Destination Color Buffer Cache Control/Status. If the cb is in e2 mode, then a flush or free will not occur upon a write to this register, but a sync will be immediately sent if one is requested. If both DC_FLUSH and DC_FREE are zero but DC_FINISH is one, then a sync will be sent immediately -- the cb will not wait for all the previous operations to complete before sending the sync. Unpipelined except when DC_FINISH and DC_FREE are both set to zero. No effect No effect Flushes dirty 3D data Flushes dirty 3D data Setting this bit flushes dirty data from the 3D Dst Cache. Unless the DC_FREE bits are also set, the tags in the cache remain valid. A purge is achieved by setting both DC_FLUSH and DC_FREE. No effect No effect Free 3D tags Free 3D tags Setting this bit invalidates the 3D Dst Cache tags. Unless the DC_FLUSH bit is also set, the cache lines are not written to memory. A purge is achieved by setting both DC_FLUSH and DC_FREE. do not send a finish signal to the CP send a finish signal to the CP after the end of operation 3D ROP Control. Stalls the 2d/3d datapath until it is idle. Disable ROP. (Forces ROP2 to be 0xC). Enabled ROP2 code for 3D fragments. This value is replicated into 2 nibbles to form the equivalent ROP3 code to control the ROP3 logic. These are the GDI ROP2 codes. Where does depth come from? Depth comes from scan converter as plane equation. Depth comes from shader as four discrete values. Fog Blending Enable Disables fog (output matches input color). Enables fog. Enable for fog blending Fog function is linear Fog function is exponential Fog function is exponential squared Fog is derived from constant fog factor Fog generation function Specifies per RGB or Alpha shading method. Specifies solid, flat or Gouraud shading. Specifies solid, flat or Gouraud shading. Specifies solid, flat or Gouraud shading. Specifies solid, flat or Gouraud shading. Specifies solid, flat or Gouraud shading. Specifies solid, flat or Gouraud shading. Specifies solid, flat or Gouraud shading. Specifies solid, flat or Gouraud shading. Provoking is first vertex Provoking is second vertex Provoking is third vertex Provoking is always last vertex Specifies, for flat shaded polygons, which vertex holds the polygon color. Specifies the offset to apply to fog. Specifies the scale to apply to fog. S Texture Coordinate Value for Vertex 0 of Line (stuff textures -- i.e. AA) S Texture Coordinate Value for Vertex 1 of Lines (V2 of parallelogram -- stuff textures -- i.e. AA) Line Stipple configuration information. No reseting Reset per line Reset per packet Specify type of reset to use for stipple accumulation. Specifies, in truncated (30b) floating point, scale to apply to generated texture coordinates. Current value of stipple accumulator. Specifies maximum and minimum point & sprite sizes for per vertex size specification. Minimum point & sprite radius (in subsamples) size to allow. Maximum point & sprite radius (in subsamples) size to allow. S Texture Coordinate of Vertex 0 for Point texture stuffing (LLC) S Texture Coordinate of Vertex 2 for Point texture stuffing (URC) T Texture Coordinate of Vertex 0 for Point texture stuffing (LLC) T Texture Coordinate of Vertex 2 for Point texture stuffing (URC) Polygon Mode Disable poly mode (render triangles). Dual mode (send 2 sets of 3 polys with specified poly type). Polygon mode enable. Specifies how to render front-facing polygons. Specifies how to render back-facing polygons. Specifies amount to shift integer position of vertex (screen space) before converting to float for triangle stipple. Amount to shift x position before conversion to SPFP. Amount to shift y position before conversion to SPFP. Specifies the graphics pipeline configuration for antialiasing. Antialiasing disabled(def) Antialiasing enabled Enables antialiasing. 2 subsamples 3 subsamples 4 subsamples 6 subsamples Specifies the number of subsamples to use while antialiasing. OpenGL Clip rectangles Left hand edge of clip rectangle Upper edge of clip rectangle OpenGL Clip rectangles Right hand edge of clip rectangle Lower edge of clip rectangle OpenGL Clip boolean function OpenGL Clip boolean function. The `inside` flags for each of the four clip rectangles form a 4-bit binary number. The corresponding bit in this 16-bit number specifies whether the pixel is visible. Hierarchical Z Enable Disables Hyper-Z. Enables Hyper-Z. Enable for hierarchical Z. HZ block computes minimum z value HZ block computes maximum z value Specifies whether to compute min or max z value Add or Subtract 1/256 << ze Add or Subtract 1/128 << ze Add or Subtract 1/64 << ze Add or Subtract 1/32 << ze Add or Subtract 1/16 << ze Add or Subtract 1/8 << ze Add or Subtract 1/4 << ze Add or Subtract 1/2 << ze Specifies adjustment to get added or subtracted from computed z value Vertex 0 does not contain minimum z value Vertex 0 does contain minimum z value Specifies whether vertex 0 z contains minimum z value Vertex 0 does not contain maximum z value Vertex 0 does contain maximum z value Specifies whether vertex 0 z contains maximum z value Scissor rectangle specification Left hand edge of scissor rectangle Upper edge of scissor rectangle Scissor rectangle specification Right hand edge of scissor rectangle Lower edge of scissor rectangle Screen door sample mask Screen door sample mask - 1 means sample may be covered, 0 means sample is not covered Culling Enables Do not cull front-facing triangles. Cull front-facing triangles. Enable for front-face culling. Do not cull back-facing triangles. Cull back-facing triangles. Enable for back-face culling. Positive cross product is front (CCW). Negative cross product is front (CW). X-Ored with cross product sign to determine positive facing SU Depth Offset value SU Depth Scale value Back-Facing Polygon Offset Offset Back-Facing Polygon Offset Scale Enables for polygon offset Disable front offset. Enable front offset. Enables front facing polygon`s offset. Disable back offset. Enable back offset. Enables back facing polygon`s offset. Disable front offset for parallelograms. Enable front offset for parallelograms. Forces all parallelograms to have FRONT_FACING for poly offset -- Need to have FRONT_ENABLE also set to have Z offset for parallelograms. Front-Facing Polygon Offset Offset Front-Facing Polygon Offset Scale Invalidate texture cache tags Horizontal Guard Band Clip Adjust Register Horizontal Guard Band Discard Adjust Register Vertical Guard Band Clip Adjust Register Vertical Guard Band Discard Adjust Register VAP Out/GA Vertex Format Register 0 Output the Position Vector Output Color 0 Vector Output Color 1 Vector Output Color 2 Vector Output Color 3 Vector Output Point Size Vector VAP Out/GA Vertex Format Register 1 Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Number of words in texture 0 = Not Present 1 = 1 component 2 = 2 components 3 = 3 components 4 = 4 components Setup Engine Data Port 0 through 15. 128-bit Data Port for Indexed Primitives. Setup Engine Index Port 0 through 15. Programmable Stream Control Extension Word 0 X-Component Swizzle Select 0 = SELECT_X 1 = SELECT_Y 2 = SELECT_Z 3 = SELECT_W 4 = SELECT_FP_ZERO (Floating Point 0.0) 5 = SELECT_FP_ONE (Floating Point 1.0) 6,7 RESERVED Y-Component Swizzle Select (See Above) Z-Component Swizzle Select (See Above) W-Component Swizzle Select (See Above) 4-bit write enable. Bit 0 maps to X Bit 1 maps to Y Bit 2 maps to Z Bit 3 maps to W See SWIZZLE_SELECT_X_0 See SWIZZLE_SELECT_Y_0 See SWIZZLE_SELECT_Z_0 See SWIZZLE_SELECT_W_0 See WRITE_ENA_0 Programmable Stream Control Signed Normalize Control SGN_NORM_ZERO : value / (2^(n-1)-1), so - 128/127 will be less that -1.0, -127/127 will yeild -1.0, 0/127 will yield 0, and 127/127 will yield 1.0 for 8-bit numbers. SGN_NORM_ZERO_CLAMP_MINUS_ONE: Same as SGN_NORM_ZERO except -128/127 will yield -1.0 for 8-bit numbers. SGN_NORM_NO_ZERO: (2 * value + 1)/2^n, so - 128 will yield -255/255 = -1.0, 127 will yield 255/255 = 1.0, but 0 will yield 1/255 != 0. There are 3 methods of normalizing signed numbers: See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 See SGN_NORM_METHOD_0 Programmable Vertex Shader Code Control Register 0 First Instruction to Execute in PVS. The PVS Instruction which updates the clip coordinate position for the last time. This value is used to lower the processing priority while trivial clip and back-face culling decisions are made. This field must be set to valid instruction. Last Instruction (Inclusive) for the PVS to execute. Programmable Vertex Shader Code Control Register 1 The PVS Instruction which uses the Input Vertex Memory for the last time. This value is used to free up the Input Vertex Slots ASAP. This field must be set to a valid instruction. Programmable Vertex Shader Constant Control Register Vector Offset into PVS constant memory to the start of the constants for the current shader The maximum constant address which should be generated by the shader (Inst Const Addr + Addr Register). If the address which is generated by the shader is outside the range of 0 to PVS_MAX_CONST_ADDR, then (0,0,0,0) is returned as the source operand data. Programmable Vertex Shader Flow Control Addresses Register 0 This field defines the last PVS instruction to execute prior to the control flow redirection. JUMP - The last instruction executed prior to the jump LOOP - The last instruction executed prior to the loop (init loop counter/inc) JSR - The last instruction executed prior to the jump to the subroutine. This field has multiple definitions as follows: JUMP - The instruction address to jump to. LOOP - The loop count. *Note loop count of 0 must be replaced by a jump. JSR - The instruction address to jump to (first inst of subroutine). This field has multiple definitions as follows: JUMP - Not Applicable LOOP - The last instruction of the loop. JSR - The last instruction of the subroutine. This field has multiple definitions as follows: JUMP - Not Applicable LOOP - First Instruction of Loop (Typically ACT_ADRS + 1) JSR - First Instruction After JSR (Typically ACT_ADRS + 1) Programmable Vertex Shader Flow Control Opcode Register This opcode field determines what type of control flow instruction to execute. 0 = NO_OP 1 = JUMP 2 = LOOP 3 = JSR (Jump to Subroutine) See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. See PVS_FC_OPC_0. Octword offset to begin writing. Maximum Vertex Indx Clamp If index to be fetched is larger than this value, the fetch indx is set to MAX_INDX Minimum Vertex Indx Clamp If index to be fetched is smaller than this value, the fetch indx is set to MIN_INDX Viewport Transform X Offset Viewport Transform X Scale Factor Viewport Transform Y Offset Viewport Transform Y Scale Factor Viewport Transform Z Offset Viewport Transform Z Scale Factor Viewport Transform Engine Control Viewport Transform Scale Enable for X component Viewport Transform Offset Enable for X component Viewport Transform Scale Enable for Y component Viewport Transform Offset Enable for Y component Viewport Transform Scale Enable for Z component Viewport Transform Offset Enable for Z component Indicates that the incoming X, Y have already been multiplied by 1/W0. If OFF, the Setup Engine will bultiply the X, Y coordinates by 1/W0., Indicates that the incoming Z has already been multiplied by 1/W0. If OFF, the Setup Engine will multiply the Z coordinate by 1/W0. Indicates that the incoming W0 is not 1/W0. If ON, the Setup Engine will perform the reciprocal to get 1/W0. If set, x,y,z viewport transform are performed serially through a single pipeline instead of in parallel. Used to mimic RL300 design. Array-of-Structures Address 0 Base Address of the Array of Structures. Array-of-Structures Attributes 0 & 1 Number of dwords in this structure. Number of dwords from one array element to the next. Number of dwords in this structure. Number of dwords from one array element to the next. Vertex Size Specification Register This field specifies the number of DWORDS per vertex to expect when VAP_VF_CNTL.PRIM_WALK is set to Vertex Data (vertex data embedded in command stream). This field is not used for any other PRIM_WALK settings. This field replaces the usage of the VAP_VTX_FMT_0/1 for this purpose in prior implementations. Z Buffer Clear Value Z Buffer Address Offset 2K aligned Z buffer address offset for macro tiles. Z Buffer Pitch and Endian Control Z buffer pitch in multiples of 4 pixels. macro tiling disabled macro tiling enabled Specifies whether Z buffer is macro-tiled. macro-tiles are 2K aligned 32 byte cache line is linear 32 byte cache line is tiled 32 byte cache line is tiled square (only applies to 16-bit pixels) Specifies whether Z buffer is micro-tiled. micro-tiles is 32 bytes No swap Word swap Dword swap Half Dword swap Specifies endian control for the Z buffer. Depth buffer X and Y coordinate offset X coordinate offset. multiple of 32 . Bits 4:0 have to be zero Y coordinate offset. multiple of 32 . Bits 4:0 have to be zero Hierarchical Z Data Hierarchical Z Pitch Pitch used in HiZ address computation. Stencil Reference Value and Mask Specifies the reference stencil value. This value is ANDed with both the reference and the current stencil value prior to the stencil test. Specifies the write mask for the stencil planes. Z Buffer Cache Control/Status No effect Flush and Free Z cache lines Setting this bit flushes the dirty data from the Z cache. Unless ZC_FREE bit is also set, the tags in the cache remain valid. A purge is achieved by setting both ZC_FLUSH and ZC_FREE. This is a sticky bit and it clears itself at the end of the operation. No effect Free Z cache lines (invalidate) Setting this bit invalidates the Z cache tags. Unless ZC_FLUSH bit is also set, the cachelines are not written to memory. A purge is achieved by setting both ZC_FLUSH and ZC_FREE. This is a sticky bit that clears itself at the end of the operation. Idle Busy This bit is unused ... Z Buffer Z Pass Counter Address Writing this location with a DWORD address causes the value in ZB_ZPASS_DATA to be written to main memory at the location pointed to by this address. NOTE: R300 has 2 pixel pipes. Broadcasting this address causes both pipes to write their ZPASS value to the same address. There is no guarantee which pipe will write last. So when writing to this register, the GA needs to be programmed to send the write command to pipe 0. Then a different address needs to be written to pipe 1. Then both pipes should be enabled for further register writes. Z Buffer Z Pass Counter Data Z is at the bottom of the pipe, after the fog unit. Z is at the top of the pipe, after the scan unit. Resolve Buffer Control. Unpipelined Specifies if the color buffer is in resolve mode. The cache must be empty before changing this register. Specifies the gamma and degamma to be applied to the samples before and after filtering, respectively. Alpha Blend Control for Color Channels. Pipelined through the blender. Allow alpha blending with the destination. Enables use of RB3D_ABLENDCNTL When blending is enabled, this enables memory reads. Memory reads will still occur when this is disabled if they are for reasons not related to blending. Disable Discard pixels if src alpha == 0 Discard pixels if src color == 0 Discard pixels if (src alpha == 0) && (src color == 0) Discard pixels if src alpha == 1 Discard pixels if src color == 1 Discard pixels if (src alpha == 1) && (src color == 1) Discard pixels when blending is enabled based on the src color. Combine Function , Allows modification of how the SRCBLEND and DESTBLEND are combined. Source Blend Function , Alpha blending function (SRC). Destination Blend Function , Alpha blending function (DST). Unpipelined. A quad is replicated and written to this many buffers. Enables equivalent of rage128 CMP_EQ_FLIP color compare mode. This is used to ensure 3D data does not get chromakeyed away by logic in the backend. Enables AA color compression. The cache must be empty before this is changed. Set to 0 Color buffer format and tiling control for all the multibuffers and the pitch of multibuffer 0. Unpipelined. The cache must be empty before any of the registers are changed. 3D destination pitch in multiples of 2-pixels. Denotes whether the 3D destination is in macrotiled format. Denotes whether the 3D destination is in microtiled format. Specifies endian control for the color buffer. ARGB1555 RGB565 ARGB8888 ARGB32323232 I8 ARGB16161616 YUV422 packed (VYUY) YUV422 packed (YVYU) UV88 ARGB4444 3D destination color format. 3D Color Channel Mask. If all the channels used in the current color format are disabled, then the cb will discard all the incoming quads. Pipelined through the blender. mask bit for blue channel mask bit for green channel mask bit for red channel mask bit for alpha channel Clear color that is used when the color mask is set to 00. Unpipelined. Constant color used by the blender. Pipelined through the blender. blue constant color green constant color red constant color alpha constant color Alpha Function Specifies the alpha compare value. Specifies the alpha compare function. Enables/Disables alpha compare function. Enables/Disables alpha-to-mask function. Specfies number of sub-pixel samples for alpha-to-mask function. Enables/Disables RGB Dithering. Blue Component of Fog Color Blue component of fog color; (0.9) fixed format. Green Component of Fog Color Green component of fog color; (0.9) fixed format. Red Component of Fog Color Red component of fog color; (0.9) fixed format. Constant Factor for Fog Blending Constant fog factor; fixed (0.9) format. GA Enhancement Register TCL/GA Deadlock control. Enables Fast register/primitive switching Line control 1/2 width of line, in subpixels; (16.0) fixed format. Specifies how ends of lines should be drawn. Specifies x & y offsets for vertex data after conversion to FP. Specifies X offset in S15 format (subpixels). Specifies Y offset in S15 format (subpixels). Dimensions for Points 1/2 Height of point; fixed (16.0), subpixel format. 1/2 Width of point; fixed (16.0), subpixel format. Specifies the rouding mode for geometry & color SPFP to FP conversions. Trunc (0) or round to nearest (1) for geometry (XY). Trunc (0) or round to nearest (1) for colors (RGBA). Clamp to [0,1.0] for RGB Clamp to [-7.9999, 7.9999] for RGB Specifies SPFP color clamp range of [0,1] or [-8,8] for RGB. Clamp to [0,1.0] for Alpha Clamp to [-7.9999, 7.9999] for Alpha Specifies SPFP alpha clamp range of [0,1] or [-8,8]. Specifies number of cycles to assert reset, and also causes RB3D soft reset to assert. Count in cycles (def 256). Specifies blue & alpha components of fill color. Component alpha value. (S3.12) Component blue value. (S3.12) Specifies red & green components of fill color. Component green value (S3.12). Component red value (S3.12). Specifies top of Raster pipe specific enable controls. Specifies if points will have stuffed texture coordinates. Specifies if lines will have stuffed texture coordinates. Specifies if triangles will have stuffed texture coordinates. Specifies if the auto dec/inc stencil mode should be enabled, and how. Replicate VAP source texture coordinates 0 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Replicate VAP source texture coordinates 1 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Replicate VAP source texture coordinates 2 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Replicate VAP source texture coordinates 3 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Replicate VAP source texture coordinates 4 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Replicate VAP source texture coordinates 5 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Replicate VAP source texture coordinates 6 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Replicate VAP source texture coordinates 7 (S,T,[R,Q]). Stuff with source texture coordinates (S,T). Stuff with source texture coordinates (S,T,R). Specifies the source of the texture coordinates for this texture. Specifies the sizes of the various FIFO`s in the sc/rs/us. This register must be the first one written Size of scan converter input FIFO (XYZ) Size of scan converter top-of-pipe Z FIFO Size of scan converter input FIFO (B) Size of ras input FIFO (Texture) Size of ras input FIFO (Color) Size of us RAM Size of us output FIFO (RGBA) Size of us output FIFO (W) High water mark for RS color FIFO (0-7, default 7) High water mark for RS texture FIFO (0-7, default 7) High water mark for US output FIFO (0-12, default 4) High water mark for US texture output FIFO (0-15, default 11) Specifies the position of multisamples 0 through 2 Specifies the x and y position (in subpixels) of multisample 0 Specifies the x and y position (in subpixels) of multisample 0 Specifies the x and y position (in subpixels) of multisample 1 Specifies the x and y position (in subpixels) of multisample 1 Specifies the x and y position (in subpixels) of multisample 2 Specifies the x and y position (in subpixels) of multisample 2 Specifies the minimum y distance (in subpixels) between the pixel edge and the multisample bounding box. This value is used in the tile scan converter msbd0_x[2:0] specifies the minimum x distance (in subpixels) between the pixel edge and the multisample bounding box. This value is used in the tile scan converter. The special case value of 8 is represented by msbd0_x[2:0]=7. msbd0_x[3] is used to force a bounding box based tile scan conversion instead of an intercept based one. This value should always be set to 0. Specifies the position of multisamples 3 through 5 Specifies the x and y position (in subpixels) of multisample 3 Specifies the x and y position (in subpixels) of multisample 3 Specifies the x and y position (in subpixels) of multisample 4 Specifies the x and y position (in subpixels) of multisample 4 Specifies the x and y position (in subpixels) of multisample 5 Specifies the x and y position (in subpixels) of multisample 5 Specifies the minimum distance (in subpixels) between the pixel edge and the multisample bounding box. This value is used in the quad scan converter Specifies various polygon specific selects (fog, depth, perspective). Specifies source for outgoing (GA to SU) fog value. Specifies source for outgoing (GA/SU & SU/RAS) depth value. Specifies source for outgoing (1/W) value, used to disable perspective correct colors/textures. Specifies the graphics pipeline configuration for rasterization Enables tiling, otherwise all tiles receive all polygons. RV350 R300 Specifies the number of active pipes and contexts. 8 pixels (not supported by zb/cb) 16 pixels 32 pixels (not supported by zb/cb) Specifies width & height (square), in pixels. Specifies number of tiles and config in super chip configuration. X Location of chip within super tile. Y Location of chip within super tile. Tile location of chip in a multi super tile config (Super size of 2,8,32 or 128). Specifies the subpixel precision. unused unused This register specifies the rasterizer input packet configuration Specifies the total number of texture address components contained in the rasterizer input packet (0:32). Specifies the total number of colors contained in the rasterizer input packet (0:4). Specifies the total number of w values contained in the rasterizer input packet (0 or 1). Specifies the relative rasterizer input packet location of w (if w_count==1) Enable high resolution texture coordinate output when q is equal to 1 This table specifies what happens during each rasterizer instruction Specifies the index (into the RS_IP table) of the texture address output during this rasterizer instruction Write enable for texture address Specifies the destination address (within the current pixel stack frame) of the texture address output during this rasterizer instruction Specifies the index (into the RS_IP table) of the color output during this rasterizer instruction No write - color not valid write - color valid Write enable for color Specifies the destination address (within the current pixel stack frame) of the color output during this rasterizer instruction Specifies whether to sample texture coordinates at the real or adjusted pixel centers unused This register specifies the number of rasterizer instructions Number of rasterizer instructions (1:16) Specifies that the rasterizer needs to generate w 0.0 range/8K range/16K range/32K range/64K range/128K range/256K range/512K Defines texture coordinate offset (based on min/max coordinate range of triangle) used to minimize or eliminate peroidic errors on texels sampled right on their edges This table specifies the source location and format for up to 8 texture addresses (i[0]:i[7]) and four colors (c[0]:c[3]) Specifies the relative rasterizer input packet location of texture address (i[i]). Specifies the relative rasterizer input packet location of the color (c[i]). Specifies the format of the color (c[i]). Source select for S, T, R, and Q Source select for S, T, R, and Q Source select for S, T, R, and Q Source select for S, T, R, and Q Edge rules - what happens when an edge falls exactly on a sample point Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in SU Raster pipe destination select for registers P0 enable, b P1 enable Select which of the 2 pipes (enable per pipe) to send register read/write to. b0: P0 enable, b3: P1 enable Enables for Cylindrical Wrapping Disable cylindrical wrapping for tex 0 comp 0. Enable cylindrical wrapping for tex 0 comp 0. Disable cylindrical wrapping for tex 0 comp 1. Enable cylindrical wrapping for tex 0 comp 1. Disable cylindrical wrapping for tex 0 comp 2. Enable cylindrical wrapping for tex 0 comp 2. Disable cylindrical wrapping for tex 0 comp 3. Enable cylindrical wrapping for tex 0 comp 3. Disable cylindrical wrapping for tex 1 comp 0. Enable cylindrical wrapping for tex 1 comp 0. Disable cylindrical wrapping for tex 1 comp 1. Enable cylindrical wrapping for tex 1 comp 1. Disable cylindrical wrapping for tex 1 comp 2. Enable cylindrical wrapping for tex 1 comp 2. Disable cylindrical wrapping for tex 1 comp 3. Enable cylindrical wrapping for tex 1 comp 3. Disable cylindrical wrapping for tex 2 comp 0. Enable cylindrical wrapping for tex 2 comp 0. Disable cylindrical wrapping for tex 2 comp 1. Enable cylindrical wrapping for tex 2 comp 1. Disable cylindrical wrapping for tex 2 comp 2. Enable cylindrical wrapping for tex 2 comp 2. Disable cylindrical wrapping for tex 2 comp 3. Enable cylindrical wrapping for tex 2 comp 3. Disable cylindrical wrapping for tex 3 comp 0. Enable cylindrical wrapping for tex 3 comp 0. Disable cylindrical wrapping for tex 3 comp 1. Enable cylindrical wrapping for tex 3 comp 1. Disable cylindrical wrapping for tex 3 comp 2. Enable cylindrical wrapping for tex 3 comp 2. Disable cylindrical wrapping for tex 3 comp 3. Enable cylindrical wrapping for tex 3 comp 3. Disable cylindrical wrapping for tex 4 comp 0. Enable cylindrical wrapping for tex 4 comp 0. Disable cylindrical wrapping for tex 4 comp 1. Enable cylindrical wrapping for tex 4 comp 1. Disable cylindrical wrapping for tex 4 comp 2. Enable cylindrical wrapping for tex 4 comp 2. Disable cylindrical wrapping for tex 4 comp 3. Enable cylindrical wrapping for tex 4 comp 3. Disable cylindrical wrapping for tex 5 comp 0. Enable cylindrical wrapping for tex 5 comp 0. Disable cylindrical wrapping for tex 5 comp 1. Enable cylindrical wrapping for tex 5 comp 1. Disable cylindrical wrapping for tex 5 comp 2. Enable cylindrical wrapping for tex 5 comp 2. Disable cylindrical wrapping for tex 5 comp 3. Enable cylindrical wrapping for tex 5 comp 3. Disable cylindrical wrapping for tex 6 comp 0. Enable cylindrical wrapping for tex 6 comp 0. Disable cylindrical wrapping for tex 6 comp 1. Enable cylindrical wrapping for tex 6 comp 1. Disable cylindrical wrapping for tex 6 comp 2. Enable cylindrical wrapping for tex 6 comp 2. Disable cylindrical wrapping for tex 6 comp 3. Enable cylindrical wrapping for tex 6 comp 3. Disable cylindrical wrapping for tex 7 comp 0. Enable cylindrical wrapping for tex 7 comp 0. Disable cylindrical wrapping for tex 7 comp 1. Enable cylindrical wrapping for tex 7 comp 1. Disable cylindrical wrapping for tex 7 comp 2. Enable cylindrical wrapping for tex 7 comp 2. Disable cylindrical wrapping for tex 7 comp 3. Enable cylindrical wrapping for tex 7 comp 3. Border Color for Map 0 Texture Chroma Key for Map 0 Texture Enables for Maps 0 to 15 Disable, T0(ARGB) = 1,0,0,0 Enable Texture Map 0 Enable. Disable, T1(ARGB) = 1,0,0,0 Enable Texture Map 1 Enable. Disable, T2(ARGB) = 1,0,0,0 Enable Texture Map 2 Enable. Disable, T3(ARGB) = 1,0,0,0 Enable Texture Map 3 Enable. Disable, T4(ARGB) = 1,0,0,0 Enable Texture Map 4 Enable. Disable, T5(ARGB) = 1,0,0,0 Enable Texture Map 5 Enable. Disable, T6(ARGB) = 1,0,0,0 Enable Texture Map 6 Enable. Disable, T7(ARGB) = 1,0,0,0 Enable Texture Map 7 Enable. Disable, T8(ARGB) = 1,0,0,0 Enable Texture Map 8 Enable. Disable, T9(ARGB) = 1,0,0,0 Enable Texture Map 9 Enable. Disable, T10(ARGB) = 1,0,0,0 Enable Texture Map 10 Enable. Disable, T11(ARGB) = 1,0,0,0 Enable Texture Map 11 Enable. Disable, T12(ARGB) = 1,0,0,0 Enable Texture Map 12 Enable. Disable, T13(ARGB) = 1,0,0,0 Enable Texture Map 13 Enable. Disable, T14(ARGB) = 1,0,0,0 Enable Texture Map 14 Enable. Disable, T15(ARGB) = 1,0,0,0 Enable Texture Map 15 Enable. Texture Filter State for Map 0 Clamp mode for first texture coordinate Clamp mode for second texture coordinate Clamp mode for third texture coordinate Filter used when texture is magnified Filter used when texture is minified Filter used between mipmap levels Filter used between layers of a volume LOD index of largest (finest) mipmap to use (0 is largest). Ranges from 0 to NUM_LEVELS. Logical id for this physical texture Texture Filter State for Map 0 Chroma Key Mode Bilinear rounding mode (s4.5). Ranges from -16.0 to 15.99. Mipmap LOD bias measured in mipmap levels. Added to the signed, computed LOD before the LOD is clamped. MPEG coordinate truncation mode Texture Format State for Map 0 Image width - 1. The largest image is 2048 texels. When wrapping or mirroring, must be a power of 2. When mipmapping, must be a power of 2 or padded to a power of 2 in memory. Can always be non-square, except for cube maps which must be square. Image height - 1. The largest image is 2048 texels. When wrapping or mirroring, must be a power of 2. When mipmapping, must be a power of 2 or padded to a power of 2 in memory. Can always be non-square, except for cube maps which must be square. LOG2(depth) of volume texture Number of mipmap levels minus 1. Ranges from 0 to 11. Equivalent to LOD index of smallest (coarsest) mipmap to use. Specifies whether texture coords are projected. Indicates when TXPITCH should be used instead of TXWIDTH for image addressing Texture Format State for Map 0 TX_FMT_8 TX_FMT_16 TX_FMT_4_4 TX_FMT_8_8 TX_FMT_16_16 TX_FMT_3_3_2 TX_FMT_5_6_5 TX_FMT_6_5_5 TX_FMT_11_11_10 TX_FMT_10_11_11 TX_FMT_4_4_4_4 TX_FMT_1_5_5_5 TX_FMT_8_8_8_8 TX_FMT_2_10_10_10 TX_FMT_16_16_16_16 TX_FMT_Y8 TX_FMT_AVYU444 TX_FMT_VYUY422 TX_FMT_YVYU422 TX_FMT_16_MPEG TX_FMT_16_16_MPEG TX_FMT_16f TX_FMT_16f_16f TX_FMT_16f_16f_16f_16f TX_FMT_32f TX_FMT_32f_32f TX_FMT_32f_32f_32f_32f TX_FMT_W24_FP Texture Format. Components are numbered right to left. Parenthesis indicate typical uses of each format. Component0 filter should interpret texel data as unsigned Component0 filter should interpret texel data as signed Component0 filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Component1 filter should interpret texel data as unsigned Component1 filter should interpret texel data as signed Component1 filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Component2 filter should interpret texel data as unsigned Component2 filter should interpret texel data as signed Component2 filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Component3 filter should interpret texel data as unsigned Component3 filter should interpret texel data as signed Component3 filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Select Texture Component0 for the Alpha Channel. Select Texture Component1 for the Alpha Channel. Select Texture Component2 for the Alpha Channel. Select Texture Component3 for the Alpha Channel. Select the value 0 for the Alpha Channel. Select the value 1 for the Alpha Channel. Specifies swizzling for alpha channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Select Texture Component0 for the Red Channel. Select Texture Component1 for the Red Channel. Select Texture Component2 for the Red Channel. Select Texture Component3 for the Red Channel. Select the value 0 for the Red Channel. Select the value 1 for the Red Channel. Specifies swizzling for red channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Select Texture Component0 for the Green Channel. Select Texture Component1 for the Green Channel. Select Texture Component2 for the Green Channel. Select Texture Component3 for the Green Channel. Select the value 0 for the Green Channel. Select the value 1 for the Green Channel. Specifies swizzling for green channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Select Texture Component0 for the Blue Channel. Select Texture Component1 for the Blue Channel. Select Texture Component2 for the Blue Channel. Select Texture Component3 for the Blue Channel. Select the value 0 for the Blue Channel. Select the value 1 for the Blue Channel. Specifies swizzling for blue channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Optionally remove gamma from texture before passing to shader. Only apply to 8bit or less components. YUV to RGB conversion mode Specifies coordinate type. Multi-texture performance can be optimized and made deterministic by assigning textures to separate regions under sw control. Texture Format State for Map 0 Used instead of TXWIDTH for image addressing when TXPITCH_EN is asserted. Pitch is given as number of texels minus one. Maximum pitch is 16K texels. Texture Offset State for Map 0 Endian Control Macro Tile Control Micro Tile Control 32-byte aligned pointer to base map This table specifies the Alpha source addresses for up to 64 ALU instruction. The ALU expects 6 source operands - three for color (rgb0, rgb1, rgb2) and three for alpha (a0, a1, a2). Specifies the identity of source operands a0, a1, and a2. Values 0 through 31 specify a location within the current pixel stack frame. Values 32 through 63 specify a constant. Specifies the identity of source operands a0, a1, and a2. Values 0 through 31 specify a location within the current pixel stack frame. Values 32 through 63 specify a constant. Specifies the identity of source operands a0, a1, and a2. Values 0 through 31 specify a location within the current pixel stack frame. Values 32 through 63 specify a constant. Specifies the address of the pixel stack frame register to which the Alpha result of this instruction is to be written. NONE: No not write register. A: Write the alpha channel only. Specifies whether or not to write the Alpha component of the result for this instruction to the pixel stack frame. NONE: No not write output. A: Write the alpha channel only. Specifies whether or not to write the Alpha component of the result of this instruction to the output fifo. Specifies which frame buffer target to write to. NONE: No not write output to w. A: Write the alpha channel only. Specifies whether or not to write the Alpha component of the result of this instuction to the depth output fifo. Specifies which components (R,G,B,A) contribute to the stat count (see performance counter field in US_CONFIG). ALU Alpha Instruction Specifies the operand and component select for inputs A, B, and C. Specifies the modifier for inputs A, B, and C. Specifies the operand and component select for inputs A, B, and C. Specifies the modifier for inputs A, B, and C. Specifies the operand and component select for inputs A, B, and C. Specifies the modifier for inputs A, B, and C. Specifies how the pre-subtract value (SRCP) is computed OP_MAD: Result = A*B + C OP_DP: Result = dot product from RGB ALU OP_MIN: Result = min(A,B) Result = 2^^A Result = log2(A) OP_MAX: Result = max(A,B) OP_CND: Result = cnd(A,B,C) = (C>0.5)?A:B OP_CMP: Result = cmp(A,B,C) = (C>=0.0)?A:B OP_FRC: Result = fractional(A) OP_EX OP_LN OP_RCP: Result = 1/A OP_RSQ: Result = 1/sqrt(A) Specifies the operand for this instruction. Specifies the output modifier for this instruction. Specifies clamp mode for this instruction. This table specifies the RGB source and destination addresses for up to 64 ALU instructions. The ALU expects 6 source operands - three for color (rgb0, rgb1, rgb2) and three for alpha (a0, a1, a2). Specifies the identity of source operands rgb0, rgb1, and rgb2. Values 0 through 31 specify a location within the current pixel stack frame. Values 32 through 63 specify a constant. Specifies the identity of source operands rgb0, rgb1, and rgb2. Values 0 through 31 specify a location within the current pixel stack frame. Values 32 through 63 specify a constant. Specifies the identity of source operands rgb0, rgb1, and rgb2. Values 0 through 31 specify a location within the current pixel stack frame. Values 32 through 63 specify a constant. Specifies the address of the pixel stack frame register to which the RGB result of this instruction is to be written. Specifies which of the R, G, and B components of the result of this instruction are written to the pixel stack frame. Specifies which of the R, G, and B components of the result of this instruction are written to the output fifo. Specifies which frame buffer target to write to. ALU RGB Instruction Specifies the operand and component select for inputs A, B, and C. Specifies the modifier for inputs A, B, and C. Specifies the operand and component select for inputs A, B, and C. Specifies the modifier for inputs A, B, and C. Specifies the operand and component select for inputs A, B, and C. Specifies the modifier for inputs A, B, and C. Specifies how the pre-subtract value (SRCP) is computed OP_MAD: Result = A*B + C OP_DP OP_DP OP_D2A: Result = A.r*B.r + A.g*B.g + C.b Result = A.r*B.r + A.g*B.g + A.b*B.b OP_MIN: Result = min(A,B) Result = A.r*B.r + A.g*B.g + A.b*B.b + A.a*B.a OP_MAX: Result = max(A,B) OP_CND: Result = cnd(A,B,C) = (C>0.5)?A:B OP_CMP: Result = cmp(A,B,C) = (C>=0.0)?A:B OP_FRC: Result = frac(A) OP_SOP: Result = ex2,ln2,rcp,rsq from Alpha ALU Specifies the operand for this instruction. Specifies the output modifier for this instruction. Specifies clamp mode for this instruction. Do not insert NOP instruction after this one Insert a NOP instruction after this one Specifies whether to insert a NOP instruction after this. This would get specified in order to meet dependency requirements for the pre-subtract inputs. Code Address for Indirection Levels 0 to 3 Specifies the start address of the ALU microcode segment associated with the current indirection level (0:63) Specifies the size of the ALU microcode segment associated with the current indirection level (1:64) Specifies the start address of the texture microcode segment associated with the current indirection level (0:31) Specifies the size of the texture microcode segment associated with the current indirection level (1:32) Indicates at least one RGBA output instruction at this level Indicates at least one W output instruction at this level Specifies the offset and size for the ALU and Texture micrcode. These values are used to support relocatable code, and to support register writes to the code store without requiring a pipeline flush. Specifies the offset for the ALU code. This value is added to the ALU_START field in the US_CODE_ADDR registers (0:63) Specifies the total size for the ALU code for all levels (0:64) Specifies the offset for the Texture code. This value is added to the TEX_START field in the US_CODE_ADDR registers (0:31) Specifies the total size for the Texture code for all levels (0:32) Shader Configuration Level 3 only (normal DX7-style texturing) Levels 2 and 3 (DX8-style bump mapping) Levels 1, 2, and 3 Levels 0, 1, 2, and 3 Specifies the valid indirection levels. Specifies whether or not the texture code for the first valid level is enabled Specifies how the shader output is written to the fog unit for each of up to four render targets Specifies the number and size of components Specifies the source for components C0, C1, C2, C3 Specifies the source for components C0, C1, C2, C3 Specifies the source for components C0, C1, C2, C3 Specifies the source for components C0, C1, C2, C3 Mask specifying whether components C3, C2, C1 and C0 are signed (C4_8, C_16, C2_16 and C4_16 formats only) Shader pixel size. This register specifies the size and partitioning of the current pixel stack frame Specifies the total size of the current pixel stack frame (1:32) Texture Instruction Specifies the location (within the shader pixel stack frame) of the texture address for this instruction Specifies the location (within the shader pixel stack frame) of the returned texture data for this instruction Specifies the id of the texture map used for this instruction NOP: Do nothing LD: Do Texture Lookup (S,T,R) TEXKILL: Kill pixel if any component is < 0 PROJ: Do projected texture lookup (S/Q,T/Q,R/Q) LODBIAS: Do texture lookup with lod bias Specifies the operation taking place for this instruction unused Specifies the source and format for the Depth (W) value output by the shader W W is always zero W W24_FP - 24-bit floating point 24-bit fixed point Format for W Source for W Shader Constant Color 0 Alpha Component Specifies the alpha component; (S16E7) fixed format. Shader Constant Color 0 Blue Component Specifies the blue component; (S16E7) fixed format. Shader Constant Color 0 Green Component Specifies the green component; (S16E7) fixed format. Shader Constant Color 0 Red Component Specifies the red component; (S16E7) fixed format. Control Bits for User Clip Planes and Clipping Enable User Clip Plane 0 Enable User Clip Plane 1 Enable User Clip Plane 2 Enable User Clip Plane 3 Enable User Clip Plane 4 Enable User Clip Plane 5 0 = Cull using distance from center of point 1 = Cull using radius-based distance from center of point 2 = Cull using radius-based distance from center of point, Expand and Clip on intersection 3 = Always expand and clip as trifan Disables clip code generation and clipping process for TCL Cull Primitives against UCPS, but don`t clip If set, boundary edges are highlighted, else they are not highlighted Vertex Assembler/Processor Control Register Specifies the number of vertex slots to be used in the VAP PVS process. A slot represents a single vertex storage location1 across multiple engines (one vertex per engine). By decreasing the number of slots, there is more memory for each vertex, but less parallel processing. Similarly, by increasing the number of slots, thre is less memory per vertex but more vertices being processed in parallel. Specifies the maximum number of controllers to be processing in parallel. In general should be set to max value of TBD. Can be changed for performance analysis. Specifies the number of Floating Point Units (Vector/Math Engines) to use when processing vertices. This field controls the number of vertices that the vertex fetcher manages for the TCL and Setup Vertex Storage memories (and therefore the number of vertices that can be re-used). This value should be set to 12 for most operation, This number may be modified for performance evaluation. The value is the maximum vertex number used which is one less than the number of vertices (i.e. a 12 means 13 vertices will be used) Clip space is defined as: Vertex Assemblen/Processor Control Status Endian-Swap Control. 0 = No swap 1 = 16-bit swap: 0xAABBCCDD becomes 0xBBAADDCC 2 = 32-bit swap: 0xAABBCCDD becomes 0xDDCCBBAA 3 = Half-dword swap: 0xAABBCCDD becomes 0xCCDDAABB Default = 0 The TCL engine is logically or physically removed from the circuit. Transform/Clip/Light (TCL) Engine is Busy. Read-only. Vertex Store is Busy. Read-only. Reciprocal Engine is Busy. Read-only. ViewPort Transform Engine is Busy. Read-only. Memory Interface Unit is Busy. Read-only. Vertex Cache is Busy. Read-only. Vertex Fetcher is Busy. Read-only. Register Pipeline is Busy. Read-only. VAP Engine is Busy. Read-only. Programmable Stream Control Word 0 The data type for element 0 0 = FLOAT_1 (Single IEEE Float) 1 = FLOAT_2 (2 IEEE floats) 2 = FLOAT_3 (3 IEEE Floats) 3 = FLOAT_4 (4 IEEE Floats) 4 = BYTE * (1 DWORD w 4 8-bit fixed point values) (X = [7:0], Y = [15:8], Z = [23:16], W = [31:24]) 5 = D3DCOLOR * (Same as BYTE except has X->Z,Z- >X swap for D3D color def) (Z = [7:0], Y = [15:8], X = [23:16], W = [31:24]) 6 = SHORT_2 * (1 DWORD with 2 16-bit fixed point values) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 7 = SHORT_4 * (2 DWORDS with 4(2 per dword) 16- bit fixed point values) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) 8 = VECTOR_3_TTT * (1 DWORD with 3 10-bit fixed point values) (X = [9:0], Y = [19:10], Z = [29:20], W = 1.0) 9 = VECTOR_3_EET * (1 DWORD with 2 11-bit and 1 10-bit fixed point values) (X = [10:0], Y = [21:11], Z = [31:22], W = 1.0) * These data types use the SIGNED and NORMALIZE flags described below. The number of DWORDS to skip (discard) after processing the current element. The vector address in the input memory to write this element If set, indicates the last vector of the current vertex stream Determines whether fixed point data types are unsigned (0) or 2`s complement signed (1) data types. See NORMALIZE for complete description of affect Determines whether the fixed to floating point conversion will normalize the value (i.e. fixed point value is all fractional bits) or not (i.e. fixed point value is all integer bits). This table describes the fixed to float conversion results SIGNED NORMALIZE FLT RANGE 0 0 0.0 - (2^n - 1) (i.e. 8-bit -> 0.0 - 255.0) 0 1 0.0 - 1.0 1 0 -2^(n-1) - (2^(n-1) - 1) (i.e. 8-bit -> -128.0 - 127.0) 1 1 -1.0 - 1.0 where n is the number of bits in the associated fixed point value For signed, normalize conversion, since the fixed point range is not evenly distributed around 0, there are 3 different methods supported by R300. See the VAP_PSC_SGN_NORM_CNTL description for details. See SKIP_DWORDS_0 See DST_VEC_LOC_0 See LAST_VEC_0 See SIGNED_0 See NORMALIZE_0 Programmable Vertex Shader Flow Control Loop Index Register 0 This field stores the automatic loop index register init value. This is an 8-bit unsigned value 0-255. This field is only used if the corresponding control flow instruction is a loop. This field stores the automatic loop index register step value. This is an 8-bit 2`s comp signed value -128-127. This field is only used if the corresponding control flow instruction is a loop. Vertex Fetcher Control Primitive Type 0 : None (will not trigger Setup Engine to run) 1 : Point List 2 : Line List 3 : Line Strip 4 : Triangle List 5 : Triangle Fan 6 : Triangle Strip 7 : Triangle with wFlags (aka, Rage128 `Type-2` triangles) * 8-11 : Unused 12 : Line Loop 13 : Quad List 14 : Quad Strip 15 : Polygon *Encoding 7 indicates whether a 16-bit word of wFlags is present in the stream of indices arriving when the VTX_AMODE is programmed as a `0`. The Setup Engine just steps over the wFlags word; ignoring it. 0 = Stream contains just indices, as: [ Index1, Index0] [ Index3, Index2] [ Index5, Index4 ] etc... 1 = Stream contains indices and wFlags: [ Index1, Index0] [ wFlags,Index 2 ] [ Index4, Index3] [ wFlags, Index5 ] etc... Method of Passing Vertex Data. 0 : State-Based Vertex Data. (Vertex data and tokens embedded in command stream.) 1 = Indexes (Indices embedded in command stream; vertex data to be fetched from memory.) 2 = Vertex List (Vertex data to be fetched from memory.) 3 = Vertex Data (Vertex data embedded in command stream.) When set, vertex indices are 32-bits/indx, otherwise, 16- bits/indx. When set, vertex reuse is disabled. DO NOT SET unless PRIM_WALK is Indexes. When set, the incoming index is treated as two separate indices. Bits 23-16 are used as the index for AOS 0 (These are 0 for 16-bit indices) Bits 15-0 are used as the index for AOS 1-15. This mode was added specifically for HOS usage Number of vertices in the command packet. Vertex Array of Structures Control The number of arrays required to represent the current vertex type. Each Array is described by the following three fields: VTX_AOS_ADDR, VTX_AOS_COUNT, VTX_AOS_STRIDE. Force Vertex Data Pre-fetching. If this bit is set, then a 256-bit word will always be fetched, regardless of which dwords are needed. Typically useful when VAP_VF_CNTL.PRIM_WALK is set to Vertex List (Auto-incremented indices). Granule Size to Fetch for AOS 0. 0 = 128-bit granule size 1 = 256-bit granule size This allows the driver to program the fetch size based on DWORDS/VTX/AOS combined with AGP vs. LOC Memory. The general belief is that the granule size should always be 256-bits for LOC memory and AGP8X data, but should be 128-bit for AGP2X/4X data if the DWORDS/VTX/AOS is less than TBD (128?) bits. See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE VAP Vertex State Control Register 0 : Select Color 0 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 1 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 2 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 3 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 4 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 5 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 6 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 7 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : User Color 0 State is NOT updated when User Color 0 is written. 1 : User Color 1 State IS updated when User Color 0 is written. 0 : Use vertex state addresses directly to write to vertex state memory. 1 : Use Address Indirection table to write to vertex state memory for lower 64 DWORD addresses. Z Buffer Band-Width Control Bit Defa Enables hierarchical Z. Enables reading of compressed Z data from memory to the cache. Enables writing of compressed Z data from cache to memory, This bit is set when the Z buffer is used to help the CB in clearing a region. Part of the region is cleared by the color buffer and part will be cleared by the Z buffer. Since the Z buffer does not have any write masks in the cache, full micro-tiles need to be written. If a partial micro-tile is touched , then the un-touched part will be unknowns. The cache will operate in write-allocate mode and quads will be accumulated in the cache and then evicted to main memory. The color value is supplied through the ZB_DEPTHCLEARVALUE register. Enabling this bit will force all the compressed stencil values to be Z Buffer Control Enables stenciling. Enables Z functions. Enables writing of the Z buffer. Enable signed Z buffer comparison , for W-buffering. When STENCIL_ENABLE is set, setting STENCIL_FRONT_BACK bit to one specifies that stencilfunc/stencilfail/stencilzpass/stencilzfail registers are used if the quad is generated from front faced primitive and stencilfunc_bf/stencilfail_bf/stencilzpass_bf/stencilzfail_bf are used if the quad is generated from a back faced primitive. If the STENCIL_FRONT_BACK is not set, then stencilfunc/stencilfail/stencilzpass/stencilzfail registers determine the operation independent of the front/back face state of the quad. Format of the Data in the Z buffer Specifies the format of the Z buffer. in 13E3 format , count leading 0`s in 13E3 format , count leading 1`s. 7 bytes per plane equation, 1 byte for stencil 8 bytes per plane equation, no bytes for stencil This bit is unused Hierarchical Z Memory Offset DWORD offset into HiZ RAM. A DWORD can hold an 8-bit HiZ value for 4 blocks, so this offset is aligned on 4 4x4 blocks. In each pipe, the HIZ RAM DWORD address is generated from a pixel x[11:0] , y[11:0] as follows: HIZ_DWORD_ADDRESS[13:0] = HIZ_OFFSET[16:3] + Y[11:3] * HIZ_PITCH[13:5] + X[11:5]. Hierarchical Z Read Index Read index into HiZ RAM. The index must start on a DWORD boundary. RDINDEX words much like WRINDEX. Every read from HIZ_DWORD will increment the register by 2. Hierarchical Z Write Index Self-incrementing write index into the HiZ RAM. Starting write index must start on a DWORD boundary. Each time ZB_HIZ_DWORD is written, this index will increment by two DWORD, this due to the fact that there are 2 pipes and the data is broadcasted to both pipes. HIZ_OFFSET and HIZ_PITCH are not used to compute read/write address to HIZ ram, when it is accessed through WRINDEX and DWORD Z and Stencil Function Control Specifies the Z function. Specifies the stencil function. Specifies the stencil value to be written if the stencil test fails. Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test passes (or is not enabled). Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test fails. Same encoding as STENCILFUNC. Specifies the stencil function for back faced quads , if STENCIL_FRONT_BACK = 1. Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test fails for back faced quads, if STENCIL_FRONT_BACK = 1 Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test passes (or is not enabled) for back faced quads, if STENCIL_FRONT_BACK = 1 Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test fails for back faced quads, if STENCIL_FRONT_BACK =1 (RO) Command Stream Indirect Queue 2 Status Current Write Pointer into the Indirect Queue. Default = 0. Current Read Pointer into the Indirect Queue. Default = 0. Current Write Pointer into the Indirect Queue. Default = 0. (WO) Command Stream Queue Address Address into the Command Stream Queue which is to be read from. Used for debug, to read the contents of the Command Stream Queue. IB1 Aperture map in RBBM - PIO IB2 Aperture map in RBBM - PIO Primary Aperture map in RBBM - PIO Command Stream Queue Available Counts Count of available dwords in the queue for the Primary Stream. Read Only. Count of available dwords in the queue for the Indirect Stream. Read Only. Count of available dwords in the queue for the Indirect Stream. Read Only. Command Stream Queue Control Primary Disabled, Indirect Disabled. Primary PIO, Indirect Disabled. Primary BM, Indirect Disabled. 3,5, Primary PIO, Indirect BM. 4,6, Primary BM, Indirect BM. 9- Primary PIO, Indirect PIO Default = 0 Command Stream Queue Mode. Controls whether each command stream is enabled, and whether it is in push mode (Programmed I/O), or pull mode (Bus-Master). Encodings are chosen to be compatible with Rage128. 0= Primary Disabled, Indirect Disabled. 1= Primary PIO, Indirect Disabled. 2= Primary BM, Indirect Disabled. 3,5,7= Primary PIO, Indirect BM. 4,6,8= Primary BM, Indirect BM. 9-14= Reserved. 15= Primary PIO, Indirect PIO Default = 0 (RO) Command Stream Queue Data Alternate Command Stream Queue Control Start location of Indirect Queue #2 in the command cache. This value also sets the size in double octwords of the Indirect Queue #1 cache that will reside in locations INDIRECT1_START to (INDIRECT2_START - 1). The Indirect Queue #2 will reside in locations INDIRECT2_START to 0x5f. The minimum size of the Indirect Queues must be at least twice the MAX_FETCH size as programmed in the CP_RB_CNTL register. Start location of Indirect Queue #1 in the command cache. This value is also the size in double octwords of the Primary Queue cache that will reside in locations 0 to (INDIRECT1_START - 1). The minimum size of the Primary Queue cache must be at least twice the MAX_FETCH size as programmed in the CP_RB_CNTL register. Enables Indirect Buffer #2. If this bit is set, the CP_CSQ_MODE register overrides the operation of the CSQ_MODE variable in the CP_CSQ_CNTL register. Enables Indirect Buffer #1. If this bit is set, the CP_CSQ_MODE register overrides the operation of the CSQ_MODE variable in the CP_CSQ_CNTL register. Enables Primary Buffer. If this bit is set, the CP_CSQ_MODE register overrides the operation of the CSQ_MODE variable in the CP_CSQ_CNTL register. (RO) Command Stream Queue Status Current Read Pointer into the Primary Queue. Default = 0. Current Write Pointer into the Primary Queue. Default = 0. Current Read Pointer into the Indirect Queue. Default = 0. Command for PIO GUI DMAs Destination Address for PIO GUI DMAs Source Address for PIO GUI DMAs Indirect Buffer 2 Base Indirect Buffer 2 Base. Address of the beginning of the indirect buffer. Only DWORD access is allowed to this register. Indirect Buffer 2 Size Indirect Buffer 2 Size. This size is expressed in dwords. This field is an initiator to begin fetching commands from the Indirect Buffer. Only DWORD access is allowed to this register. Default = 0 Indirect Buffer Base Indirect Buffer Base. Address of the beginning of the indirect buffer. Only DWORD access is allowed to this register. Indirect Buffer Size Indirect Buffer Size. This size is expressed in dwords. This field is an initiator to begin fetching commands from the Indirect Buffer. Only DWORD access is allowed to this register. Default = 0 Micro Engine Control Status of MicroEngine internal registers. This value depends on the current value of the ME_STATMUX field. Read Only. Selects which status is to be returned on the ME_STAT field. Busy indicator for the MicroEngine. 0 = MicroEngine not busy. 1 = MicroEngine is active. Read Only. Run-Mode of MicroEngine. 0 = Single-Step Mode. 1 = Free-running Mode. Default = 1 Step the MicroEngine by one instruction. Writing a `1` to this field causes the MicroEngine to step by one instruction, if and only if the ME_MODE bit is a `0`. Write Only. MicroEngine RAM Address MicroEngine RAM Address (Write Mode) Writing this MicroEngine RAM Data High MicroEngine RAM Data High Used to load the MicroEngine RAM. MicroEngine RAM Data Low MicroEngine RAM Read Address MicroEngine RAM Address (Read Mode) Writing Ring Buffer Base Ring Buffer Base. Address of the beginning of the ring buffer. Ring Buffer Control Ring Buffer Size. This size is expressed in log2 of the actual size. Values 0 and 1 are clamped to an 8 DWORD ring buffer. A value of 2 to 22 will give a ring buffer: 2^(RB_BUFSZ+1). Values greater than 22 will clamp to 22. Default = 0 Ring Buffer Block Size. This defines the number of quadwords that the Command Processor will read between updates to the host`s copy of the Read Pointer. This size is expressed in log2 of the actual size (in 64-bit quadwords). For example, for a block of 1024 quadwords, you would program this field to 10(decimal). Default = 0 Endian Swap Control for Ring Buffer and Indirect Buffer. Only affects the chip behavior if the buffer resides in system memory. 0 = No swap 1 = 16-bit swap: 0xAABBCCDD becomes 0xBBAADDCC 2 = 32-bit swap: 0xAABBCCDD becomes 0xDDCCBBAA 3 = Half-dword swap: 0xAABBCCDD becomes 0xCCDDAABB Default = 0 Maximum Fetch Size for any read request that the CP makes to memory. 0 = 1 double octword. (32 bytes) 1 = 2 double octwords. (64 bytes) 2 = 4 double octwords. (128 bytes) 3 = 8 double octwords. (256 bytes). Default =0 Write to Host`s copy of Read Pointer in system memory. Do not write to Host`s copy of Read pointer. The purpose of this control bit is to have a fall-back position if the bus- mastered write to system memory doesn`t work, in which case the driver will have to read the Graphics Controller`s copy of the Read Pointer directly, with some performance penalty. Default = 0 Ring Buffer No Write to Read Pointer 0= Write to Host`s copy of Read Pointer in system memory. 1= Do not write to Host`s copy of Read pointer. The purpose of this control bit is to have a fall-back position if the bus- mastered write to system memory doesn`t work, in which case the driver will have to read the Graphics Controller`s copy of the Read Pointer directly, with some performance penalty. Default = 0 Ring Buffer Read Pointer Write Transfer Enable. When set the contents of the CP_RB_RPTR_WR register is transferred to the active read pointer (CP_RB_RPTR) whenever the CP_RB_WPTR register is written. Default =0 Ring Buffer Read Pointer Address (RO) Ring Buffer Read Pointer. This is an index (in dwords) of the current element being read from the ring buffer. Ring Buffer Read Pointer Address Swap control of the reported read pointer address. See CP_RB_CNTL.BUF_SWAP for the encoding. Ring Buffer Read Pointer Address. Address of the Host`s copy of the Read Pointer. CP_RB_RPTR (RO) Ring Buffer Read Pointer Writable Ring Buffer Read Pointer Address Writable Ring Buffer Read Pointer. Writable for updating the RB_RPTR after an ACPI. (RO) Ring Buffer Write Pointer Ring Buffer Write Pointer. This is an index (in dwords) of the last known element to be written to the ring buffer (by the host). Ring Buffer Write Pointer Delay Pre-Write Timer. The number of clocks that a write to the CP_RB_WPTR register will be delayed until actually taking effect. Default = 0 Pre-Write Limit. The number of times that the CP_RB_WPTR register can be written (while the PRE_WRITE_TIMER has not expired) before the CP_RB_WPTR register is forced to be updated with the most recently written value. Default = 0 Raster Engine Sync Address (WO) Scratch Register Offset Address. Raster Engine Sync Data (WO) (RO) Busy Status Signals Memory Read Unit Busy. Memory Write Unit Busy. Register Backbone Input Interface Busy. RBBM Output Interface Busy. Primary Command Stream Fetcher Busy. Indirect #1 Command Stream Fetcher Busy. Data in Command Queue for Primary Stream. Data in Command Queue for Indirect #1 Stream. Command Stream Interpreter Busy. Indirect #2 Command Stream Fetcher Busy. Data in Command Queue for Indirect #2 Stream. GUI DMA Engine Busy. VID DMA Engine Busy. Command Stream Busy. CP Busy. Command for PIO VID DMAs Destination Address for PIO VID DMAs Source Address for PIO VID DMAs Virtual vs Physical Address Control - Selects whether the address corresponds to a physical or virtual address in memory. Resolve Buffer Control. Unpipelined Specifies if the color buffer is in resolve mode. The cache must be empty before changing this register. Specifies the gamma and degamma to be applied to the samples before and after filtering, respectively. Resolved alpha value is taken from sample 0. Resolved alpha value is the average of the samples. The average is not gamma corrected. Controls whether alpha is averaged in the resolve. 0 => the resolved alpha value is selected from the sample 0 value. 1=> the resolved alpha value is a filtered (average) result of of the samples. Alpha Blend Control for Color Channels. Pipelined through the blender. Allow alpha blending with the destination. Enables use of RB3D_ABLENDCNTL When blending is enabled, this enables memory reads. Memory reads will still occur when this is disabled if they are for reasons not related to blending. Disable Discard pixels if src alpha <= RB3D_DISCARD_SRC_PIXEL_LTE_THRESHOLD Discard pixels if src color <= RB3D_DISCARD_SRC_PIXEL_LTE_THRESHOLD Discard pixels if src argb <= RB3D_DISCARD_SRC_PIXEL_LTE_THRESHOLD Discard pixels if src alpha >= RB3D_DISCARD_SRC_PIXEL_GTE_THRESHOLD Discard pixels if src color >= RB3D_DISCARD_SRC_PIXEL_GTE_THRESHOLD Discard pixels if src argb >= RB3D_DISCARD_SRC_PIXEL_GTE_THRESHOLD Discard pixels when blending is enabled based on the src color. Combine Function , Allows modification of how the SRCBLEND and DESTBLEND are combined. Source Blend Function , Alpha blending function (SRC). Destination Blend Function , Alpha blending function (DST). Disable source alpha zero performance optimization to skip reads Enable source alpha zero performance optimization to skip reads Enables source alpha zero performance optimization to skip reads. Disable source alpha one performance optimization to skip reads Enable source alpha one performance optimization to skip reads Enables source alpha one performance optimization to skip reads. Discard src pixels greater than or equal to threshold. Blue Green Red Alpha Discard src pixels less than or equal to threshold. Blue Green Red Alpha Unpipelined. A quad is replicated and written to this many buffers. Enables equivalent of rage128 CMP_EQ_FLIP color compare mode. This is used to ensure 3D data does not get chromakeyed away by logic in the backend. Enables AA color compression. Cmask must also be enabled when aa compression is enabled. The cache must be empty before this is changed. Enables use of the cmask ram. The cache must be empty before this is changed. Set to 0 Enables indepedent color channel masks for the MRTs. Disabling this feature will cause all the MRTs to use color channel mask 0. Enable write compression Disable write compression Disables write compression. Enables independent color format for the MRTs. Disabling this feature will cause all the MRTs to use color format 0. Color buffer format and tiling control for all the multibuffers and the pitch of multibuffer 0. Unpipelined. The cache must be empty before any of the registers are changed. 3D destination pitch in multiples of 2-pixels. Denotes whether the 3D destination is in macrotiled format. Denotes whether the 3D destination is in microtiled format. Specifies endian control for the color buffer. ARGB10101010 UV1010 CI8 (2D ONLY) ARGB1555 RGB565 ARGB2101010 ARGB8888 ARGB32323232 I8 ARGB16161616 YUV422 packed (VYUY) YUV422 packed (YVYU) UV88 I10 ARGB4444 3D destination color format. 3D Color Channel Mask. If all the channels used in the current color format are disabled, then the cb will discard all the incoming quads. Pipelined through the blender. mask bit for the blue channel mask bit for the green channel mask bit for the red channel mask bit for the alpha channel mask bit for the blue channel of MRT 1 mask bit for the green channel of MRT 1 mask bit for the red channel of MRT 1 mask bit for the alpha channel of MRT 1 mask bit for the blue channel of MRT 2 mask bit for the green channel of MRT 2 mask bit for the red channel of MRT 2 mask bit for the alpha channel of MRT 2 mask bit for the blue channel of MRT 3 mask bit for the green channel of MRT 3 mask bit for the red channel of MRT 3 mask bit for the alpha channel of MRT 3 Clear color that is used when the color mask is set to 00. Unpipelined. Program this register with a 32-bit value in ARGB8888 or ARGB2101010 formats, ignoring the fields. blue clear color green clear color red clear color alpha clear color Alpha and red clear color values that are used when the color mask is set to 00 in FP16 per component mode. Unpipelined. red clear color alpha clear color Green and blue clear color values that are used when the color mask is set to 00 in FP16 per component mode. Unpipelined. blue clear color green clear color Constant color used by the blender. Pipelined through the blender. blue constant color (For R520, this field is ignored, use RB3D_CONSTANT_COLOR_GB__BLUE instead) green constant color (For R520, this field is ignored, use RB3D_CONSTANT_COLOR_GB__GREEN instead) red constant color (For R520, this field is ignored, use RB3D_CONSTANT_COLOR_AR__RED instead) alpha constant color (For R520, this field is ignored, use RB3D_CONSTANT_COLOR_AR__ALPHA instead) Constant color used by the blender. Pipelined through the blender. red constant color in 0.10 fixed or FP16 format alpha constant color in 0.10 fixed or FP16 format Constant color used by the blender. Pipelined through the blender. blue constant color in 0.10 fixed or FP16 format green constant color in 0.10 fixed or FP16 format Sets the fifo sizes Determines the size of the op fifo Alpha Function Specifies the 8-bit alpha compare value when AF_EN_8BIT is enabled Specifies the alpha compare function. Enables/Disables alpha compare function. Default 10-bit alpha compare. Enable 8-bit alpha compare. Enable 8-bit alpha compare function. Enables/Disables alpha-to-mask function. Specfies number of sub-pixel samples for alpha-to-mask function. Enables/Disables RGB Dithering (Not supported in R520) Disables alpha offset of 2 (default r300 & rv350 behavior) Enables offset of 2 on alpha coming in from the US Alpha offset enable/disable (Not supported in R520) No discard of zero coverage mask quads Discard zero coverage mask quads Enable/Disable discard zero mask coverage quad to ZB Default 10-bit alpha compare and alpha-to-mask function Enable FP16 alpha compare and alpha-to-mask function Enables/Disables FP16 alpha function Alpha Compare Value Specifies the alpha compare value, 0.10 fixed or FP16 format Blue Component of Fog Color Blue component of fog color; (0.10) fixed format. Green Component of Fog Color Green component of fog color; (0.10) fixed format. Red Component of Fog Color Red component of fog color; (0.10) fixed format. Constant Factor for Fog Blending Constant fog factor; fixed (0.10) format. Specifies color properties and mappings of textures. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for each texture. Specifies undefined(0), flat(1) and Gouraud(2/def) shading for tex10 components. Specifies if each color should come from a texture and which one. Specifies if each color should come from a texture and which one. GA Enhancement Register TCL/GA Deadlock control. Enables Fast register/primitive switching No effect. Enables GA support of simultaneous register reads and writes. R520+: When set, GA supports simultaneous register reads & writes No effect. Enables GA support of no-stall reads for register read back. GA Input fifo high water marks Number of words remaining in input vertex fifo before asserting nearly full Number of words remaining in input primitive fifo before asserting nearly full Number of words remaining in input register fifo before asserting nearly full Alpha fill color Blue fill color Green fill color Red fill color Returns idle status of various G3D block, captured when GA_IDLE written or when hard or soft reset asserted. Idle status of physical pipe 3 Z unit Idle status of physical pipe 2 Z unit Idle status of physical pipe 3 CB unit Idle status of physical pipe 2 CB unit Idle status of physical pipe 3 FG unit Idle status of physical pipe 2 FG unit Idle status of physical pipe 3 US unit Idle status of physical pipe 2 US unit Idle status of physical pipe 3 SC unit Idle status of physical pipe 2 SC unit Idle status of physical pipe 3 RS unit Idle status of physical pipe 2 RS unit Idle status of physical pipe 1 Z unit Idle status of physical pipe 0 Z unit Idle status of physical pipe 1 CB unit Idle status of physical pipe 0 CB unit Idle status of physical pipe 1 FG unit Idle status of physical pipe 0 FG unit Idle status of physical pipe 1 US unit Idle status of physical pipe 0 US unit Idle status of physical pipe 1 SC unit Idle status of physical pipe 0 SC unit Idle status of physical pipe 1 RS unit Idle status of physical pipe 0 RS unit Idle status of SU unit Idle status of GA unit Idle status of GA unit2 Line control 1/2 width of line, in subpixels (1/12 or 1/16 only, even in 8b subprecision); (16.0) fixed format. Specifies how ends of lines should be drawn. No sorting (default) Sort on minX than MinY R520+: When enabled, all lines are sorted so that V0 is vertex with smallest X, or if X equal, smallest Y. Specifies x & y offsets for vertex data after conversion to FP. Specifies X offset in S15 format (subpixels -- 1/12 or 1/16, even in 8b subprecision). Specifies Y offset in S15 format (subpixels -- 1/12 or 1/16, even in 8b subprecision). Dimensions for Points 1/2 Height of point; fixed (16.0), subpixel format (1/12 or 1/16, even if in 8b precision). 1/2 Width of point; fixed (16.0), subpixel format (1/12 or 1/16, even if in 8b precision) Specifies the rouding mode for geometry & color SPFP to FP conversions. Trunc (0) or round to nearest (1) for geometry (XY). When set, FP32 to FP20 using round to nearest; otherwise trunc Clamp to [0,1.0] for RGB RGB is FP20 Specifies SPFP color clamp range of [0,1] or FP20 for RGB. Clamp to [0,1.0] for Alpha Alpha is FP20 Specifies SPFP alpha clamp range of [0,1] or FP20. 4b negative polarity mask for subpixel precision. Inverted version gets ANDed with subpixel X, Y masks. Specifies blue & alpha components of fill color -- S312 format -- Backwards comp. Component alpha value. (S3.12) Component blue value. (S3.12) Specifies red & green components of fill color -- S312 format -- Backwards comp. Component green value (S3.12). Component red value (S3.12). Data register for loading US instructions and constants Used to load US instructions and constants Instruction (TYPE == GA_US_VECTOR_INST) or constant (TYPE == GA_US_VECTOR_CONST) number at which to start loading. The GA will then expect n*6 (instructions) or n*4 (constants) writes to GA_US_VECTOR_DATA. The GA will self-increment until this register is written again. For instructions, the GA expects the dwords in the following order: US_CMN_INST, US_ALU_RGB_ADDR, US_ALU_ALPHA_ADDR, US_ALU_ALPHA, US_RGB_INST, US_ALPHA_INST, US_RGBA_INST. For constants, the GA expects the dwords in RGBA order. Load instructions - INDEX is an instruction index Load constants - INDEX is a constant index Specifies if the GA should load instructions or constants. No clamping of data - Default Clamp to [-1.0,1.0] constant data Specifies top of Raster pipe specific enable controls. Specifies if points will have stuffed texture coordinates. Specifies if lines will have stuffed texture coordinates. Specifies if triangles will have stuffed texture coordinates. Specifies if the auto dec/inc stencil mode should be enabled, and how. Specifies the sources of the texture coordinates for each texture. Specifies the sources of the texture coordinates for each texture. Specifies the sources of the texture coordinates for each texture. Specifies the sources of the texture coordinates for each texture. Specifies the sources of the texture coordinates for each texture. Specifies the sources of the texture coordinates for each texture. Specifies the sources of the texture coordinates for each texture. Specifies the sources of the texture coordinates for each texture. Specifies the sizes of the various FIFO`s in the sc/rs/us. This register must be the first one written Size of scan converter input FIFO (XYZ) Size of scan converter top-of-pipe Z FIFO Size of scan converter input FIFO (B) Size of ras input FIFO (Texture) Size of ras input FIFO (Color) Size of us RAM Size of us output FIFO (RGBA) Size of us output FIFO (W) High water mark for RS colors` fifo -- NOT USED High water mark for RS textures` fifo -- NOT USED High water mark for US output fifo High water mark for US cube map fifo Specifies the sizes of the various FIFO`s in the sc/rs. High water mark for SC input fifo High water mark for SC input fifo (B) High water mark for RS colors` fifo High water mark for RS textures` fifo Specifies the position of multisamples 0 through 2 Specifies the x and y position (in subpixels) of multisample 0 Specifies the x and y position (in subpixels) of multisample 0 Specifies the x and y position (in subpixels) of multisample 1 Specifies the x and y position (in subpixels) of multisample 1 Specifies the x and y position (in subpixels) of multisample 2 Specifies the x and y position (in subpixels) of multisample 2 Specifies the minimum x and y distance (in subpixels) between the pixel edge and the multisamples. These values are used in the first (coarse) scan converter Specifies the minimum x and y distance (in subpixels) between the pixel edge and the multisamples. These values are used in the first (coarse) scan converter Specifies the position of multisamples 3 through 5 Specifies the x and y position (in subpixels) of multisample 3 Specifies the x and y position (in subpixels) of multisample 3 Specifies the x and y position (in subpixels) of multisample 4 Specifies the x and y position (in subpixels) of multisample 4 Specifies the x and y position (in subpixels) of multisample 5 Specifies the x and y position (in subpixels) of multisample 5 Specifies the minimum distance (in subpixels) between the pixel edge and the multisamples. This value is used in the second (quad) scan converter Selects which of 4 pipes are active. Maps physical pipe 0 to logical pipe ID (def 0). Maps physical pipe 1 to logical pipe ID (def 1). Maps physical pipe 2 to logical pipe ID (def 2). Maps physical pipe 3 to logical pipe ID (def 3). disabled P0. -- 1: enabled, P1, B P2, B P3, B 4b mask, indicates which physical pipes are enabled (def none=0x0) -- B3=P3, B2=P2, B1=P1, B0=P0. -- 1: enabled, 0: disabled 2b, indicates, by the fuses, the max number of allowed pipes. 0 = 1 pipe ... 3 = 4 pipes -- Read Only good -- Read Only P0 -- bad, P1, B P2, B P3, B 4b, indicates, by the fuses, the bad pipes: B3=P3, B2=P2, B1=P1, B0=P0 -- 1: bad, 0: good -- Read Only Do nothing Force self-configuration If this bit is set when writing this register, the logical pipe ID values are assigned automatically based on the values that are read back in the MAX_PIPE and BAD_PIPES fields. This field is always read back as 0. Specifies various polygon specific selects (fog, depth, perspective). Specifies source for outgoing (GA to SU) fog value. Specifies source for outgoing (GA/SU & SU/RAS) depth value. Specifies source for outgoing (1/W) value, used to disable perspective correct colors/textures. Disable fog texture stuffing Enable fog texture stuffing Controls enabling of fog stuffing into texture coordinate. Controls which texture gets fog value Controls which component of texture gets fog value Specifies the graphics pipeline configuration for rasterization Enables tiling, otherwise all tiles receive all polygons. RV350 (1 pipe, 1 ctx) R300 (2 pipes, 1 ctx) 06 – R420-3P (3 pipes, 1 ctx) 07 – R420 (4 pipes, 1 ctx) Specifies the number of active pipes and contexts (up to 4 pipes, 1 ctx). When this field is written, it is automatically reduced by hardware so as not to use more pipes than the number indicated in GB_PIPE_SELECT.MAX_PIPES or the number of pipes left unmasked GB_PIPE_SELECT.BAD_PIPES. The potentially altered value is read back, rather than the original value written by software. 8 pixels. 16 pixels. 32 pixels. Specifies width & height (square), in pixels (only 16, 32 available). Specifies number of tiles and config in super chip configuration. X Location of chip within super tile. Y Location of chip within super tile. Tile location of chip in a multi super tile config (Super size of 2,8,32 or 128). Specifies the precision of subpixels wrt pixels (12 or 16). 4 Quads 8 Quads 16 Quads 32 Quads Specifies the number of quads to be sent to each rasterizer in turn when in RV300B or R300B mode Use intercept based scan converter Use bounding box based scan converter Specifies whether to use an intercept or bounding box based calculation for the first (coarse) scan converter Use normal left-right scan Use alternate left-right-left scan Specifies whether to use an altenate scan pattern for the coarse scan converter Not used Not used Not used -- should be 0 Set to 0 Use default tiling in all tiling modes Use alternative 3x2 tiling in 3P mode Support for 3x2 tiling in 3P mode Use (24.1) Z format, with vertex clamp to [1.0,0.0] Use (S25.1) format, with vertex clamp to [2.0,- 2.0] and per pixel [1.0,0.0] Support for extended setup Z range from [0,1] to [-2,2] with per pixel clamping Specifies the z plane equation configuration. 4x4 z plane equations (point-sampled or aa) 8x8 z plane equations (point-sampled only) Specifies the z plane equation size. This register specifies the rasterizer input packet configuration Specifies the total number of texture address components contained in the rasterizer input packet (0:32). Specifies the total number of colors contained in the rasterizer input packet (0:4). Specifies the relative rasterizer input packet location of w (if w_count==1) Enable high resolution texture coordinate output when q is equal to 1 This table specifies what happens during each rasterizer instruction Specifies the index (into the RS_IP table) of the texture address output during this rasterizer instruction Write enable for texture address Specifies the destination address (within the current pixel stack frame) of the texture address output during this rasterizer instruction Specifies the index (into the RS_IP table) of the color output during this rasterizer instruction No write - color not valid write - color valid write fbuffer - XY00->RGBA write backface - B000->RGBA Write enable for color Specifies the destination address (within the current pixel stack frame) of the color output during this rasterizer instruction Specifies whether to sample texture coordinates at the real or adjusted pixel centers No write - w not valid write - w valid Specifies that the rasterizer should output w This register specifies the number of rasterizer instructions Number of rasterizer instructions (1:16) Indicates range of texture offset to minimize peroidic errors on texels sampled right on their edges This table specifies the source location and format for up to 16 texture addresses (i[0]:i[15]) and four colors (c[0]:c[3]) Specifies the relative rasterizer input packet location of each component (S, T, R, and Q) of texture address (i[i]). The values 62 and 63 select constant inputs for the component: 62 selects K0 (0.0), and 63 selects K1 (1.0). Specifies the relative rasterizer input packet location of each component (S, T, R, and Q) of texture address (i[i]). The values 62 and 63 select constant inputs for the component: 62 selects K0 (0.0), and 63 selects K1 (1.0). Specifies the relative rasterizer input packet location of each component (S, T, R, and Q) of texture address (i[i]). The values 62 and 63 select constant inputs for the component: 62 selects K0 (0.0), and 63 selects K1 (1.0). Specifies the relative rasterizer input packet location of each component (S, T, R, and Q) of texture address (i[i]). The values 62 and 63 select constant inputs for the component: 62 selects K0 (0.0), and 63 selects K1 (1.0). Specifies the relative rasterizer input packet location of the color (c[i]). Specifies the format of the color (c[i]). Do not apply the TX_OFFSET in RS_INST_COUNT Apply the TX_OFFSET specified by RS_INST_COUNT Enable application of the TX_OFFSET in RS_INST_COUNT Edge rules - what happens when an edge falls exactly on a sample point Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in Edge rules for triangles, points, left-right lines, right-left lines, upper-bottom lines, bottom-upper lines. For values 0 to 15, bit 0 specifies whether a sample on a horizontal- bottom edge is in, bit 1 specifies whether a sample on a horizontal-top edge is in, bit 2 species whether a sample on a right edge is in, bit 3 specifies whether a sample on a left edge is in. For values 16 to 31, bit 0 specifies whether a sample on a vertical-right edge is in, bit 1 specifies whether a sample on a vertical-left edge is in, bit 2 species whether a sample on a bottom edge is in, bit 3 specifies whether a sample on a top edge is in SU Raster pipe destination select for registers logical pipe0, b logical pipe1, b logical pipe2 and b logical pipe3 Register read/write destination select: b0: logical pipe0, b1: logical pipe1, b2: logical pipe2 and b3: logical pipe3 Enables for Cylindrical Wrapping tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. Specifies texture wrapping for new PS3 textures. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. tNcM -- Enable texture wrapping on component M (S,T,R,Q) of texture N. Border Color Texture Chroma Key Texture Enables for Maps 0 to 15 Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Map Enables. Texture Filter State Clamp mode for texture coordinates Clamp mode for texture coordinates Clamp mode for texture coordinates Filter used when texture is magnified Filter used when texture is minified Filter used between mipmap levels Filter used between layers of a volume LOD index of largest (finest) mipmap to use (0 is largest). Ranges from 0 to NUM_LEVELS. Logical id for this physical texture Texture Filter State Chroma Key Mode Bilinear rounding mode (s4.5). Ranges from -16.0 to 15.99. Mipmap LOD bias measured in mipmap levels. Added to the signed, computed LOD before the LOD is clamped. MPEG coordinate truncation mode Breakpoint=0/8. lfrac_out = lfrac_in Breakpoint=1/8. lfrac_out = clamp(4/3*lfrac_in - 1/6) Breakpoint=1/4. lfrac_out = clamp(2*lfrac_in - 1/2) Breakpoint=3/8. lfrac_out = clamp(4*lfrac_in - 3/2) Apply slope and bias to trilerp fraction to reduce the number of 2-level fetches for trilinear. Should only be used if MIP_FILTER is LINEAR. Set to 0 Set to 0 Set to 0 RV350 mode Switch from macro-tiled to macro-linear when (width <= 8 micro-tiles) If enabled, addressing switches to macro-linear when image width is <= 8 micro-tiles. If disabled, functionality is same as RV350, switch to macro-linear when image width is < 8 micro-tiles. R3xx R4xx mode Stop right shifting coord once mip size is pinned to one To fix issues when using non-square mipmaps, with border_color, and extreme minification. Filter4 Kernel (s1.9). Bottom or Right weight of pair. (s1.9). Top or Left weight of pair. Top or Left Bottom or Right Indicates which pair of weights within phase to load. Indicates which of 9 phases to load Horizontal Vertical Indicates whether to load the horizontal or vertical weights Texture Format State Image width - 1. The largest image is 4096 texels. When wrapping or mirroring, must be a power of 2. When mipmapping, must be a power of 2 or padded to a power of 2 in memory. Can always be non-square, except for cube maps which must be square. Image height - 1. The largest image is 4096 texels. When wrapping or mirroring, must be a power of 2. When mipmapping, must be a power of 2 or padded to a power of 2 in memory. Can always be non-square, except for cube maps which must be square. LOG2(depth) of volume texture Number of mipmap levels minus 1. Ranges from 0 to 12. Equivalent to LOD index of smallest (coarsest) mipmap to use. Specifies whether texture coords are projected. Indicates when TXPITCH should be used instead of TXWIDTH for image addressing Texture Format State TX_FMT_8 or TX_FMT_1 (if TX_FORMAT2.TXFORMAT_MSB is set) TX_FMT_16 or TX_FMT_1_REVERSE (if TX_FORMAT2.TXFORMAT_MSB is set) TX_FMT_4_4 or TX_FMT_10 (if TX_FORMAT2.TXFORMAT_MSB is set) TX_FMT_8_8 or TX_FMT_10_10 (if TX_FORMAT2.TXFORMAT_MSB is set) TX_FMT_16_16 or TX_FMT_10_10_10_10 (if TX_FORMAT2.TXFORMAT_MSB is set) TX_FMT_3_3_2 or TX_FMT_ATI1N (if TX_FORMAT2.TXFORMAT_MSB is set) TX_FMT_5_6_5 TX_FMT_6_5_5 TX_FMT_11_11_10 TX_FMT_10_11_11 TX_FMT_4_4_4_4 TX_FMT_1_5_5_5 TX_FMT_8_8_8_8 TX_FMT_2_10_10_10 TX_FMT_16_16_16_16 TX_FMT_Y8 TX_FMT_AVYU444 TX_FMT_VYUY422 TX_FMT_YVYU422 TX_FMT_16_MPEG TX_FMT_16_16_MPEG TX_FMT_16f TX_FMT_16f_16f TX_FMT_16f_16f_16f_16f TX_FMT_32f TX_FMT_32f_32f TX_FMT_32f_32f_32f_32f TX_FMT_W24_FP TX_FMT_ATI2N Texture Format. Components are numbered right to left. Parenthesis indicate typical uses of each format. Component filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Component filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Component filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Component filter should interpret texel data as signed or unsigned. (Ignored for Y/YUV formats.) Specifies swizzling for each channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Specifies swizzling for each channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Specifies swizzling for each channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Specifies swizzling for each channel at the input of the pixel shader. (Ignored for Y/YUV formats.) Optionally remove gamma from texture before passing to shader. Only apply to 8bit or less components. YUV to RGB conversion mode Specifies coordinate type. This field is ignored on R520 and RV510. Texture Format State Used instead of TXWIDTH for image addressing when TXPITCH_EN is asserted. Pitch is given as number of texels minus one. Maximum pitch is 16K texels. Specifies the MSB of the texture format to extend the number of formats to 64. Specifies bit 11 of TXWIDTH to extend the largest image to 4096 texels. Specifies bit 11 of TXHEIGHT to extend the largest image to 4096 texels. Divide by pow2-1 for fix2float (default) Divide by pow2 for fix2float Optionally divide by 256 instead of 255 during fix2float. Can only be asserted for 8-bit components. Select Texture Component0. Select Texture Component1. Select Texture Component2. Select Texture Component3. If filter4 is enabled, specifies which texture component to apply filter4 to. Texture Offset State Endian Control Macro Tile Control Micro Tile Control 32-byte aligned pointer to base map ALU Alpha Instruction OP_MAD: Result = A*B + C OP_DP: Result = dot product from RGB ALU OP_MIN: Result = min(A,B) Result = 2^^A Result = log2(A) OP_MAX: Result = max(A,B) OP_CND: Result = cnd(A,B,C) = (C>0.5)?A:B OP_CMP: Result = cmp(A,B,C) = (C>=0.0)?A:B OP_FRC: Result = A-floor(A) OP_EX OP_LN OP_RCP: Result = 1/A OP_RSQ: Result = 1/sqrt(A) OP_SIN: Result = sin(A*2pi) OP_COS: Result = cos(A*2pi) OP_MDH: Result = A*B + C; A is always topleft.src0, C is always topright.src0 (source select and swizzles ignored). Input modifiers are respected for all inputs. OP_MDV: Result = A*B + C; A is always topleft.src0, C is always bottomleft.src0 (source select and swizzles ignored). Input modifiers are respected for all inputs. Specifies the opcode for this instruction. Specifies the address of the pixel stack frame register to which the Alpha result of this instruction is to be written. Specifies whether the loop register is added to the value of ALPHA_ADDRD before it is used. This implements relative addressing. Specifies the operands for Alpha inputs A and B. Specifies the channel sources for Alpha inputs A and B. Specifies the input modifiers for Alpha inputs A and B. Specifies the operands for Alpha inputs A and B. Specifies the channel sources for Alpha inputs A and B. Specifies the input modifiers for Alpha inputs A and B. Specifies the output modifier for this instruction. This specifies which (cached) frame buffer target to write to. For non-output ALU instructions, this specifies how to compare the results against zero when setting the predicate bits. NONE: Do not write output to w. A: Write the alpha channel only to w. Specifies whether or not to write the Alpha component of the result of this instuction to the depth output fifo. This table specifies the Alpha source addresses and pre-subtract operation for up to 512 ALU instruction. The ALU expects 6 source operands - three for color (rgb0, rgb1, rgb2) and three for alpha (a0, a1, a2). The pre-subtract operation creates two more (rgbp and ap). Specifies the identity of source operands a0, a1, and a2. If the const field is set, this number ranges from 0 to 255 and specifies a location within the constant register bank. Otherwise: If the most significant bit is cleared, this field specifies a location within the current pixel stack frame (ranging from 0 to 127). If the most significant bit is set, then the lower 7 bits specify an inline unsigned floating- point constant with 4 bit exponent (bias 7) and 3 bit mantissa, including denormals but excluding infinite/NaN. Specifies whether the associated address is a constant register address or a temporary address / inline constant. Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specifies the identity of source operands a0, a1, and a2. If the const field is set, this number ranges from 0 to 255 and specifies a location within the constant register bank. Otherwise: If the most significant bit is cleared, this field specifies a location within the current pixel stack frame (ranging from 0 to 127). If the most significant bit is set, then the lower 7 bits specify an inline unsigned floating- point constant with 4 bit exponent (bias 7) and 3 bit mantissa, including denormals but excluding infinite/NaN. Specifies whether the associated address is a constant register address or a temporary address / inline constant. Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specifies the identity of source operands a0, a1, and a2. If the const field is set, this number ranges from 0 to 255 and specifies a location within the constant register bank. Otherwise: If the most significant bit is cleared, this field specifies a location within the current pixel stack frame (ranging from 0 to 127). If the most significant bit is set, then the lower 7 bits specify an inline unsigned floating- point constant with 4 bit exponent (bias 7) and 3 bit mantissa, including denormals but excluding infinite/NaN. Specifies whether the associated address is a constant register address or a temporary address / inline constant. Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specifies how the pre-subtract value (SRCP) is computed. ALU Shared RGBA Instruction OP_MAD: Result = A*B + C OP_DP OP_DP OP_D2A: Result = A.r*B.r + A.g*B.g + C.b Result = A.r*B.r + A.g*B.g + A.b*B.b OP_MIN: Result = min(A,B) Result = A.r*B.r + A.g*B.g + A.b*B.b + A.a*B.a OP_MAX: Result = max(A,B) OP_CND: Result = cnd(A,B,C) = (C>0.5)?A:B OP_CMP: Result = cmp(A,B,C) = (C>=0.0)?A:B OP_FRC: Result = A-floor(A) OP_SOP: Result = ex2,ln2,rcp,rsq,sin,cos from Alpha ALU OP_MDH: Result = A*B + C; A is always topleft.src0, C is always topright.src0 (source select and swizzles ignored). Input modifiers are respected for all inputs. OP_MDV: Result = A*B + C; A is always topleft.src0, C is always bottomleft.src0 (source select and swizzles ignored). Input modifiers are respected for all inputs. Specifies the opcode for this instruction. Specifies the address of the pixel stack frame register to which the RGB result of this instruction is to be written. Specifies whether the loop register is added to the value of RGB_ADDRD before it is used. This implements relative addressing. Specifies the operands for RGB and Alpha input C. Specifies, per channel, the sources for RGB and Alpha input C. Specifies, per channel, the sources for RGB and Alpha input C. Specifies, per channel, the sources for RGB and Alpha input C. Specifies the input modifiers for RGB and Alpha input C. Specifies the operands for RGB and Alpha input C. Specifies, per channel, the sources for RGB and Alpha input C. Specifies the input modifiers for RGB and Alpha input C. ALU RGB Instruction Specifies the operands for RGB inputs A and B. Specifies, per channel, the sources for RGB inputs A and B. Specifies, per channel, the sources for RGB inputs A and B. Specifies, per channel, the sources for RGB inputs A and B. Specifies the input modifiers for RGB inputs A and B. Specifies the operands for RGB inputs A and B. Specifies, per channel, the sources for RGB inputs A and B. Specifies, per channel, the sources for RGB inputs A and B. Specifies, per channel, the sources for RGB inputs A and B. Specifies the input modifiers for RGB inputs A and B. Specifies the output modifier for this instruction. This specifies which (cached) frame buffer target to write to. For non-output ALU instructions, this specifies how to compare the results against zero when setting the predicate bits. Do not modify the current ALU result. Modify the current ALU result based on the settings of ALU_RESULT_SEL and ALU_RESULT_OP. Specifies whether to update the current ALU result. This table specifies the RGB source addresses and pre-subtract operation for up to 512 ALU instructions. The ALU expects 6 source operands - three for color (rgb0, rgb1, rgb2) and three for alpha (a0, a1, a2). The pre-subtract operation creates two more (rgbp and ap). Specifies the identity of source operands rgb0, rgb1, and rgb2. If the const field is set, this number ranges from 0 to 255 and specifies a location within the constant register bank. Otherwise: If the most significant bit is cleared, this field specifies a location within the current pixel stack frame (ranging from 0 to 127). If the most significant bit is set, then the lower 7 bits specify an inline unsigned floating-point constant with 4 bit exponent (bias 7) and 3 bit mantissa, including denormals but excluding infinite/NaN. Specifies whether the associated address is a constant register address or a temporary address / inline constant. Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specifies the identity of source operands rgb0, rgb1, and rgb2. If the const field is set, this number ranges from 0 to 255 and specifies a location within the constant register bank. Otherwise: If the most significant bit is cleared, this field specifies a location within the current pixel stack frame (ranging from 0 to 127). If the most significant bit is set, then the lower 7 bits specify an inline unsigned floating-point constant with 4 bit exponent (bias 7) and 3 bit mantissa, including denormals but excluding infinite/NaN. Specifies whether the associated address is a constant register address or a temporary address / inline constant. Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specifies the identity of source operands rgb0, rgb1, and rgb2. If the const field is set, this number ranges from 0 to 255 and specifies a location within the constant register bank. Otherwise: If the most significant bit is cleared, this field specifies a location within the current pixel stack frame (ranging from 0 to 127). If the most significant bit is set, then the lower 7 bits specify an inline unsigned floating-point constant with 4 bit exponent (bias 7) and 3 bit mantissa, including denormals but excluding infinite/NaN. Specifies whether the associated address is a constant register address or a temporary address / inline constant. Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specifies how the pre-subtract value (SRCP) is computed. Shared instruction fields for all instruction types US_INST_TYPE_ALU: This instruction is an ALU instruction. US_INST_TYPE_OUT: This instruction is an output instruction. US_INST_TYPE_FC: This instruction is a flow control instruction. US_INST_TYPE_TEX: This instruction is a texture instruction. Specifies the type of instruction. Note that output instructions write to render targets. This instruction may issue immediately. This instruction will not issue until the texture semaphore is available. Specifies whether to wait for the texture semaphore. US_PRED_SEL_NONE: No predication US_PRED_SEL_RGBA: Independent Channel Predication US_PRED_SEL_RRRR: R-Replicate Predication US_PRED_SEL_GGGG: G-Replicate Predication US_PRED_SEL_BBBB: B-Replicate Predication US_PRED_SEL_AAAA: A-Replicate Predication Specifies whether the instruction uses predication. For ALU/TEX/Output this specifies predication for the RGB channels only. For FC this specifies the predicate for the entire instruction. Specifies whether the predicate should be inverted. For ALU/TEX/Output this specifies predication for the RGB channels only. For FC this specifies the predicate for the entire instruction. Only write to channels of active pixels Write to channels of all pixels, including inactive pixels Specifies which pixels to write to. Do not terminate the shader after executing this instruction (unless this instruction is at END_ADDR). All active pixels are willing to terminate after executing this instruction. There is no guarantee that the shader will actually terminate here. This feature is provided as a performance optimization for tests where pixels can conditionally terminate early. Specifies whether this is the last instruction. Do not insert NOP instruction after this one. Insert a NOP instruction after this one. Specifies whether to insert a NOP instruction after this. This would get specified in order to meet dependency requirements for the pre-subtract inputs, and dependency requirements for src0 of an MDH/MDV instruction. Do not wait for pending ALU instructions to complete before issuing the current instruction. Wait for pending ALU instructions to complete before issuing the current instruction. Specifies whether to wait for pending ALU instructions to complete before issuing this instruction. Specifies which components of the result of the RGB instruction are written to the pixel stack frame. NONE: Do not write register. A: Write the alpha channel only. Specifies whether the result of the Alpha instruction is written to the pixel stack frame. Specifies which components of the result of the RGB instruction are written to the output fifo if this is an output instruction, and which predicate bits should be modified if this is an ALU instruction. NONE: Do not write output. A: Write the alpha channel only. Specifies whether the result of the Alpha instruction is written to the output fifo if this is an output instruction, and whether the Alpha predicate bit should be modified if this is an ALU instruction. Specifies RGB and Alpha clamp mode for this instruction. Specifies RGB and Alpha clamp mode for this instruction. RED: Use red as ALU result for FC. ALPHA: Use alpha as ALU result for FC. Specifies which component of the result of this instruction should be used as the `ALU result` by a subsequent flow control instruction. Specifies whether the predicate should be inverted. For ALU/TEX/Output this specifies predication for the alpha channel only. This field has no effect on FC instructions. Equal to Less than Greater than or equal to Not equal Specifies how to compare the ALU result against zero for the `alu_result` bit in a subsequent flow control instruction. US_PRED_SEL_NONE: No predication US_PRED_SEL_RGBA: A predication (identical to US_PRED_SEL_AAAA) US_PRED_SEL_RRRR: R Predication US_PRED_SEL_GGGG: G Predication US_PRED_SEL_BBBB: B Predication US_PRED_SEL_AAAA: A Predication Specifies whether the instruction uses predication. For ALU/TEX/Output this specifies predication for the alpha channel only. This field has no effect on FC instructions. Specifies which components (R,G,B,A) contribute to the stat count Code start and end instruction addresses. Specifies the address of the first instruction to execute in the shader program. This address is relative to the shader program offset given in US_CODE_OFFSET.OFFSET_ADDR. Specifies the address of the last instruction to execute in the shader program. This address is relative to the shader program offset given in US_CODE_OFFSET.OFFSET_ADDR. Shader program execution will always terminate after the instruction at this address is executed. Offsets used for relative instruction addresses in the shader program, including START_ADDR, END_ADDR, and any non-global flow control jump addresses. Specifies the offset to add to relative instruction addresses, including START_ADDR, END_ADDR, and some flow control jump addresses. Range of instructions that contains the current shader program. Specifies the start address of the current code window. This address is an absolute address. Specifies the size of the current code window, minus one. The last instruction in the code window is given by CODE_ADDR + CODE_SIZE. Shader Configuration Set to 0 Default behaviour (0*inf=nan,0*nan=nan) Legacy behaviour for shader model 1 (0*anything=0) Control how ALU multiplier behaves when one argument is zero. This affects the multiplier used in MAD and dot product calculations. Flow Control Instruction Address Fields The address of the static boolean register to use in the jump function. The address of the static integer register to use for loop/rep and endloop/endrep. The address to jump to if the jump function evaluates to true. Add the shader program offset in US_CODE_OFFSET.OFFSET_ADDR when calculating the destination address of a jump Don`t use the shader program offset when calculating the destination address jump Specifies whether to interpret JUMP_ADDR as a global address. Static Boolean Constants for Flow Control Branching Instructions. Quad-buffered. Flow Control Options. Quad-buffered. Normal mode Test mode (currently unused) Specifies whether test mode is enabled. This flag currently has no effect in hardware. Use partial flow-control (enables twice the contexts). Loops and subroutines are not available in partial flow-control mode, and the nesting depth of branch statements is limited. Use full pixel shader 3.0 flow control, including loops and subroutines. Specifies whether full flow control functionality is enabled. Flow Control Instruction US_FC_OP_JUMP: (if, endif, call, etc) US_FC_OP_LOOP: same as jump except always take the jump if the static counter is 0. If we don`t take the jump, push initial loop counter and loop register (aL) values onto the loop stack. US_FC_OP_ENDLOOP: same as jump but decrement the loop counter and increment the loop register (aL), and don`t take the jump if the loop counter becomes zero. US_FC_OP_REP: same as loop but don`t push the loop register aL. US_FC_OP_ENDREP: same as endloop but don`t update/pop the loop register aL. US_FC_OP_BREAKLOOP: same as jump but pops the loop stacks if a pixel stops being active. US_FC_OP_BREAKREP: same as breakloop but don`t pop the loop register if it jumps. US_FC_OP_CONTINUE: used to disable pixels that are ready to jump to the ENDLOOP/ENDREP instruction. Specifies the type of flow control instruction. Don`t alter the branch state before executing the instruction. Perform an else operation on the branch state before executing the instruction; pixels in the active state are moved to the branch inactive state with zero counter, and vice versa. Specifies whether to perform an else operation on the active and branch-inactive pixels before executing the instruction. Jump if ALL active pixels want to take the jump (for if and else). If no pixels are active, jump. Jump if ANY active pixels want to take the jump (for call, loop/rep and endrep/endloop). If no pixels are active, do not jump. If set, jump if any active pixels want to take the jump (otherwise the instruction jumps only if all active pixels want to). US_FC_A_OP_NONE: Don`t change the address stack US_FC_A_OP_POP: If we jump, pop the address stack and use that value for the jump target US_FC_A_OP_PUSH: If we jump, push the current address onto the address stack The address stack operation to perform if we take the jump. A 2x2x2 table of boolean values indicating whether to take the jump. The table index is indexed by {ALU Compare Result, Predication Result, Boolean Value (from the static boolean address in US_FC_ADDR.BOOL)}. To determine whether to jump, look at bit ((alu_result<<2) | (predicate<<1) | bool). The amount to decrement the branch counter by if US_FC_B_OP_DECR operation is performed. US_FC_B_OP_NONE: If we don`t jump, don`t alter the branch counter for any pixel. US_FC_B_OP_DECR: If we don`t jump, decrement branch counter by B_POP_CNT for inactive pixels. Activate pixels with negative counters. US_FC_B_OP_INCR: If we don`t jump, increment branch counter by 1 for inactive pixels. Deactivate pixels that decided to jump and set their counter to zero. The branch state operation to perform if we don`t take the jump. US_FC_B_OP_NONE: If we do jump, don`t alter the branch counter for any pixel. US_FC_B_OP_DECR: If we do jump, decrement branch counter by B_POP_CNT for inactive pixels. Activate pixels with negative counters. US_FC_B_OP_INCR: If we do jump, increment branch counter by 1 for inactive pixels. Deactivate pixels that decided not to jump and set their counter to zero. The branch state operation to perform if we do take the jump. Include uncovered pixels in jump decisions Ignore uncovered pixels in making jump decisions If set, uncovered pixels will not participate in flow control decisions. Integer Constants used by Flow Control Loop Instructions. Single buffered. Specifies the number of iterations. Unsigned 8-bit integer in [0, 255]. Specifies the initial value of the loop register (aL). Unsigned 8-bit integer in [0, 255]. Specifies the increment used to change the loop register (aL) on each iteration. Signed 7-bit integer in [-128, 127]. width > 2048, height <= 2048 width <= 2048, height > 2048 width > 2048, height > 2048 Normal rounding Modified rounding of fixed-point data Shader pixel size. This register specifies the size and partitioning of the current pixel stack frame Specifies the total size of the current pixel stack frame (1:128) Texture addresses and swizzles Specifies the location (within the shader pixel stack frame) of the texture address for this instruction Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specify which colour channel of src_addr to use for S coordinate Specify which colour channel of src_addr to use for T coordinate Specify which colour channel of src_addr to use for R coordinate Specify which colour channel of src_addr to use for Q coordinate Specifies the location (within the shader pixel stack frame) of the returned texture data for this instruction NONE: Do not modify destination address RELATIVE: Add aL before lookup. Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Write R channel to R channel Write G channel to R channel Write B channel to R channel Write A channel to R channel Specify which colour channel of the returned texture data to write to the red channel of dst_addr Write R channel to G channel Write G channel to G channel Write B channel to G channel Write A channel to G channel Specify which colour channel of the returned texture data to write to the green channel of dst_addr Write R channel to B channel Write G channel to B channel Write B channel to B channel Write A channel to B channel Specify which colour channel of the returned texture data to write to the blue channel of dst_addr Write R channel to A channel Write G channel to A channel Write B channel to A channel Write A channel to A channel Specify which colour channel of the returned texture data to write to the alpha channel of dst_addr Additional texture addresses and swizzles for DX/DY inputs Specifies the location (within the shader pixel stack frame) of the DX value for this instruction Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specify which colour channel of dx_addr to use for S coordinate Specify which colour channel of dx_addr to use for T coordinate Specify which colour channel of dx_addr to use for R coordinate Specify which colour channel of dx_addr to use for Q coordinate Specifies the location (within the shader pixel stack frame) of the DY value for this instruction Specifies whether the loop register is added to the value of the associated address before it is used. This implements relative addressing. Specify which colour channel of dy_addr to use for S coordinate Specify which colour channel of dy_addr to use for T coordinate Specify which colour channel of dy_addr to use for R coordinate Specify which colour channel of dy_addr to use for Q coordinate Texture Instruction Specifies the id of the texture map used for this instruction NOP: Do nothing LD: Do Texture Lookup (S,T,R) TEXKILL: Kill pixel if any component is < 0 PROJ: Do projected texture lookup (S/Q,T/Q,R/Q) LODBIAS: Do texture lookup with lod bias LOD: Do texture lookup with explicit lod DXDY: Do texture lookup with lod calculated from DX and DY Specifies the operation taking place for this instruction Don`t hold the texture semaphore Hold the texture semaphore until the data is written to the temporary register. Whether to hold the texture semaphore until the data is written to the temporary register. Fetch texels for uncovered pixels Don`t fetch texels for uncovered pixels If set, US will not request data for pixels which are uncovered. Clear this bit for indirect texture lookups. Scale the S, T, R texture coordinates from [0.0,1.0] to the dimensions of the target texture Use the unscaled S, T, R texture coordates. Whether to scale texture coordinates when sending them to the texture unit. Specifies the source and format for the Depth (W) value output by the shader W W is always zero W W24_FP - 24-bit floating point. The floating point values are a special format that preserve sorting order when values are compared as integers, allowing higher precision in W without additional logic in other blocks. 24-bit fixed point Format for W Source for W Alternate Number of Vertices to allow > 16-bits of Vertex count 24-bit vertex count for command packet. Used instead of bits 31:16 of VAP_VF_CNTL if VAP_VF_CNTL.USE_ALT_NUM_VERTS is set. Control Bits for User Clip Planes and Clipping Enable User Clip Plane 0 Enable User Clip Plane 1 Enable User Clip Plane 2 Enable User Clip Plane 3 Enable User Clip Plane 4 Enable User Clip Plane 5 0 = Cull using distance from center of point 1 = Cull using radius-based distance from center of point 2 = Cull using radius-based distance from center of point, Expand and Clip on intersection 3 = Always expand and clip as trifan Disables clip code generation and clipping process for TCL Cull Primitives against UCPS, but don`t clip If set, boundary edges are highlighted, else they are not highlighted If set, color2 is used as texture8 by GA (PS3.0 requirement) If set, color3 is used as texture9 by GA (PS3.0 requirement) Vertex Assembler/Processor Control Register Specifies the number of vertex slots to be used in the VAP PVS process. A slot represents a single vertex storage location1 across multiple engines (one vertex per engine). By decreasing the number of slots, there is more memory for each vertex, but less parallel processing. Similarly, by increasing the number of slots, there is less memory per vertex but more vertices being processed in parallel. Specifies the maximum number of controllers to be processing in parallel. In general should be set to max value of TBD. Can be changed for performance analysis. Specifies the number of Floating Point Units (Vector/Math Engines) to use when processing vertices. If set, VAP will not process any draw commands (i.e. writes to VAP_VF_CNTL, the INDX and DATAPORT and Immediate mode writes are ignored. This field controls the number of vertices that the vertex fetcher manages for the TCL and Setup Vertex Storage memories (and therefore the number of vertices that can be re-used). This value should be set to 12 for most operation, This number may be modified for performance evaluation. The value is the maximum vertex number used which is one less than the number of vertices (i.e. a 12 means 13 vertices will be used) Clip space is defined as: If set, enables the TCL state optimization, and the new state is used only if there is a change in TCL state, between VF_CNTL (triggers) Vertex Assemblen/Processor Control Status Endian-Swap Control. 0 = No swap 1 = 16-bit swap: 0xAABBCCDD becomes 0xBBAADDCC 2 = 32-bit swap: 0xAABBCCDD becomes 0xDDCCBBAA 3 = Half-dword swap: 0xAABBCCDD becomes 0xCCDDAABB Default = 0 The TCL engine is logically or physically removed from the circuit. Transform/Clip/Light (TCL) Engine is Busy. Read-only. Maximum number of MPs fused for this chip. Read- only. For A11, fusemask is fixed to 1XXX. For A12, CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 000 => max_mps[3:0] = 1XXX => 8 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 001 => max_mps[3:0] = 0110 => 6 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 010 => max_mps[3:0] = 0101 => 5 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 011 => max_mps[3:0] = 0100 => 4 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 100 => max_mps[3:0] = 0011 => 3 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 101 => max_mps[3:0] = 0010 => 2 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 110 => max_mps[3:0] = 0001 => 1 MP CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 111 => max_mps[3:0] = 0000 => 0 MP Note that max_mps[3:0] = 0111 = 7 MPs is not available Vertex Store is Busy. Read-only. Reciprocal Engine is Busy. Read-only. ViewPort Transform Engine is Busy. Read-only. Memory Interface Unit is Busy. Read-only. Vertex Cache is Busy. Read-only. Vertex Fetcher is Busy. Read-only. Register Pipeline is Busy. Read-only. VAP Engine is Busy. Read-only. Offset Value added to index value in both Indexed and Auto-indexed modes. Disabled by setting to 0 25-bit signed 2`s comp offset value Programmable Stream Control Word 0 The data type for element 0 0 = FLOAT_1 (Single IEEE Float) 1 = FLOAT_2 (2 IEEE floats) 2 = FLOAT_3 (3 IEEE Floats) 3 = FLOAT_4 (4 IEEE Floats) 4 = BYTE * (1 DWORD w 4 8-bit fixed point values) (X = [7:0], Y = [15:8], Z = [23:16], W = [31:24]) 5 = D3DCOLOR * (Same as BYTE except has X->Z,Z- >X swap for D3D color def) (Z = [7:0], Y = [15:8], X = [23:16], W = [31:24]) 6 = SHORT_2 * (1 DWORD with 2 16-bit fixed point values) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 7 = SHORT_4 * (2 DWORDS with 4(2 per dword) 16- bit fixed point values) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) 8 = VECTOR_3_TTT * (1 DWORD with 3 10-bit fixed point values) (X = [9:0], Y = [19:10], Z = [29:20], W = 1.0) 9 = VECTOR_3_EET * (1 DWORD with 2 11-bit and 1 10-bit fixed point values) (X = [10:0], Y = [21:11], Z = [31:22], W = 1.0) 10 = FLOAT_8 (8 IEEE Floats) Sames as 2 FLOAT_4 but must use consecutive DST_VEC_LOC. Used to allow > 16 PSC for OGL path. 11 = FLT16_2 (1 DWORD with 2 16-bit floating point values (SE5M10 exp bias of 15, supports denormalized numbers)) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 12 = FLT16_4 (2 DWORDS with 4(2 per dword) 16-bit floating point values (SE5M10 exp bias of 15, supports denormalized numbers))) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) * These data types use the SIGNED and NORMALIZE flags described below. The number of DWORDS to skip (discard) after processing the current element. The vector address in the input memory to write this element If set, indicates the last vector of the current vertex stream Determines whether fixed point data types are unsigned (0) or 2`s complement signed (1) data types. See NORMALIZE for complete description of affect Determines whether the fixed to floating point conversion will normalize the value (i.e. fixed point value is all fractional bits) or not (i.e. fixed point value is all integer bits). This table describes the fixed to float conversion results SIGNED NORMALIZE FLT RANGE 0 0 0.0 - (2^n - 1) (i.e. 8-bit -> 0.0 - 255.0) 0 1 0.0 - 1.0 1 0 -2^(n-1) - (2^(n-1) - 1) (i.e. 8-bit -> -128.0 - 127.0) 1 1 -1.0 - 1.0 where n is the number of bits in the associated fixed point value For signed, normalize conversion, since the fixed point range is not evenly distributed around 0, there are 3 different methods supported by R300. See the VAP_PSC_SGN_NORM_CNTL description for details. Similar to DATA_TYPE_0 See SKIP_DWORDS_0 See DST_VEC_LOC_0 See LAST_VEC_0 See SIGNED_0 See NORMALIZE_0 For VS3.0 - To support more PVS instructions, increase the address range - Programmable Vertex Shader Flow Control Lower Word Addresses Register 0 This field defines the last PVS instruction to execute prior to the control flow redirection. JUMP - The last instruction executed prior to the jump LOOP - The last instruction executed prior to the loop (init loop counter/inc) JSR - The last instruction executed prior to the jump to the subroutine. (Addrss_Range:1K=[9:0];512=[8:0];256=[7:0]) This field has multiple definitions as follows: JUMP - The instruction address to jump to. LOOP - The loop count. *Note loop count of 0 must be replaced by a jump. JSR - The instruction address to jump to (first inst of subroutine). (Addrss_Range:1K=[24:15];512=[23:15];256=[22:15]) For VS3.0 - To support more PVS instructions, increase the address range - Programmable Vertex Shader Flow Control Upper Word Addresses Register 0 This field has multiple definitions as follows: JUMP - Not Applicable LOOP - The last instruction of the loop. JSR - The last instruction of the subroutine. (Addrss_Range:1K=[9:0];512=[8:0];256=[7:0]) This field has multiple definitions as follows: JUMP - Not Applicable LOOP - First Instruction of Loop (Typically ACT_ADRS + 1) JSR - First Instruction After JSR (Typically ACT_ADRS + 1). (Addrss_Range:1K=[24:15];512=[23:15];256=[22:15]) Programmable Vertex Shader Flow Control Loop Index Register 0 This field stores the automatic loop index register init value. This is an 8-bit unsigned value 0-255. This field is only used if the corresponding control flow instruction is a loop. This field stores the automatic loop index register step value. This is an 8-bit 2`s comp signed value -128-127. This field is only used if the corresponding control flow instruction is a loop. When this field is set, the automatic loop index register init value is not used at loop activation. The intial loop index is inherited from outer loop. The loop index register step value is used at the end of each loop iteration ; after loop completion, the outer loop index register is restored For VS3.0 color2texture - flat shading on textures - limitation: only first 8 vectors can have clipping with wrap shortest or point sprite generated textures Vertex Fetcher Control Primitive Type 0 : None (will not trigger Setup Engine to run) 1 : Point List 2 : Line List 3 : Line Strip 4 : Triangle List 5 : Triangle Fan 6 : Triangle Strip 7 : Triangle with wFlags (aka, Rage128 `Type-2` triangles) * 8-11 : Unused 12 : Line Loop 13 : Quad List 14 : Quad Strip 15 : Polygon *Encoding 7 indicates whether a 16-bit word of wFlags is present in the stream of indices arriving when the VTX_AMODE is programmed as a `0`. The Setup Engine just steps over the wFlags word; ignoring it. 0 = Stream contains just indices, as: [ Index1, Index0] [ Index3, Index2] [ Index5, Index4 ] etc... 1 = Stream contains indices and wFlags: [ Index1, Index0] [ wFlags,Index 2 ] [ Index4, Index3] [ wFlags, Index5 ] etc... Method of Passing Vertex Data. 0 : State-Based Vertex Data. (Vertex data and tokens embedded in command stream.) 1 = Indexes (Indices embedded in command stream; vertex data to be fetched from memory.) 2 = Vertex List (Vertex data to be fetched from memory.) 3 = Vertex Data (Vertex data embedded in command stream.) Reserved bits When set, vertex indices are 32-bits/indx, otherwise, 16- bits/indx. When set, vertex reuse is disabled. DO NOT SET unless PRIM_WALK is Indexes. When set, the incoming index is treated as two separate indices. Bits 23-16 are used as the index for AOS 0 (These are 0 for 16-bit indices) Bits 15-0 are used as the index for AOS 1-15. This mode was added specifically for HOS usage When set, the number of vertices in the command packet is taken from VAP_ALT_NUM_VERTICES register instead of bits 31:16 of VAP_VF_CNTL Number of vertices in the command packet. Vertex Array of Structures Control The number of arrays required to represent the current vertex type. Each Array is described by the following three fields: VTX_AOS_ADDR, VTX_AOS_COUNT, VTX_AOS_STRIDE. Force Vertex Data Pre-fetching. If this bit is set, then a 256-bit word will always be fetched, regardless of which dwords are needed. Typically useful when VAP_VF_CNTL.PRIM_WALK is set to Vertex List (Auto-incremented indices). If set, the vertex cache is not invalidated between draw packets. This allows vertex cache hits to occur from packet to packet. This must be set with caution with respect to multiple contexts in the driver. Granule Size to Fetch for AOS 0. 0 = 128-bit granule size 1 = 256-bit granule size This allows the driver to program the fetch size based on DWORDS/VTX/AOS combined with AGP vs. LOC Memory. The general belief is that the granule size should always be 256-bits for LOC memory and AGP8X data, but should be 128-bit for AGP2X/4X data if the DWORDS/VTX/AOS is less than TBD (128?) bits. See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE See AOS_0_FETCH_SIZE VAP Vertex State Control Register 0 : Select Color 0 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 1 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 2 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 3 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 4 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 5 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 6 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : Select Color 7 1 : Select User Color 0 2 : Select User Color 1 3 : Reserved 0 : User Color 0 State is NOT updated when User Color 0 is written. 1 : User Color 1 State IS updated when User Color 0 is written. Set to 0 Data register Data register Data register Data register Data register Data register Data register Data register EDGE_FLAGS Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Data register Z Buffer Band-Width Control Defa Enables hierarchical Z. Enables reading of compressed Z data from memory to the cache. Enables writing of compressed Z data from cache to memory, This bit is set when the Z buffer is used to help the CB in clearing a region. Part of the region is cleared by the color buffer and part will be cleared by the Z buffer. Since the Z buffer does not have any write masks in the cache, full micro- tiles need to be written. If a partial micro-tile is touched, then the un-touched part will be unknowns. The cache will operate in write-allocate mode and quads will be accumulated in the cache and then evicted to main memory. The color value is supplied through the ZB_DEPTHCLEARVALUE register. Enabling this bit will force all the compressed stencil values Enable not updating the Z buffer if NewZ=OldZ Disable above feature (in case there is a bug) By default this is 0 (enabled). When NEWZ=OLDZ, then writes do not occur to save BW. Enable not updating the Stencil buffer if NewS=OldS Disable above feature (in case there is a bug) By default this is 0 (enabled). When NEW_STENCIL=OLD_STENCIL, then writes do not occur to save BW. Enable bytemasking Disable bytemasking Controls whether bytemasking is used or not. Enables hiz rejects when the z function is equals. Count leading 1s Count leading 0s Determines whether leading zeros or ones are eliminated. The zb tries to detect single plane equations that completely This disables storing samples contiguously in 6xaa. Enables packing of the plane equations to eliminate wasted peq slots. Enables discarding of pointers from pixels that are going to be Z Buffer Control Enables stenciling. Enables Z functions. Enables writing of the Z buffer. Enable signed Z buffer comparison , for W-buffering. When STENCIL_ENABLE is set, setting STENCIL_FRONT_BACK bit to one specifies that stencilfunc/stencilfail/stencilzpass/stencilzfail registers are used if the quad is generated from front faced primitive and stencilfunc_bf/stencilfail_bf/stencilzpass_bf/stencilzfail_bf are used if the quad is generated from a back faced primitive. If the STENCIL_FRONT_BACK is not set, then stencilfunc/stencilfail/stencilzpass/stencilzfail registers determine the operation independent of the front/back face state of the quad. Twos complement Signed magnitude Specifies the signed number type to use for the Z buffer comparison. This only has an effect when ZSIGNED_COMPARE is enabled. Sets the fifo sizes Determines the size of the op fifo Format of the Data in the Z buffer Specifies the format of the Z buffer. in 13E3 format , count leading 1`s in 13E3 format , count leading 0`s. This bit is unused Hierarchical Z Memory Offset DWORD offset into HiZ RAM. Hierarchical Z Read Index Read index into HiZ RAM. Hierarchical Z Write Index Self-incrementing write index into the HiZ RAM. Starting write index must start on a DWORD boundary. Each time ZB_HIZ_DWORD is written, this index will autoincrement. HIZ_OFFSET and HIZ_PITCH are not used to compute read/write address to HIZ ram, when it is accessed through WRINDEX and DWORD Stencil Reference Value and Mask for backfacing quads Specifies the reference stencil value. This value is ANDed with both the reference and the current stencil value prior to the stencil test. Specifies the write mask for the stencil planes. Z and Stencil Function Control Specifies the Z function. Specifies the stencil function. Specifies the stencil value to be written if the stencil test fails. Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test passes (or is not enabled). Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test fails. Same encoding as STENCILFUNC. Specifies the stencil function for back faced quads , if STENCIL_FRONT_BACK = 1. Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test fails for back faced quads, if STENCIL_FRONT_BACK = 1 Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test passes (or is not enabled) for back faced quads, if STENCIL_FRONT_BACK = 1 Same encoding as STENCILFAIL. Specifies the stencil value to be written if the stencil test passes and the Z test fails for back faced quads, if STENCIL_FRONT_BACK =1 Zeroes the zb coverage mask output. This does not affect the updating of the depth or stencil values.