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69  * Vertex Array Processing (VAP) Control
102 /* State based - direct writes to registers trigger vertex
171 /* BEGIN: Vertex data assembly - lots of uncertainties */
175 /* Maximum Vertex Indx Clamp */
177 /* Minimum Vertex Indx Clamp */
180 /** Vertex assembler/processor control status */
195 /* Read only flag if the vertex store is busy. */
203 /* Read only flag if the vertex cache is busy. */
205 /* Read only flag if the vertex fetcher is busy. */
214 /* Where do we get our vertex data?
216 * Vertex data either comes either from immediate mode registers or from
217 * vertex arrays.
219 * vertex arrays to 0, effectively reusing the same element over and over
223 * if these registers influence vertex array processing.
225 * Vertex arrays are controlled via the 3D_LOAD_VBPNTR packet3.
227 * In both cases, vertex attributes are then passed through INPUT_ROUTE.
229 * Beginning with INPUT_ROUTE_0_0 is a list of WORDs that route vertex data
230 * into the vertex processor's input registers.
270 * if vertex program uses only position, fglrx will set normal, too
290 * is set, then the corresponding 4-Dword Vector is output into the Vertex Stream.
325 * In immediate mode, the pattern is always set to xyzw. In vertex array
393 /* END: Vertex data assembly */
397 /* BEGIN: Upload vertex program and data */
400 * The programmable vertex shader unit has a memory bank of unknown size
408 * Starting at address UPLOAD_PROGRAM: Vertex program instructions.
412 * Starting at address UPLOAD_PARAMETERS: Vertex program parameters.
420 * Multiple vertex programs and parameter sets can be loaded at once,
457 /* END: Upload vertex program and data */
489 /* These seem to be per-pixel and per-vertex X and Y clipping planes. The first
490 * plane is per-pixel and the second plane is per-vertex.
510 * rendering commands and overwriting vertex program parameters.
517 * vertex to be received by the VAP input controller (while the primitive
519 * to the vertex processing path.
531 /* Addresses are relative to the vertex program instruction area of the
537 * inside the vertex program, otherwise the GPU locks up.
555 /* Addresses are relative to the vertex program parameters area. */
864 /* S Texture Coordinate of Vertex 0 for Point texture stuffing (LLC) */
867 /* T Texture Coordinate of Vertex 0 for Point texture stuffing (LLC) */
870 /* S Texture Coordinate of Vertex 2 for Point texture stuffing (URC) */
873 /* T Texture Coordinate of Vertex 2 for Point texture stuffing (URC) */
876 /* Specifies amount to shift integer position of vertex (screen space) before
910 /* Specifies maximum and minimum point & sprite sizes for per vertex size
1057 /* S Texture Coordinate Value for Vertex 0 of Line (stuff textures -- i.e. AA) */
1059 Vertex 1 of Lines (V2 of parallelogram -- stuff textures -- i.e. AA) */
1174 /* Specifies x & y offsets for vertex data after conversion to FP.
1240 * on the vertex program, *not* the fragment program)
1266 * vertex program to the desired interpolator. Note that the source
1267 * field is relative to the outputs the vertex program *actually*
1268 * writes. If a vertex program only writes texcoord[1], this will
1340 /* These DWORDs control how vertex data is routed into fragment program
2765 * \defgroup R3XX_R5XX_PROGRAMMABLE_VERTEX_SHADER_DESCRIPTION R3XX-R5XX PROGRAMMABLE VERTEX SHADER DESCRIPTION
2849 PVS_SRC_REG_INPUT = 1, /* Input Vertex Storage */
3441 /* Draw a primitive from vertex data in arrays loaded via 3D_LOAD_VBPNTR.
3452 * 2 to end: Up to 16380 dwords of vertex data.
3456 /* Draw a primitive from vertex data in arrays loaded via 3D_LOAD_VBPNTR and
3461 * 2 to end: Up to 16380 dwords of vertex data.
3466 /* Specify the full set of vertex arrays as (address, stride).
3467 * The first parameter is the number of vertex arrays specified.
3508 /* Draws a set of primitives using vertex buffers pointed by the state data.