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authorWladimir J. van der Laan <laanwj@gmail.com>2013-03-03 13:03:14 +0100
committerWladimir J. van der Laan <laanwj@gmail.com>2013-03-03 13:03:14 +0100
commit75e02a6498c75e3b1144668762925128f52a77f7 (patch)
treead134972d1030f1335bc21e3e909148b2b6809ce /doc
parent9c955697d6159c5b5ed40ab5576c65f972f70d85 (diff)
some GC2000 registers figured out
Diffstat (limited to 'doc')
-rw-r--r--doc/blob_extensions.md1
-rw-r--r--doc/isa.md5
2 files changed, 5 insertions, 1 deletions
diff --git a/doc/blob_extensions.md b/doc/blob_extensions.md
index 7bc30c2..6683798 100644
--- a/doc/blob_extensions.md
+++ b/doc/blob_extensions.md
@@ -1,4 +1,3 @@
-
EGL/GLES2 extension list from blob drivers
===========================================
diff --git a/doc/isa.md b/doc/isa.md
index b281a97..3c943f6 100644
--- a/doc/isa.md
+++ b/doc/isa.md
@@ -176,6 +176,9 @@ Misc notes
This adjusts the output position z, based on w. Likely this works around a difference in interpretation between
the hardware and the OpenGL standard.
+ For the gc2000 in the i.mx6 these two instructions are no longer appended (the only difference in the vertex shader for
+ smoothed cube between gc600 and gc2000, as generated by the blob driver, is this). I do not know where the cutoff point is.
+
- t0 at the beginning of the fragment shader has the x/y/z coordinates
x and y are in screen space, z is depth in 0.0 .. 1.0
@@ -189,3 +192,5 @@ Misc notes
- The exact same texture sampling instruction, TEXLD, is used to sample 2D as well as Cubemap textures
(and, likely, other types of textures as well on hardware that supports these)
+- All GC chips (at least the ones I've encountered, which are up to gc2000) have the same basic shader ISA.
+