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author | Wladimir J. van der Laan <laanwj@gmail.com> | 2013-03-03 13:03:14 +0100 |
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committer | Wladimir J. van der Laan <laanwj@gmail.com> | 2013-03-03 13:03:14 +0100 |
commit | 75e02a6498c75e3b1144668762925128f52a77f7 (patch) | |
tree | ad134972d1030f1335bc21e3e909148b2b6809ce /doc | |
parent | 9c955697d6159c5b5ed40ab5576c65f972f70d85 (diff) |
some GC2000 registers figured out
Diffstat (limited to 'doc')
-rw-r--r-- | doc/blob_extensions.md | 1 | ||||
-rw-r--r-- | doc/isa.md | 5 |
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 =========================================== @@ -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. + |