mirror of
https://github.com/pspdev/pspsdk.git
synced 2026-01-23 09:39:30 +00:00
first commit
This commit is contained in:
999
src/gu/doc/commands.txt
Normal file
999
src/gu/doc/commands.txt
Normal file
@@ -0,0 +1,999 @@
|
||||
GE Command Format:
|
||||
|
||||
Each command word is divided into two parts, a 8-bit command and a 24-bit
|
||||
argument. The command is in the upper part of the word, and the argument
|
||||
in the lower. The argument can be either integer of a special kind of float
|
||||
that the GE supports (described below).
|
||||
|
||||
GE Floats:
|
||||
|
||||
Floats processed in the command-stream are 24 bits instead of 32 that are
|
||||
used by the CPU. Conversion from 32 to 24 bits is done by shifting the
|
||||
value down 8 bits, losing the least significant bits of the mantissa.
|
||||
|
||||
Pointers:
|
||||
|
||||
Some pointers use a shared register when loading addresses called BASE. This
|
||||
register must be written BEFORE you write to the designated register. All
|
||||
these registers are marked with (BASE) after the summary.
|
||||
|
||||
Other pointers only use 28 bits of information, and their top bits are
|
||||
referred to as the '4 most significant bits' in pointer, which reflects
|
||||
bits 24-27, not 28-31 which could perhaps be believed from common
|
||||
terminology.
|
||||
|
||||
Enabling Registers:
|
||||
|
||||
Any command or bit that has 'Enable' in the name implies that setting the
|
||||
first bit (or the bit itself) enables the feature, and no ON/OFF-states
|
||||
are documented.
|
||||
|
||||
DISCLAIMER: Names and bitsets are all derived from reverse engineering,
|
||||
available PS2 documentation and educated guesses. Nothing has been derived
|
||||
using illegal methods.
|
||||
|
||||
Dec Hex Name Description
|
||||
--- --- ---- -----------
|
||||
|
||||
0 00 NOP No Operation
|
||||
|
||||
1 01 VADDR Vertex Address (BASE)
|
||||
0-23: 24 least significant bits of pointer
|
||||
|
||||
2 02 IADDR Index Address (BASE)
|
||||
0-23: 24 least significant bits of pointer
|
||||
|
||||
4 04 PRIM Primitive Kick
|
||||
0-15: Number of vertices to kick (0-65535)
|
||||
16-18: Primitive Type
|
||||
000: Points
|
||||
001: Lines
|
||||
010: Line Strips
|
||||
011: Triangles
|
||||
100: Triangle Strips
|
||||
101: Triangle Fans
|
||||
110: Sprites (2D Rectangles)
|
||||
|
||||
5 05 BEZIER Bezier Patch Kick
|
||||
0-7: U Count
|
||||
8-15: V Count
|
||||
|
||||
6 06 SPLINE Spline Surface Kick
|
||||
0-7: U Count
|
||||
8-15: V Count
|
||||
16-17: U Edges
|
||||
00: Close/Close
|
||||
01: Open/Close
|
||||
10: Close/Open
|
||||
11: Open/Open
|
||||
18-19: V Edges
|
||||
00: Close/Close
|
||||
01: Open/Close
|
||||
10: Close/Open
|
||||
11: Open/Open
|
||||
|
||||
7 07 BBOX Bounding Box
|
||||
0-15: Number of vertices to test for conditional rendering (0-65535)
|
||||
|
||||
8 08 JUMP Jump To New Address (BASE)
|
||||
0-23: 24 least significant bits of pointer
|
||||
|
||||
9 09 BJUMP Conditional Jump (BASE)
|
||||
0-23: 24 least significant bits of pointer
|
||||
|
||||
10 0A CALL Call Address (BASE)
|
||||
0-23: 24 least significant bits of pointer
|
||||
|
||||
11 0B RET Return From Call
|
||||
|
||||
12 0C END Stop execution
|
||||
|
||||
14 0E SIGNAL Raise Signal Interrupt
|
||||
0-15: Argument to pass to signal handler
|
||||
16-23: Signal index to trigger
|
||||
|
||||
15 0F FINISH Complete rendering
|
||||
0-15: Finish signal argument
|
||||
|
||||
16 10 BASE Base Address Register
|
||||
16-20: 4 most significant bits for address (28 bits total)
|
||||
|
||||
18 12 VTYPE Vertex Type
|
||||
0-1: Texture Format (2 values ST/UV)
|
||||
00: Not present in vertex
|
||||
01: 8-bit fixed
|
||||
10: 16-bit fixed
|
||||
11: 32-bit floats
|
||||
2-4: Color Format (1 value)
|
||||
000: Not present in vertex
|
||||
100: 16-bit BGR-5650
|
||||
101: 16-bit ABGR-5551
|
||||
110: 16-bit ABGR-4444
|
||||
111: 32-bit ABGR-8888
|
||||
5-6: Normal Format (3 values XYZ)
|
||||
00: Not present in vertex
|
||||
01: 8-bit fixed
|
||||
10: 16-bit fixed
|
||||
11: 32-bit floats
|
||||
7-8: Position Format (3 values XYZ)
|
||||
00: Not present in vertex
|
||||
01: 8-bit fixed
|
||||
10: 16-bit fixed
|
||||
11: 32-bit floats
|
||||
9-10: Weight Format
|
||||
00: Not present in vertex
|
||||
01: 8-bit fixed
|
||||
10: 16-bit fixed
|
||||
11: 32-bit floats
|
||||
11-12: Index Format
|
||||
00: Not using indices
|
||||
01: 8-bit
|
||||
10: 16-bit
|
||||
14-16: Number of weights (Skinning)
|
||||
000-111: 1-8 weights
|
||||
18-20: Number of vertices (Morphing)
|
||||
000-111: 1-8 vertices
|
||||
23: Bypass Transform Pipeline
|
||||
0: Transformed Coordinates
|
||||
1: Raw Coordinates
|
||||
|
||||
19 13 ??? Offset Address (BASE)
|
||||
|
||||
20 14 ??? Origin Address (BASE)
|
||||
|
||||
21 15 REGION1 Draw Region Start
|
||||
0-9: X Start
|
||||
10-19: Y Start
|
||||
|
||||
22 16 REGION2 Draw Region End
|
||||
0-9: X End ((X + Width)-1)
|
||||
10-19: Y End ((Y+Height)-1)
|
||||
|
||||
23 17 LTE Lighting Enable
|
||||
|
||||
24 18 LTE0 Light Enable 0
|
||||
|
||||
25 19 LTE1 Light Enable 1
|
||||
|
||||
26 1A LTE2 Light Enable 2
|
||||
|
||||
27 1B LTE3 Light Enable 3
|
||||
|
||||
28 1C CPE Clip Plane Enable
|
||||
|
||||
29 1D BCE Backface Culling Enable
|
||||
|
||||
30 1E TME Texture Mapping Enable
|
||||
|
||||
31 1F FGE Fog Enable
|
||||
|
||||
32 20 DTE Dither Enable
|
||||
|
||||
33 21 ABE Alpha Blend Enable
|
||||
|
||||
34 22 ATE Alpha Test Enable
|
||||
|
||||
35 23 ZTE Depth Test Enable
|
||||
|
||||
36 24 STE Stencil Test Enable
|
||||
|
||||
37 25 AAE Anti Aliasing Enable
|
||||
|
||||
38 26 PCE Patch Cull Enable
|
||||
|
||||
39 27 CTE Color Test Enable
|
||||
|
||||
40 28 LOE Logical Operation Enable
|
||||
|
||||
42 2A BOFS Bone Matrix Offset
|
||||
0-23: Bone Matrix Offset
|
||||
Offset is in values, so each matrix is offset by 3*4 values
|
||||
|
||||
43 2B BONE Bone Matrix Upload
|
||||
0-23: Matrix Value (GE Float)
|
||||
Write 3x4 times to upload full bone matrix
|
||||
|
||||
44 2C MW0 Morph Weight 0
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
45 2D MW1 Morph Weight 1
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
46 2E MW2 Morph Weight 2
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
47 2F MW3 Morph Weight 3
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
48 30 MW4 Morph Weight 4
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
49 31 MW5 Morph Weight 5
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
50 32 MW6 Morph Weight 6
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
51 33 MW7 Morph Weight 7
|
||||
0-23: Morph Value (GE Float)
|
||||
|
||||
54 36 PSUB Patch Subdivision
|
||||
0-7: S Subdivision
|
||||
8-15: T Subdivision
|
||||
|
||||
55 37 PPRIM Patch Primitive
|
||||
0-1:
|
||||
00: Triangles
|
||||
01: Lines
|
||||
10: Points
|
||||
|
||||
56 38 PFACE Patch Front Face
|
||||
0:
|
||||
0: Clockwise
|
||||
1: Counter-Clockwise
|
||||
|
||||
58 3A WMS World Matrix Select
|
||||
|
||||
59 3B WORLD World Matrix Upload
|
||||
0-23: Matrix Value (GE Float)
|
||||
Write 3*4 values for complete matrix
|
||||
|
||||
60 3C VMS View Matrix Select
|
||||
|
||||
61 3D VIEW View Matrix Upload
|
||||
0-23: Matrix Value (GE Float)
|
||||
Write 3*4 values for complete matrix
|
||||
|
||||
62 3E PMS Projection Matrix Select
|
||||
|
||||
63 3F PROJ Projection Matrix Upload
|
||||
0-23: Matrix Value (GE Float)
|
||||
Write 4*4 values for complete matrix
|
||||
|
||||
64 40 TMS Texture Matrix Select
|
||||
|
||||
65 41 TMATRIX Texture Matrix Upload
|
||||
0-23: Matrix Value
|
||||
Write 3*4 values for complete matrix
|
||||
|
||||
66 42 XSCALE Viewport Width Scale
|
||||
0-23: Scale Value (GE Float)
|
||||
|
||||
67 43 YSCALE Viewport Height Scale
|
||||
0-23: Scale Value (GE Float)
|
||||
|
||||
68 44 ZSCALE Depth Scale
|
||||
0-23: Scale Value (GE Float)
|
||||
|
||||
69 45 XPOS Viewport X Position
|
||||
0-23: Offset Value (GE Float)
|
||||
|
||||
70 46 YPOS Viewport Y Position
|
||||
0-23: Offset Value (GE Float)
|
||||
|
||||
71 47 ZPOS Depth Position
|
||||
0-23: Offset Value (GE Float)
|
||||
|
||||
72 48 USCALE Texture U Scale
|
||||
0-23: Scale Value (GE Float)
|
||||
|
||||
73 49 USCALE Texture V Scale
|
||||
0-23: Scale Value (GE Float)
|
||||
|
||||
74 4A OFFSET Texture U Offset
|
||||
0-23: Offset Value (GE Float)
|
||||
|
||||
75 4B OFFSET Texture V Offset
|
||||
0-23: Offset Value (GE Float)
|
||||
|
||||
76 4C OFFSETX Viewport X Offset
|
||||
0-23: X Offset (12.4 fixed)
|
||||
|
||||
77 4D OFFSETY Viewport Y Offset
|
||||
0-23: Y Offset (12.4 fixed)
|
||||
|
||||
80 50 SHADE Shade Model
|
||||
0: Shading type
|
||||
0: Flat
|
||||
1: Smooth
|
||||
|
||||
81 51 RNORM Reverse Face Normals Enable
|
||||
|
||||
83 53 CMAT Color Material
|
||||
0-2: Material flags (OR together)
|
||||
001: Ambient
|
||||
010: Diffuse
|
||||
100: Specular
|
||||
|
||||
84 54 EMC Emissive Model Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
85 55 AMC Ambient Model Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
86 56 DMC Diffuse Model Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
87 57 SMC Specular Model Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
88 58 AMA Ambient Model Alpha
|
||||
0-7: Alpha Component
|
||||
|
||||
91 5B SPOW Specular Power
|
||||
0-23: Power (GE Float)
|
||||
|
||||
92 5C ALC Ambient Light Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
93 5D ALA Amibient Light Alpha
|
||||
0-7: Alpha Component
|
||||
|
||||
94 5E LMODE Light Model
|
||||
0: Lighting model
|
||||
0: Single color
|
||||
1: Separate specular color
|
||||
|
||||
95 5F LT0 Light Type 0
|
||||
0-1: Light Components
|
||||
00: Ambient & Diffuse
|
||||
01: Diffuse & Specular
|
||||
10: Unknown (diffuse color, affected by specular power)
|
||||
8-9: Light Type
|
||||
00: Directional Light
|
||||
01: Point Light
|
||||
10: Spot Light
|
||||
|
||||
96 60 LT1 Light Type 1
|
||||
0-1: Light Components
|
||||
00: Ambient & Diffuse
|
||||
01: Diffuse & Specular
|
||||
10: Unknown (diffuse color, affected by specular power)
|
||||
8-9: Light Type
|
||||
00: Directional Light
|
||||
01: Point Light
|
||||
10: Spot Light
|
||||
|
||||
97 61 LT2 Light Type 2
|
||||
0-1: Light Components
|
||||
00: Ambient & Diffuse
|
||||
01: Diffuse & Specular
|
||||
10: Unknown (diffuse color, affected by specular power)
|
||||
8-9: Light Type
|
||||
00: Directional Light
|
||||
01: Point Light
|
||||
10: Spot Light
|
||||
|
||||
98 62 LT3 Light Type 3
|
||||
0-1: Light Components
|
||||
00: Ambient & Diffuse
|
||||
01: Diffuse & Specular
|
||||
10: Unknown (diffuse color, affected by specular power)
|
||||
8-9: Light Type
|
||||
00: Directional Light
|
||||
01: Point Light
|
||||
10: Spot Light
|
||||
|
||||
99 63 LXP0 Light X Position 0
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
100 64 LYP0 Light Y Position 0
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
101 65 LZP0 Light Z Position 0
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
102 66 LXP1 Light X Position 1
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
103 67 LYP1 Light Y Position 1
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
104 68 LZP1 Light Z Position 1
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
105 69 LXP2 Light X Position 2
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
106 6A LYP2 Light Y Position 2
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
107 6B LZP2 Light Z Position 2
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
108 6C LXP3 Light X Position 3
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
109 6D LYP3 Light Y Position 3
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
110 6E LZP3 Light Z Position 3
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
111 6F LXD0 Light X Direction 0
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
112 70 LYD0 Light Y Direction 0
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
113 71 LZD0 Light Z Direction 0
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
114 72 LXD0 Light X Direction 1
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
115 73 LYD0 Light Y Direction 1
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
116 74 LZD0 Light Z Direction 1
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
117 75 LXD0 Light X Direction 2
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
118 76 LYD0 Light Y Direction 2
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
119 77 LZD0 Light Z Direction 2
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
120 78 LXD0 Light X Direction 3
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
121 79 LYD0 Light Y Direction 3
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
122 7A LZD0 Light Z Direction 3
|
||||
0-23: Vector Component (GE Float)
|
||||
|
||||
123 7B LCA0 Light Constant Attenuation 0
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
124 7C LLA0 Light Linear Attenuation 0
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
125 7D LQA0 Light Quadratic Attenuation 0
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
126 7E LCA1 Light Constant Attenuation 1
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
127 7F LLA1 Light Linear Attenuation 1
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
128 80 LQA1 Light Quadratic Attenuation 1
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
129 81 LCA2 Light Constant Attenuation 2
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
130 82 LLA2 Light Linear Attenuation 2
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
131 83 LQA2 Light Quadratic Attenuation 2
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
132 84 LCA3 Light Constant Attenuation 3
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
133 85 LLA3 Light Linear Attenuation 3
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
134 86 LQA3 Light Quadratic Attenuation 3
|
||||
0-23: Attenuation Factor (GE Float)
|
||||
|
||||
135 87 ??? Spot light 0 exponent
|
||||
0-23: Spotlight exponent
|
||||
|
||||
136 88 ??? Spot light 1 exponent
|
||||
0-23: Spotlight exponent
|
||||
|
||||
137 89 ??? Spot light 2 exponent
|
||||
0-23: Spotlight exponent
|
||||
|
||||
139 8A ??? Spot light 3 exponent
|
||||
0-23: Spotlight exponent
|
||||
|
||||
139 8B ??? Spot light 0 cutoff
|
||||
0-23: Spotlight cutoff angle (cosine of angle)
|
||||
|
||||
140 8C ??? Spot light 1 cutoff
|
||||
0-23: Spotlight cutoff angle (cosine of angle)
|
||||
|
||||
141 8D ??? Spot light 2 cutoff
|
||||
0-23: Spotlight cutoff angle (cosine of angle)
|
||||
|
||||
142 8E ??? Spot light 3 cutoff
|
||||
0-23: Spotlight cutoff angle (cosine of angle)
|
||||
|
||||
143 8F ALC0 Ambient Light Color 0
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
144 90 DLC0 Diffuse Light Color 0
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
145 91 SLC0 Specular Light Color 0
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
146 92 ALC1 Ambient Light Color 1
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
147 93 DLC1 Diffuse Light Color 1
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
148 94 SLC1 Specular Light Color 1
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
149 95 ALC2 Ambient Light Color 2
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
150 96 DLC2 Diffuse Light Color 2
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
151 97 SLC2 Specular Light Color 2
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
152 98 ALC3 Ambient Light Color 3
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
153 99 DLC3 Diffuse Light Color 3
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
154 9A SLC3 Specular Light Color 3
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
155 9B FFACE Front Face Culling Order
|
||||
0: Culling Order
|
||||
0: Clockwise primitives are visible
|
||||
1: Counter-clockwise primitives are visible
|
||||
|
||||
156 9C FBP Frame Buffer Pointer
|
||||
0-23: 24 least significant bits of pointer (see FBW)
|
||||
|
||||
157 9D FBW Frame Buffer Width
|
||||
0-15: Buffer width in pixels
|
||||
16-23: 8 most significant bits of pointer (see FBP)
|
||||
|
||||
158 9E ZBP Depth Buffer Pointer
|
||||
0-23: 24 least significant bits of pointer (see ZBW)
|
||||
|
||||
159 9F ZBW Depth Buffer Width
|
||||
0-15: Buffer width in pixels
|
||||
16-23: 8 most significant bits of pointer (see ZBP)
|
||||
|
||||
160 A0 TBP0 Texture Buffer Pointer 0
|
||||
0-23: 24 least significant bits of pointer (see TBW0)
|
||||
|
||||
161 A1 TBP1 Texture Buffer Pointer 1
|
||||
0-23: 24 least significant bits of pointer (see TBW1)
|
||||
|
||||
162 A2 TBP2 Texture Buffer Pointer 2
|
||||
0-23: 24 least significant bits of pointer (see TBW2)
|
||||
|
||||
163 A3 TBP3 Texture Buffer Pointer 3
|
||||
0-23: 24 least significant bits of pointer (see TBW3)
|
||||
|
||||
164 A4 TBP4 Texture Buffer Pointer 4
|
||||
0-23: 24 least significant bits of pointer (see TBW4)
|
||||
|
||||
165 A5 TBP5 Texture Buffer Pointer 5
|
||||
0-23: 24 least significant bits of pointer (see TBW5)
|
||||
|
||||
166 A6 TBP6 Texture Buffer Pointer 6
|
||||
0-23: 24 least significant bits of pointer (see TBW6)
|
||||
|
||||
167 A7 TBP7 Texture Buffer Pointer 7
|
||||
0-23: 24 least significant bits of pointer (see TBW7)
|
||||
|
||||
168 A8 TBW0 Texture Buffer Width 0
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP0)
|
||||
|
||||
169 A9 TBW1 Texture Buffer Width 1
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP1)
|
||||
|
||||
170 AA TBW2 Texture Buffer Width 2
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP2)
|
||||
|
||||
171 AB TBW3 Texture Buffer Width 3
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP3)
|
||||
|
||||
172 AC TBW4 Texture Buffer Width 4
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP4)
|
||||
|
||||
173 AD TBW5 Texture Buffer Width 5
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP5)
|
||||
|
||||
174 AE TBW6 Texture Buffer Width 6
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP6)
|
||||
|
||||
175 AF TBW7 Texture Buffer Width 7
|
||||
0-15: Buffer width in pixels
|
||||
16-20: 4 most significant bits of pointer (see TBP7)
|
||||
|
||||
176 B0 CBP CLUT Buffer Pointer
|
||||
0-23: 24 least significant bits of pointer (see CBPH)
|
||||
|
||||
177 B1 CBPH CLUT Buffer Pointer H
|
||||
16-20: 4 most significant bits of pointer (see CBP)
|
||||
|
||||
178 B2 TRXSBP Transmission Source Buffer Pointer
|
||||
0-23: 24 least significant bits of pointer (see TRXSBW)
|
||||
|
||||
179 B3 TRXSBW Transmission Source Buffer Width
|
||||
0-15: Source Buffer Width
|
||||
16-23: 8 most significant bits of pointer (see TRXSBP)
|
||||
|
||||
180 B4 TRXDBP Transmission Destination Buffer Pointer
|
||||
0-23: 24 least significant bits of pointer (see TRXDBW)
|
||||
|
||||
181 B5 TRXDBW Transmission Destination Buffer Width
|
||||
0-15: Destination Buffer Width
|
||||
16-23: 8 most significant bits of pointer (see TRXDBP)
|
||||
|
||||
184 B8 TSIZE0 Texture Size Level 0
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
185 B9 TSIZE1 Texture Size Level 1
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
186 BA TSIZE2 Texture Size Level 2
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
187 BB TSIZE3 Texture Size Level 3
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
188 BC TSIZE4 Texture Size Level 4
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
189 BD TSIZE5 Texture Size Level 5
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
190 BE TSIZE6 Texture Size Level 6
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
191 BF TSIZE7 Texture Size Level 7
|
||||
0-7: Width = 2^TW
|
||||
8-15: Height = 2^TH
|
||||
|
||||
192 C0 TMAP Texture Projection Map Mode + Texture Map Mode
|
||||
0-1: Texture Map Mode
|
||||
00: Texture Coordinates (UV)
|
||||
01: Texture Matrix
|
||||
10: Environment Map
|
||||
8-9: Texture Projection Map Mode
|
||||
00: Position
|
||||
01: Texture Coordinates
|
||||
10: Normalized Normal
|
||||
11: Normal
|
||||
|
||||
193 C1 Texture Environment Map Matrix
|
||||
0-1: 1st Column for matrix
|
||||
8-9: 2nd column for matrix
|
||||
|
||||
194 C2 TMODE Texture Mode
|
||||
0: Swizzle Enable
|
||||
8-15: ???
|
||||
16-20: Maximum mipmap level
|
||||
|
||||
195 C3 TPSM Texture Pixel Storage Mode
|
||||
0-23: Pixel Storage Mode
|
||||
0: 16-bit BGR 5650
|
||||
1: 16-bit ABGR 5551
|
||||
2: 16-bit ABGR 4444
|
||||
3: 32-bit ABGR 8888
|
||||
4: 4-bit indexed
|
||||
5: 8-bit indexed
|
||||
6: 16-bit indexed
|
||||
7: 32-bit indexed
|
||||
8: DXT1
|
||||
9: DXT3
|
||||
10: DXT5
|
||||
|
||||
196 C4 CLOAD CLUT Load
|
||||
0-23: Number of colors divided by 8
|
||||
|
||||
197 C5 CMODE CLUT Mode
|
||||
0-1: CLUT Pixel Format
|
||||
00: 16-bit BGR 5650
|
||||
01: 16-bit ABGR 5551
|
||||
10: 16-bit ABGR 4444
|
||||
11: 32-bit ABGR 8888
|
||||
2-7: ???
|
||||
8-15: mask
|
||||
16-23: ???
|
||||
|
||||
198 C6 TFLT Texture Filter
|
||||
0-2: Minifying filter
|
||||
8-10: Magnifying filter
|
||||
000: Nearest
|
||||
001: Linear
|
||||
100: Nearest; Mipmap Nearest
|
||||
101: Linear; Mipmap Nearest
|
||||
110: Nearest; Mipmap Linear
|
||||
111: Linear; Mipmap Linear
|
||||
|
||||
199 C7 TWRAP Texture Wrapping
|
||||
0: U Wrap Mode
|
||||
8: V Wrap Mode
|
||||
0: Repeat
|
||||
1: Clamp
|
||||
|
||||
200 C8 TBIAS Texture Level Bias (???)
|
||||
0-15: ???
|
||||
16-23: Mipmap bias (signed)
|
||||
|
||||
201 C9 TFUNC Texture Function
|
||||
0-2: Texture Effect
|
||||
000: Modulate
|
||||
001: Decal
|
||||
010: Blend
|
||||
011: Replace
|
||||
100: Add
|
||||
8: Texture Color Component
|
||||
0: Texture alpha is ignored
|
||||
1: Texture alpha is read
|
||||
16: Fragment Double Enable
|
||||
0: Fragment color is untouched
|
||||
1: Fragment color is doubled
|
||||
|
||||
202 CA TEC Texture Environment Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
203 CB TFLUSH Texture Flush
|
||||
Invalidate texture cache on texture change
|
||||
|
||||
204 CC TSYNC Texture Sync
|
||||
Sync with texture transfer (see TRXKICK)
|
||||
|
||||
205 CD FFAR Fog Far (???)
|
||||
|
||||
206 CE FDIST Fog Range
|
||||
0-23: Range (GE Float)
|
||||
|
||||
207 CF FCOL Fog Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
208 D0 TSLOPE Texture Slope
|
||||
0-23: Slope (GE Float)
|
||||
|
||||
210 D2 PSM Frame Buffer Pixel Storage Mode
|
||||
0-1: Pixel Storage Mode
|
||||
00: 16-bit BGR 5650
|
||||
01: 16-bit ABGR 5551
|
||||
10: 16-bit ABGR 4444
|
||||
11: 32-bit ABGR 8888
|
||||
|
||||
211 D3 CLEAR Clear Flags
|
||||
0: Clear enable
|
||||
8-11: Clear flags (OR together)
|
||||
001: Clear Color Buffer
|
||||
010: Clear Stencil/Alpha Buffer
|
||||
100: Clear Depth Buffer
|
||||
|
||||
212 D4 SCISSOR1 Scissor Region Start
|
||||
0-9: X Start
|
||||
10-19: Y Start
|
||||
|
||||
213 D5 SCISSOR2 Scissor Region End
|
||||
0-9: X End
|
||||
10-19: Y End
|
||||
|
||||
214 D6 NEARZ Near Depth Range
|
||||
0-15: Depth Value
|
||||
|
||||
215 D7 FARZ Far Depth Range
|
||||
0-15: Depth Value
|
||||
|
||||
216 D8 CTST Color Test Function
|
||||
0-1: Color Function
|
||||
00: Never pass pixel
|
||||
01: Always pass pixel
|
||||
10: Pass pixel if color matches
|
||||
11: Pass pixel if color differs
|
||||
|
||||
217 D9 CREF Color Reference
|
||||
0-23: Color Reference Value
|
||||
|
||||
218 DA CMSK Color Mask
|
||||
0-23: Color Mask
|
||||
|
||||
219 DB ATST Alpha Test
|
||||
0-2: Alpha Test Function
|
||||
000: Never pass pixel
|
||||
001: Always pass pixel
|
||||
010: Pass pixel if match
|
||||
011: Pass pixel if difference
|
||||
100: Pass pixel if less
|
||||
101: Pass pixel if less or equal
|
||||
110: Pass pixel if greater
|
||||
111: Pass pixel if greater or equal
|
||||
8-15: Alpha Reference Value
|
||||
16-23: Alpha Mask
|
||||
|
||||
220 DC STST Stencil Test
|
||||
0-2: Stencil Function
|
||||
000: Never pass stencil test
|
||||
001: Always pass stencil test
|
||||
010: Pass test if match
|
||||
011: Pass test if difference
|
||||
100: Pass test if less
|
||||
101: Pass test if less or equal
|
||||
110: Pass test if greater
|
||||
111: Pass test if greater or equal
|
||||
8-15: Stencil Reference Value
|
||||
16-23: Stencil Mask
|
||||
|
||||
221 DD SOP Stencil Operations
|
||||
0-3: Pass Op
|
||||
8-11: Fail Op
|
||||
16-18: Zfail Op
|
||||
000: Keep stencil value
|
||||
001: Zero stencil value
|
||||
010: Replace stencil value
|
||||
011: Invert stencil value
|
||||
100: Increment stencil value
|
||||
101: Decrement stencil value
|
||||
|
||||
222 DE ZTST Depth Test Function
|
||||
0-2: Function
|
||||
000: Never pass pixel
|
||||
001: Always pass pixel
|
||||
010: Pass pixel when depth is equal
|
||||
011: Pass pixel when depth is not equal
|
||||
100: Pass pixel when depth is less
|
||||
101: Pass pixel when depth is less or equal
|
||||
110: Pass pixel when depth is greater
|
||||
111: Pass pixel when depth is greater or equal
|
||||
|
||||
223 DF ALPHA Alpha Blend
|
||||
0-3: Blend Operation
|
||||
000: Add
|
||||
001: Subtract
|
||||
010: Reverse Subtract
|
||||
011: Minimum Value
|
||||
100: Maximum Value
|
||||
101: Absolute Value
|
||||
4-7: Source Function
|
||||
8-11: Destination Function
|
||||
0000: Source Color
|
||||
0001: One Minus Source Color
|
||||
0010: Source Alpha
|
||||
0011: One Minus Source Alpha
|
||||
0100: Destination Color
|
||||
0101: One Minus Destination Color
|
||||
0110: Destination Alpha
|
||||
0111: One Minus Destination Alpha
|
||||
1010: Fix
|
||||
|
||||
224 E0 SFIX Source Fix Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
225 E1 DFIX Destination Fix Color
|
||||
0-7: Red Component
|
||||
8-15: Green Component
|
||||
16-23: Blue Component
|
||||
|
||||
226 E2 DTH0 Dither Matrix Row 0
|
||||
0-3: Column 0
|
||||
4-7: Column 1
|
||||
8-11: Column 2
|
||||
12-15: Column 3
|
||||
|
||||
227 E3 DTH1 Dither Matrix Row 1
|
||||
0-3: Column 0
|
||||
4-7: Column 1
|
||||
8-11: Column 2
|
||||
12-15: Column 3
|
||||
|
||||
228 E4 DTH2 Dither Matrix Row 2
|
||||
0-3: Column 0
|
||||
4-7: Column 1
|
||||
8-11: Column 2
|
||||
12-15: Column 3
|
||||
|
||||
229 E5 DTH3 Dither Matrix Row 3
|
||||
0-3: Column 0
|
||||
4-7: Column 1
|
||||
8-11: Column 2
|
||||
12-15: Column 3
|
||||
|
||||
230 E6 LOP Logical Operation
|
||||
0-3: Logic Op
|
||||
0000: Clear
|
||||
0001: And
|
||||
0010: Reverse And
|
||||
0011: Copy
|
||||
0100: Inverted And
|
||||
0101: No Operation
|
||||
0110: Exclusive Or
|
||||
0111: Or
|
||||
1000: Negated Or
|
||||
1001: Equivalence
|
||||
1010: Inverted
|
||||
1011: Reverse Or
|
||||
1100: Inverted Copy
|
||||
1101: Inverted Or
|
||||
1110: Negated And
|
||||
1111: Set
|
||||
|
||||
231 E7 ZMSK Depth Mask
|
||||
0-15: Depth Write Mask
|
||||
|
||||
232 E8 PMSKC Pixel Mask Color
|
||||
0-7: Red Write Mask
|
||||
8-15: Green Write Mask
|
||||
16-23: Blue Write Mask
|
||||
|
||||
233 E9 PMSKA Pixel Mask Alpha
|
||||
0-7: Alpha Write Mask
|
||||
|
||||
234 EA TRXKICK Transmission Kick
|
||||
0:
|
||||
0: 16-bit texel size
|
||||
1: 32-bit texel size
|
||||
|
||||
235 EB TRXSPOS Transfer Source Position
|
||||
0-9: X Position
|
||||
10-19: Y Position
|
||||
|
||||
236 EC TRXDPOS Transfer Destination Position
|
||||
0-9: X Position
|
||||
10-19: Y Position
|
||||
|
||||
237 EE TRXSIZE Transfer Size
|
||||
0-9: Width = Transfer Width-1
|
||||
10-19: Height = Transfer Height-1
|
||||
Reference in New Issue
Block a user