mirror of
https://github.com/pspdev/pspsdk.git
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1000 lines
36 KiB
Plaintext
1000 lines
36 KiB
Plaintext
GE Command Format:
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Each command word is divided into two parts, a 8-bit command and a 24-bit
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argument. The command is in the upper part of the word, and the argument
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in the lower. The argument can be either integer of a special kind of float
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that the GE supports (described below).
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GE Floats:
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Floats processed in the command-stream are 24 bits instead of 32 that are
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used by the CPU. Conversion from 32 to 24 bits is done by shifting the
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value down 8 bits, losing the least significant bits of the mantissa.
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Pointers:
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Some pointers use a shared register when loading addresses called BASE. This
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register must be written BEFORE you write to the designated register. All
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these registers are marked with (BASE) after the summary.
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Other pointers only use 28 bits of information, and their top bits are
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referred to as the '4 most significant bits' in pointer, which reflects
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bits 24-27, not 28-31 which could perhaps be believed from common
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terminology.
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Enabling Registers:
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Any command or bit that has 'Enable' in the name implies that setting the
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first bit (or the bit itself) enables the feature, and no ON/OFF-states
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are documented.
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DISCLAIMER: Names and bitsets are all derived from reverse engineering,
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available PS2 documentation and educated guesses. Nothing has been derived
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using illegal methods.
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Dec Hex Name Description
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--- --- ---- -----------
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0 00 NOP No Operation
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1 01 VADDR Vertex Address (BASE)
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0-23: 24 least significant bits of pointer
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2 02 IADDR Index Address (BASE)
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0-23: 24 least significant bits of pointer
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4 04 PRIM Primitive Kick
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0-15: Number of vertices to kick (0-65535)
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16-18: Primitive Type
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000: Points
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001: Lines
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010: Line Strips
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011: Triangles
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100: Triangle Strips
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101: Triangle Fans
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110: Sprites (2D Rectangles)
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5 05 BEZIER Bezier Patch Kick
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0-7: U Count
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8-15: V Count
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6 06 SPLINE Spline Surface Kick
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0-7: U Count
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8-15: V Count
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16-17: U Edges
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00: Close/Close
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01: Open/Close
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10: Close/Open
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11: Open/Open
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18-19: V Edges
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00: Close/Close
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01: Open/Close
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10: Close/Open
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11: Open/Open
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7 07 BBOX Bounding Box
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0-15: Number of vertices to test for conditional rendering (0-65535)
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8 08 JUMP Jump To New Address (BASE)
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0-23: 24 least significant bits of pointer
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9 09 BJUMP Conditional Jump (BASE)
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0-23: 24 least significant bits of pointer
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10 0A CALL Call Address (BASE)
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0-23: 24 least significant bits of pointer
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11 0B RET Return From Call
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12 0C END Stop execution
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14 0E SIGNAL Raise Signal Interrupt
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0-15: Argument to pass to signal handler
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16-23: Signal index to trigger
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15 0F FINISH Complete rendering
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0-15: Finish signal argument
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16 10 BASE Base Address Register
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16-20: 4 most significant bits for address (28 bits total)
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18 12 VTYPE Vertex Type
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0-1: Texture Format (2 values ST/UV)
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00: Not present in vertex
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01: 8-bit fixed
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10: 16-bit fixed
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11: 32-bit floats
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2-4: Color Format (1 value)
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000: Not present in vertex
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100: 16-bit BGR-5650
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101: 16-bit ABGR-5551
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110: 16-bit ABGR-4444
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111: 32-bit ABGR-8888
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5-6: Normal Format (3 values XYZ)
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00: Not present in vertex
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01: 8-bit fixed
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10: 16-bit fixed
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11: 32-bit floats
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7-8: Position Format (3 values XYZ)
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00: Not present in vertex
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01: 8-bit fixed
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10: 16-bit fixed
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11: 32-bit floats
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9-10: Weight Format
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00: Not present in vertex
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01: 8-bit fixed
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10: 16-bit fixed
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11: 32-bit floats
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11-12: Index Format
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00: Not using indices
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01: 8-bit
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10: 16-bit
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14-16: Number of weights (Skinning)
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000-111: 1-8 weights
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18-20: Number of vertices (Morphing)
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000-111: 1-8 vertices
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23: Bypass Transform Pipeline
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0: Transformed Coordinates
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1: Raw Coordinates
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19 13 ??? Offset Address (BASE)
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20 14 ??? Origin Address (BASE)
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21 15 REGION1 Draw Region Start
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0-9: X Start
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10-19: Y Start
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22 16 REGION2 Draw Region End
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0-9: X End ((X + Width)-1)
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10-19: Y End ((Y+Height)-1)
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23 17 LTE Lighting Enable
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24 18 LTE0 Light Enable 0
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25 19 LTE1 Light Enable 1
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26 1A LTE2 Light Enable 2
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27 1B LTE3 Light Enable 3
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28 1C CPE Clip Plane Enable
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29 1D BCE Backface Culling Enable
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30 1E TME Texture Mapping Enable
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31 1F FGE Fog Enable
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32 20 DTE Dither Enable
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33 21 ABE Alpha Blend Enable
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34 22 ATE Alpha Test Enable
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35 23 ZTE Depth Test Enable
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36 24 STE Stencil Test Enable
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37 25 AAE Anti Aliasing Enable
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38 26 PCE Patch Cull Enable
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39 27 CTE Color Test Enable
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40 28 LOE Logical Operation Enable
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42 2A BOFS Bone Matrix Offset
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0-23: Bone Matrix Offset
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Offset is in values, so each matrix is offset by 3*4 values
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43 2B BONE Bone Matrix Upload
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0-23: Matrix Value (GE Float)
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Write 3x4 times to upload full bone matrix
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44 2C MW0 Morph Weight 0
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0-23: Morph Value (GE Float)
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45 2D MW1 Morph Weight 1
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0-23: Morph Value (GE Float)
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46 2E MW2 Morph Weight 2
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0-23: Morph Value (GE Float)
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47 2F MW3 Morph Weight 3
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0-23: Morph Value (GE Float)
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48 30 MW4 Morph Weight 4
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0-23: Morph Value (GE Float)
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49 31 MW5 Morph Weight 5
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0-23: Morph Value (GE Float)
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50 32 MW6 Morph Weight 6
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0-23: Morph Value (GE Float)
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51 33 MW7 Morph Weight 7
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0-23: Morph Value (GE Float)
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54 36 PSUB Patch Subdivision
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0-7: S Subdivision
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8-15: T Subdivision
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55 37 PPRIM Patch Primitive
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0-1:
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00: Triangles
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01: Lines
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10: Points
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56 38 PFACE Patch Front Face
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0:
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0: Clockwise
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1: Counter-Clockwise
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58 3A WMS World Matrix Select
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59 3B WORLD World Matrix Upload
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0-23: Matrix Value (GE Float)
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Write 3*4 values for complete matrix
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60 3C VMS View Matrix Select
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61 3D VIEW View Matrix Upload
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0-23: Matrix Value (GE Float)
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Write 3*4 values for complete matrix
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62 3E PMS Projection Matrix Select
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63 3F PROJ Projection Matrix Upload
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0-23: Matrix Value (GE Float)
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Write 4*4 values for complete matrix
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64 40 TMS Texture Matrix Select
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65 41 TMATRIX Texture Matrix Upload
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0-23: Matrix Value
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Write 3*4 values for complete matrix
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66 42 XSCALE Viewport Width Scale
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0-23: Scale Value (GE Float)
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67 43 YSCALE Viewport Height Scale
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0-23: Scale Value (GE Float)
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68 44 ZSCALE Depth Scale
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0-23: Scale Value (GE Float)
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69 45 XPOS Viewport X Position
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0-23: Offset Value (GE Float)
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70 46 YPOS Viewport Y Position
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0-23: Offset Value (GE Float)
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71 47 ZPOS Depth Position
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0-23: Offset Value (GE Float)
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72 48 USCALE Texture U Scale
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0-23: Scale Value (GE Float)
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73 49 USCALE Texture V Scale
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0-23: Scale Value (GE Float)
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74 4A OFFSET Texture U Offset
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0-23: Offset Value (GE Float)
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75 4B OFFSET Texture V Offset
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0-23: Offset Value (GE Float)
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76 4C OFFSETX Viewport X Offset
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0-23: X Offset (12.4 fixed)
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77 4D OFFSETY Viewport Y Offset
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0-23: Y Offset (12.4 fixed)
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80 50 SHADE Shade Model
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0: Shading type
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0: Flat
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1: Smooth
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81 51 RNORM Reverse Face Normals Enable
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83 53 CMAT Color Material
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0-2: Material flags (OR together)
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001: Ambient
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010: Diffuse
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100: Specular
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84 54 EMC Emissive Model Color
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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85 55 AMC Ambient Model Color
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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86 56 DMC Diffuse Model Color
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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87 57 SMC Specular Model Color
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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88 58 AMA Ambient Model Alpha
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0-7: Alpha Component
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91 5B SPOW Specular Power
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0-23: Power (GE Float)
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92 5C ALC Ambient Light Color
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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93 5D ALA Amibient Light Alpha
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0-7: Alpha Component
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94 5E LMODE Light Model
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0: Lighting model
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0: Single color
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1: Separate specular color
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95 5F LT0 Light Type 0
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0-1: Light Components
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00: Ambient & Diffuse
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01: Diffuse & Specular
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10: Unknown (diffuse color, affected by specular power)
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8-9: Light Type
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00: Directional Light
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01: Point Light
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10: Spot Light
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96 60 LT1 Light Type 1
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0-1: Light Components
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00: Ambient & Diffuse
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01: Diffuse & Specular
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10: Unknown (diffuse color, affected by specular power)
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8-9: Light Type
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00: Directional Light
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01: Point Light
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10: Spot Light
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97 61 LT2 Light Type 2
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0-1: Light Components
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00: Ambient & Diffuse
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01: Diffuse & Specular
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10: Unknown (diffuse color, affected by specular power)
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8-9: Light Type
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00: Directional Light
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01: Point Light
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10: Spot Light
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98 62 LT3 Light Type 3
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0-1: Light Components
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00: Ambient & Diffuse
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01: Diffuse & Specular
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10: Unknown (diffuse color, affected by specular power)
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8-9: Light Type
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00: Directional Light
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01: Point Light
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10: Spot Light
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99 63 LXP0 Light X Position 0
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0-23: Vector Component (GE Float)
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100 64 LYP0 Light Y Position 0
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0-23: Vector Component (GE Float)
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101 65 LZP0 Light Z Position 0
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0-23: Vector Component (GE Float)
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102 66 LXP1 Light X Position 1
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0-23: Vector Component (GE Float)
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103 67 LYP1 Light Y Position 1
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0-23: Vector Component (GE Float)
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104 68 LZP1 Light Z Position 1
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0-23: Vector Component (GE Float)
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105 69 LXP2 Light X Position 2
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0-23: Vector Component (GE Float)
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106 6A LYP2 Light Y Position 2
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0-23: Vector Component (GE Float)
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107 6B LZP2 Light Z Position 2
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0-23: Vector Component (GE Float)
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108 6C LXP3 Light X Position 3
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0-23: Vector Component (GE Float)
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109 6D LYP3 Light Y Position 3
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0-23: Vector Component (GE Float)
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110 6E LZP3 Light Z Position 3
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0-23: Vector Component (GE Float)
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111 6F LXD0 Light X Direction 0
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0-23: Vector Component (GE Float)
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112 70 LYD0 Light Y Direction 0
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0-23: Vector Component (GE Float)
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113 71 LZD0 Light Z Direction 0
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0-23: Vector Component (GE Float)
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114 72 LXD0 Light X Direction 1
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0-23: Vector Component (GE Float)
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115 73 LYD0 Light Y Direction 1
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0-23: Vector Component (GE Float)
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116 74 LZD0 Light Z Direction 1
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0-23: Vector Component (GE Float)
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117 75 LXD0 Light X Direction 2
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0-23: Vector Component (GE Float)
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118 76 LYD0 Light Y Direction 2
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0-23: Vector Component (GE Float)
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119 77 LZD0 Light Z Direction 2
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0-23: Vector Component (GE Float)
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120 78 LXD0 Light X Direction 3
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0-23: Vector Component (GE Float)
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121 79 LYD0 Light Y Direction 3
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0-23: Vector Component (GE Float)
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122 7A LZD0 Light Z Direction 3
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0-23: Vector Component (GE Float)
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123 7B LCA0 Light Constant Attenuation 0
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0-23: Attenuation Factor (GE Float)
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124 7C LLA0 Light Linear Attenuation 0
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0-23: Attenuation Factor (GE Float)
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125 7D LQA0 Light Quadratic Attenuation 0
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0-23: Attenuation Factor (GE Float)
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126 7E LCA1 Light Constant Attenuation 1
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0-23: Attenuation Factor (GE Float)
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127 7F LLA1 Light Linear Attenuation 1
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0-23: Attenuation Factor (GE Float)
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128 80 LQA1 Light Quadratic Attenuation 1
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0-23: Attenuation Factor (GE Float)
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129 81 LCA2 Light Constant Attenuation 2
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0-23: Attenuation Factor (GE Float)
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130 82 LLA2 Light Linear Attenuation 2
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0-23: Attenuation Factor (GE Float)
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131 83 LQA2 Light Quadratic Attenuation 2
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0-23: Attenuation Factor (GE Float)
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132 84 LCA3 Light Constant Attenuation 3
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0-23: Attenuation Factor (GE Float)
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133 85 LLA3 Light Linear Attenuation 3
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0-23: Attenuation Factor (GE Float)
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134 86 LQA3 Light Quadratic Attenuation 3
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0-23: Attenuation Factor (GE Float)
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135 87 ??? Spot light 0 exponent
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0-23: Spotlight exponent
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136 88 ??? Spot light 1 exponent
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0-23: Spotlight exponent
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137 89 ??? Spot light 2 exponent
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0-23: Spotlight exponent
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139 8A ??? Spot light 3 exponent
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0-23: Spotlight exponent
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139 8B ??? Spot light 0 cutoff
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0-23: Spotlight cutoff angle (cosine of angle)
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140 8C ??? Spot light 1 cutoff
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0-23: Spotlight cutoff angle (cosine of angle)
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141 8D ??? Spot light 2 cutoff
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0-23: Spotlight cutoff angle (cosine of angle)
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142 8E ??? Spot light 3 cutoff
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0-23: Spotlight cutoff angle (cosine of angle)
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143 8F ALC0 Ambient Light Color 0
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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144 90 DLC0 Diffuse Light Color 0
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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145 91 SLC0 Specular Light Color 0
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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146 92 ALC1 Ambient Light Color 1
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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147 93 DLC1 Diffuse Light Color 1
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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148 94 SLC1 Specular Light Color 1
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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149 95 ALC2 Ambient Light Color 2
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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150 96 DLC2 Diffuse Light Color 2
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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151 97 SLC2 Specular Light Color 2
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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152 98 ALC3 Ambient Light Color 3
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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153 99 DLC3 Diffuse Light Color 3
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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154 9A SLC3 Specular Light Color 3
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0-7: Red Component
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8-15: Green Component
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16-23: Blue Component
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155 9B FFACE Front Face Culling Order
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0: Culling Order
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0: Clockwise primitives are visible
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1: Counter-clockwise primitives are visible
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156 9C FBP Frame Buffer Pointer
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0-23: 24 least significant bits of pointer (see FBW)
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157 9D FBW Frame Buffer Width
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0-15: Buffer width in pixels
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16-23: 8 most significant bits of pointer (see FBP)
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158 9E ZBP Depth Buffer Pointer
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0-23: 24 least significant bits of pointer (see ZBW)
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159 9F ZBW Depth Buffer Width
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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
|