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Lines Matching +full:fetch +full:- +full:depth

11 The following section describes the ABI used by non-monolithic programs.
18 * `r0-r4` and `r7` undefined. This avoids preloading into the nesting counter or
21 * `r5-r6` retain their usual meanings, even if the vertex shader is running as a
22 hardware compute shader. This allows software index fetch code to run in the
24 * `r8` onwards contains 128-bit uniform vectors for each attribute.
38 * The first $n$ 64-bit uniforms are the base addresses of each attribute.
39 * The next $n$ 32-bit uniforms are the associated clamps (sizes). Presently
41 * The next 2x32-bit uniform is the base vertex and base instance. This must
42 always be reserved because it is unknown at vertex shader compile-time whether
45 * The next 16-bit is the draw ID.
46 * For a hardware compute shader, the next 48-bit is padding.
47 * For a hardware compute shader, the next 64-bit uniform is a pointer to the
50 In total, the first $6n + 5$ 16-bit uniform slots are reserved for a hardware
55 When sample shading is enabled in a non-monolithic fragment shader, the fragment
60 `1 << sample ID`, for "true" per-sample shading.
70 * `r2` and `r3l` contain the emitted depth/stencil respectively, if
71 depth and/or stencil are written by the fragment shader. Depth/stencil writes
73 (i.e. when alpha-to-coverage is enabled).
76 * The vec4 of 32-bit registers beginning at `r(4 * (i + 1))` contains the colour
79 second render target (registers r8-r11).
83 * u0_u1: 64-bit render target texture heap
85 * u6_u7: Root descriptor, so we can fetch the 64-bit fragment invocation counter
86 address and (OpenGL only) the 64-bit polygon stipple address