523 lines
50 KiB
PHP
523 lines
50 KiB
PHP
// via krom
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//==============
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// N64 Graphics
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//==============
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constant BPP0($0000) // VI Status/Control: Color Depth Blank (No Data Or Sync) (Bit 0..1)
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//*RESERVED*($0001) // VI Status/Control: Color Depth Reserved (Bit 0..1)
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constant BPP16($0002) // VI Status/Control: Color Depth 16BPP R5/G5/B5/A1 (Bit 0..1)
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constant BPP32($0003) // VI Status/Control: Color Depth 32BPP R8/G8/B8/A8 (Bit 0..1)
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constant GAMMA_DITHER_EN($00004) // VI Status/Control: Gamma Dither Enable (Requires: Gamma Enable) (Bit 2)
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constant GAMMA_EN($00008) // VI Status/Control: Gamma Enable (Gamma Boost For YUV Images) (Bit 3)
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constant DIVOT_EN($00010) // VI Status/Control: Divot Enable (Used With Anti-alias) (Bit 4)
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constant VBUS_CLK_EN($00020) // VI Status/Control: Video Bus Clock Enable (Bit 5)
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constant INTERLACE($00040) // VI Status/Control: Interlace/Serrate (Used With Interlaced Display) (Bit 6)
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constant TST_MODE($00080) // VI Status/Control: Test Mode (Bit 7)
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constant AA_MODE_0($00000) // VI Status/Control: AA Mode 0 = Anti-alias & Resample (Always Fetch Extra Lines) (Bit 8..9)
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constant AA_MODE_1($00100) // VI Status/Control: AA Mode 1 = Anti-alias & Resample (Fetch Extra Lines When Needed) (Bit 8..9)
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constant AA_MODE_2($00200) // VI Status/Control: AA Mode 2 = Resample Only (Bit 8..9)
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constant AA_MODE_3($00300) // VI Status/Control: AA Mode 3 = Replicate Pixels & No Interpolation (Bit 8..9)
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constant DIAG_0($00400) // VI Status/Control: Diagnotic 0 (Bit 10..11)
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constant DIAG_1($00800) // VI Status/Control: Diagnotic 1 (Bit 10..11)
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constant PIXEL_ADV_0($00000) // VI Status/Control: Pixel Advance 0 (Bit 12..15)
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constant PIXEL_ADV_1($01000) // VI Status/Control: Pixel Advance 1 (Bit 12..15)
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constant PIXEL_ADV_2($02000) // VI Status/Control: Pixel Advance 2 (Bit 12..15)
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constant PIXEL_ADV_3($03000) // VI Status/Control: Pixel Advance 3 (Bit 12..15)
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constant PIXEL_ADV_4($04000) // VI Status/Control: Pixel Advance 4 (Bit 12..15)
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constant PIXEL_ADV_5($05000) // VI Status/Control: Pixel Advance 5 (Bit 12..15)
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constant PIXEL_ADV_6($06000) // VI Status/Control: Pixel Advance 6 (Bit 12..15)
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constant PIXEL_ADV_7($07000) // VI Status/Control: Pixel Advance 7 (Bit 12..15)
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constant PIXEL_ADV_8($08000) // VI Status/Control: Pixel Advance 8 (Bit 12..15)
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constant PIXEL_ADV_9($09000) // VI Status/Control: Pixel Advance 9 (Bit 12..15)
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constant PIXEL_ADV_A($0A000) // VI Status/Control: Pixel Advance A (Bit 12..15)
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constant PIXEL_ADV_B($0B000) // VI Status/Control: Pixel Advance B (Bit 12..15)
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constant PIXEL_ADV_C($0C000) // VI Status/Control: Pixel Advance C (Bit 12..15)
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constant PIXEL_ADV_D($0D000) // VI Status/Control: Pixel Advance D (Bit 12..15)
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constant PIXEL_ADV_E($0E000) // VI Status/Control: Pixel Advance E (Bit 12..15)
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constant PIXEL_ADV_F($0F000) // VI Status/Control: Pixel Advance F (Bit 12..15)
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constant DITHER_FILTER_EN($10000) // VI Status/Control: Dither Filter Enable (Used With 16BPP Display) (Bit 16)
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macro ScreenNTSC(width,height, status, origin) {
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lui a0,VI_BASE // A0 = VI Base Register ($A4400000)
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li t0,{status} // T0 = Status/Control
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sw t0,VI_STATUS(a0) // Store Status/Control To VI Status Register ($A4400000)
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la t0,{origin} // T0 = Origin (Frame Buffer Origin In Bytes)
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sw t0,VI_ORIGIN(a0) // Store Origin To VI Origin Register ($A4400004)
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lli t0,{width} // T0 = Width (Frame Buffer Line Width In Pixels)
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sw t0,VI_WIDTH(a0) // Store Width To VI Width Register ($A4400008)
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lli t0,$200 // T0 = Vertical Interrupt (Interrupt When Current Half-Line $200)
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sw t0,VI_V_INTR(a0) // Store Vertical Interrupt To VI Interrupt Register ($A440000C)
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lli t0,0 // T0 = Current Vertical Line (Current Half-Line, Sampled Once Per Line = 0)
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sw t0,VI_V_CURRENT_LINE(a0) // Store Current Vertical Line To VI Current Register ($A4400010)
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li t0,$3E52239 // T0 = Video Timing (Start Of Color Burst In Pixels from H-Sync = 3, Vertical Sync Width In Half Lines = 229, Color Burst Width In Pixels = 34, Horizontal Sync Width In Pixels = 57)
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sw t0,VI_TIMING(a0) // Store Video Timing To VI Burst Register ($A4400014)
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lli t0,$20D // T0 = Vertical Sync (Number Of Half-Lines Per Field = 525)
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sw t0,VI_V_SYNC(a0) // Store Vertical Sync To VI V Sync Register ($A4400018)
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lli t0,$C15 // T0 = Horizontal Sync (5-bit Leap Pattern Used For PAL only = 0, Total Duration Of A Line In 1/4 Pixel = 3093)
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sw t0,VI_H_SYNC(a0) // Store Horizontal Sync To VI H Sync Register ($A440001C)
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li t0,$C150C15 // T0 = Horizontal Sync Leap (Identical To H Sync = 3093, Identical To H Sync = 3093)
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sw t0,VI_H_SYNC_LEAP(a0) // Store Horizontal Sync Leap To VI Leap Register ($A4400020)
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li t0,$6C02EC // T0 = Horizontal Video (Start Of Active Video In Screen Pixels = 108, End Of Active Video In Screen Pixels = 748)
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sw t0,VI_H_VIDEO(a0) // Store Horizontal Video To VI H Start Register ($A4400024)
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li t0,$2501FF // T0 = Vertical Video (Start Of Active Video In Screen Half-Lines = 37, End Of Active Video In Screen Half-Lines = 511)
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sw t0,VI_V_VIDEO(a0) // Store Vertical Video To VI V Start Register ($A4400028)
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li t0,$E0204 // T0 = Vertical Burst (Start Of Color Burst Enable In Half-Lines = 14, End Of Color Burst Enable In Half-Lines = 516)
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sw t0,VI_V_BURST(a0) // Store Vertical Burst To VI V Burst Register ($A440002C)
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lli t0,($100*({width}/160)) // T0 = X-Scale (Horizontal Subpixel Offset In 2.10 Format = 0, 1/Horizontal Scale Up Factor In 2.10 Format)
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sw t0,VI_X_SCALE(a0) // Store X-Scale To VI X Scale Register ($A4400030)
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lli t0,($100*({height}/60)) // T0 = Y-Scale (Vertical Subpixel Offset In 2.10 Format = 0, 1/Vertical Scale Up Factor In 2.10 Format)
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sw t0,VI_Y_SCALE(a0) // Store Y-Scale To VI Y Scale Register ($A4400034)
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}
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macro ScreenPAL(width,height, status, origin) {
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lui a0,VI_BASE // A0 = VI Base Register ($A4400000)
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li t0,{status} // T0 = Status/Control
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sw t0,VI_STATUS(a0) // Store Status/Control To VI Status Register ($A4400000)
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la t0,{origin} // T0 = Origin (Frame Buffer Origin In Bytes)
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sw t0,VI_ORIGIN(a0) // Store Origin To VI Origin Register ($A4400004)
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lli t0,{width} // T0 = Width (Frame Buffer Line Width In Pixels)
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sw t0,VI_WIDTH(a0) // Store Width To VI Width Register ($A4400008)
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lli t0,$200 // T0 = Vertical Interrupt (Interrupt When Current Half-Line $200)
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sw t0,VI_V_INTR(a0) // Store Vertical Interrupt To VI Interrupt Register ($A440000C)
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lli t0,0 // T0 = Current Vertical Line (Current Half-Line, Sampled Once Per Line = 0)
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sw t0,VI_V_CURRENT_LINE(a0) // Store Current Vertical Line To VI Current Register ($A4400010)
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li t0,$404233A // T0 = Video Timing (Start Of Color Burst In Pixels from H-Sync = 4, Vertical Sync Width In Half Lines = 04, Color Burst Width In Pixels = 35, Horizontal Sync Width In Pixels = 58)
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sw t0,VI_TIMING(a0) // Store Video Timing To VI Burst Register ($A4400014)
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lli t0,$271 // T0 = Vertical Sync (Number Of Half-Lines Per Field = 625)
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sw t0,VI_V_SYNC(a0) // Store Vertical Sync To VI V Sync Register ($A4400018)
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li t0,$150C69 // T0 = Horizontal Sync (5-bit Leap Pattern Used For PAL only = 21: %10101, Total Duration Of A Line In 1/4 Pixel = 3177)
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sw t0,VI_H_SYNC(a0) // Store Horizontal Sync To VI H Sync Register ($A440001C)
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li t0,$C6F0C6E // T0 = Horizontal Sync Leap (Identical To H Sync = 3183, Identical To H Sync = 3182)
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sw t0,VI_H_SYNC_LEAP(a0) // Store Horizontal Sync Leap To VI Leap Register ($A4400020)
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li t0,$800300 // T0 = Horizontal Video (Start Of Active Video In Screen Pixels = 128, End Of Active Video In Screen Pixels = 768)
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sw t0,VI_H_VIDEO(a0) // Store Horizontal Video To VI H Start Register ($A4400024)
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li t0,$5F0239 // T0 = Vertical Video (Start Of Active Video In Screen Half-Lines = 95, End Of Active Video In Screen Half-Lines = 569)
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sw t0,VI_V_VIDEO(a0) // Store Vertical Video To VI V Start Register ($A4400028)
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li t0,$9026B // T0 = Vertical Burst (Start Of Color Burst Enable In Half-Lines = 9, End Of Color Burst Enable In Half-Lines = 619)
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sw t0,VI_V_BURST(a0) // Store Vertical Burst To VI V Burst Register ($A440002C)
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lli t0,($100*({width}/160)) // T0 = X-Scale (Horizontal Subpixel Offset In 2.10 Format = 0, 1/Horizontal Scale Up Factor In 2.10 Format)
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sw t0,VI_X_SCALE(a0) // Store X-Scale To VI X Scale Register ($A4400030)
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lli t0,($100*({height}/60)) // T0 = Y-Scale (Vertical Subpixel Offset In 2.10 Format = 0, 1/Vertical Scale Up Factor In 2.10 Format)
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sw t0,VI_Y_SCALE(a0) // Store Y-Scale To VI Y Scale Register ($A4400034)
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}
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macro WaitScanline(scanline) { // Wait For RDP To Reach Scanline
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lui a0,VI_BASE // A0 = VI Base Register ($A4400000)
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lli t0,{scanline} // T0 = Scan Line
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-
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lw t1,VI_V_CURRENT_LINE(a0) // T1 = Current Scan Line
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bne t1,t0,- // IF (Current Scan Line != Scan Line) Wait
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nop // ELSE Continue (Delay Slot)
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}
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// RDP Commands
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macro DPC(start,end) { // Run DPC Command Buffer: Start Address, End Address
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lui a0,DPC_BASE // A0 = Reality Display Processer Control Interface Base Register ($A4100000)
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la a1,{start} // A1 = DPC Command Start Address
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sw a1,DPC_START(a0) // Store DPC Command Start Address To DP Start Register ($A4100000)
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la a1,{end} // A1 = DPC Command End Address
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sw a1,DPC_END(a0) // Store DPC Command End Address To DP End Register ($A4100004)
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}
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// No_Op: No Effect On RDP Command Execution, Useful For Padding Command Buffers
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// Fill_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
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// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
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// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
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// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
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// Fill_ZBuffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
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// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
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// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
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// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
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// Word 4: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
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// Word 5: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
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// Texture_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
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// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
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// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
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// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
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// Word 4: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
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// Word 5: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
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// Word 6: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
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// Word 7: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
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// Word 8: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
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// Word 9: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
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// Word 10: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
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// Word 11: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
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// Texture_ZBuffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
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// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
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// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
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// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
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// Word 4: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
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// Word 5: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
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// Word 6: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
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// Word 7: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
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// Word 8: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
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// Word 9: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
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// Word 10: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
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// Word 11: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
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// Word 12: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
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// Word 13: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
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// Shade_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
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// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
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// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
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// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
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// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
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// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
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// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
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// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
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// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
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// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
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// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
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// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
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// Shade_ZBuffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
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// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
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// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
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// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
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// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
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// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
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// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
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// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
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// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
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// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
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// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
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// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
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// Word 12: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
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// Word 13: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
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// Shade_Texture_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
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// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
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// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
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// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
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// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
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// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
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// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
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// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
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// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
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// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
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// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
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// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
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// Word 12: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
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// Word 13: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
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// Word 14: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
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// Word 15: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
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// Word 16: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
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// Word 17: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
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// Word 18: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
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// Word 19: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
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// Shade_Texture_Z_Buffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
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// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
|
||
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
|
||
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
|
||
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
|
||
// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
|
||
// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
|
||
// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
|
||
// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
|
||
// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
|
||
// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
|
||
// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
|
||
// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
|
||
// Word 12: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
|
||
// Word 13: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
|
||
// Word 14: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
|
||
// Word 15: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
|
||
// Word 16: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
|
||
// Word 17: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
|
||
// Word 18: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
|
||
// Word 19: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
|
||
// Word 20: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
|
||
// Word 21: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
|
||
|
||
// Shade_Coefficients: r,g,b,a, drdx,dgdx,dbdx,dadx, rf,gf,bf,af, drdxf,dgdxf,dbdxf,dadxf, drde,dgde,dbde,dade, drdy,dgdy,dbdy,dady, drdef,dgdef,dbdef,dadef, drdyf,dgdyf,dbdyf,dadyf
|
||
// Word 0: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
|
||
// Word 1: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
|
||
// Word 2: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
|
||
// Word 3: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
|
||
// Word 4: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
|
||
// Word 5: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
|
||
// Word 6: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
|
||
// Word 7: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
|
||
|
||
// Texture_Coefficients: s,t,w, dsdx,dtdx,dwdx, sf,tf,wf, dsdxf,dtdxf,dwdxf, dsde,dtde,dwde, dsdy,dtdy,dwdy, dsdef,dtdef,dwdef, dsdyf,dtdyf,dwdyf
|
||
// Word 0: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer
|
||
// Word 1: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
|
||
// Word 2: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
|
||
// Word 3: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
|
||
// Word 4: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
|
||
// Word 5: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
|
||
// Word 6: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
|
||
// Word 7: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
|
||
|
||
// ZBuffer_Coefficients: z,zf,dzdx,dzdxf, dzde,dzdef,dzdy,dzdyf
|
||
// Word 0: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
|
||
// Word 1: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
|
||
|
||
// Texture_Rectangle: xl,yl, tile, xh,yh, s,t, dsdx,dtdy
|
||
// Word 0: Bottom Right X/Y, Tile ID, Top Left X/Y (Fixed Point 10.2)
|
||
// Word 1: S/T Texture Coordinate Top Left (Fixed Point S.10.5), DsDx Change In S Per Change In X, DtDy Change In T Per Change In Y (Fixed Point S.5.10)
|
||
|
||
// Texture_Rectangle_Flip: xl,yl, tile, xh,yh, s,t, dsdx,dtdy ; Same As Texture Rectangle Except Hardware Swaps S/T & DsDx/DtDy
|
||
// Word 0: Bottom Right X/Y, Tile ID, Top Left X/Y (Fixed Point 10.2)
|
||
// Word 1: S/T Texture Coordinate Top Left (Fixed Point S.10.5), DsDx Change In S Per Change In X, DtDy Change In T Per Change In Y (Fixed Point S.5.10)
|
||
|
||
// Sync_Load: Stall Execution Of Load Commands, Until Preceeding Primitives Completely Finish (Usually Preceed Load Commands)
|
||
|
||
// Sync_Pipe: Stall Pipeline, Until Preceeding Primitives Completely Finish (Software Can Optimize Usage)
|
||
|
||
// Sync_Tile: Allows Synchronization Between Commands That Write To The Same Tile Descriptor That An Immediately Previous Command Is Reading
|
||
|
||
// Sync_Full: Stall RDP Until Last DRAM Buffer Is Read Or Written From Any Preceeding Primitive (Needed If Memory Is To Be Reused)
|
||
|
||
// Set_Key_GB: wg,wb,cg,sg,cb,sb ; Set The Coefficients Used For Green/Blue Keying, KEY G/B = CLAMP(0.0, -ABS((G/B - CENTER)* SCALE) + WIDTH, 1.0) KEY ALPHA = MINIMUM OF KEY R/G/B
|
||
// Word: WIDTH G/B (Size Of Half Key Window Including Soft Edge)*SCALE, CENTER G/B Defines Color Or Intensity At Which Key Is Active (0..255), SCALE GB 1.0/(SIZE OF SOFT EDGE) (0..255)
|
||
|
||
// Set_Key_R: wr,cr,sr ; Set The Coefficients Used For Red Keying, KEY R = CLAMP(0.0, -ABS((R - CENTER)* SCALE) + WIDTH, 1.0) KEY ALPHA = MINIMUM OF KEY R/G/B
|
||
// Word: WIDTH R (Size Of Half Key Window Including Soft Edge)*SCALE, CENTER R Defines Color Or Intensity At Which Key Is Active (0..255), SCALE R 1.0/(SIZE OF SOFT EDGE) (0..255)
|
||
|
||
// Set_Convert: k0,k1,k2,k3,k4,k5 ; Updates The Coefficients For Converting YUV Pixels To RGB, R = C0*(Y-16)+C1*V, G = C0*(Y-16)+C2*U-C3*V, B = C0*(Y-16)+C4*U
|
||
// Word: K0, K1, K2, K3, K4, K5 Term Of YUV-RGB Conversion Matrix
|
||
|
||
// Set_Scissor: xh,yh,xl,yl,lo ; Set The Scissoring Of Primitives
|
||
// Word: Top Left X/Y, Bottom Right X/Y (Fixed Point 10.2), Scissor Field Enable & Scissor Field Even/Odd
|
||
constant SCISSOR_EVEN(0) // Set_Scissor O: Field Even (Bit 24)
|
||
constant SCISSOR_ODD(1) // Set_Scissor O: Field Odd (Bit 24)
|
||
constant SCISSOR_FIELD(1) // Set_Scissor F: Scissor Field Enable (Bit 25)
|
||
|
||
// Set_Prim_Depth: pz,pdz ; Set The Depth Of Primitives
|
||
// Word: Primitive Z Depth, Primitive Delta Z Depth
|
||
|
||
// Set_Other_Modes: Settings ; Set The Other Modes
|
||
// Set_Other_Modes LO Word
|
||
constant ALPHA_COMPARE_EN($00000000000001) // Set_Other_Modes A: Conditional Color Write On Alpha Compare (Bit 0)
|
||
constant DITHER_ALPHA_EN($00000000000002) // Set_Other_Modes B: Use Random Noise In Alpha Compare, Otherwise Use Blend Alpha In Alpha Compare (Bit 1)
|
||
constant Z_SOURCE_SEL($00000000000004) // Set_Other_Modes C: Choose Between Primitive Z And Pixel Z (Bit 2)
|
||
constant ANTIALIAS_EN($00000000000008) // Set_Other_Modes D: If Not Force Blend, Allow Blend Enable - Use CVG Bits (Bit 3)
|
||
constant Z_COMPARE_EN($00000000000010) // Set_Other_Modes E: Conditional Color Write Enable On Depth Comparison (Bit 4)
|
||
constant Z_UPDATE_EN($00000000000020) // Set_Other_Modes F: Enable Writing Of Z If Color Write Enabled (Bit 5)
|
||
constant IMAGE_READ_EN($00000000000040) // Set_Other_Modes G: Enable Color/CVG Read/Modify/Write Memory Access (Bit 6)
|
||
constant COLOR_ON_CVG($00000000000080) // Set_Other_Modes H: Only Update Color On Coverage Overflow (Transparent Surfaces) (Bit 7)
|
||
constant CVG_DEST_CLAMP($00000000000000) // Set_Other_Modes I: CVG Destination Clamp (Normal) (Bit 8..9)
|
||
constant CVG_DEST_WRAP($00000000000100) // Set_Other_Modes I: CVG Destination Wrap (WAS Assume Full CVG) (Bit 8..9)
|
||
constant CVG_DEST_ZAP($00000000000200) // Set_Other_Modes I: CVG Destination Zap (Force To Full CVG) (Bit 8..9)
|
||
constant CVG_DEST_SAVE($00000000000300) // Set_Other_Modes I: CVG Destination Save (Don't Overwrite Memory CVG) (Bit 8..9)
|
||
constant Z_MODE_OPAQUE($00000000000000) // Set_Other_Modes J: Z Mode Opaque (Bit 10..11)
|
||
constant Z_MODE_INTERPENETRATING($00000000000400) // Set_Other_Modes J: Z Mode Interpenetrating (Bit 10..11)
|
||
constant Z_MODE_TRANSPARENT($00000000000800) // Set_Other_Modes J: Z Mode Transparent (Bit 10..11)
|
||
constant Z_MODE_DECAL($00000000000C00) // Set_Other_Modes J: Z Mode Decal (Bit 10..11)
|
||
constant CVG_TIMES_ALPHA($00000000001000) // Set_Other_Modes K: Use CVG Times Alpha For Pixel Alpha And Coverage (Bit 12)
|
||
constant ALPHA_CVG_SELECT($00000000002000) // Set_Other_Modes L: Use CVG (Or CVG*Alpha) For Pixel Alpha (Bit 13)
|
||
constant FORCE_BLEND($00000000004000) // Set_Other_Modes M: Force Blend Enable (Bit 14)
|
||
//*RESERVED*($00000000008000) // Set_Other_Modes N: This Mode Bit Is Not Currently Used, But May Be In The Future (Bit 15)
|
||
constant B_M2B_1_0($00000000000000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 0, Cycle 1 (Bit 16..17)
|
||
constant B_M2B_1_1($00000000010000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 1, Cycle 1 (Bit 16..17)
|
||
constant B_M2B_1_2($00000000020000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 2, Cycle 1 (Bit 16..17)
|
||
constant B_M2B_1_3($00000000030000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 3, Cycle 1 (Bit 16..17)
|
||
constant B_M2B_0_0($00000000000000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 0, Cycle 0 (Bit 18..19)
|
||
constant B_M2B_0_1($00000000040000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 1, Cycle 0 (Bit 18..19)
|
||
constant B_M2B_0_2($00000000080000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 2, Cycle 0 (Bit 18..19)
|
||
constant B_M2B_0_3($000000000C0000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 3, Cycle 0 (Bit 18..19)
|
||
constant B_M2A_1_0($00000000000000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 0, Cycle 1 (Bit 20..21)
|
||
constant B_M2A_1_1($00000000100000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 1, Cycle 1 (Bit 20..21)
|
||
constant B_M2A_1_2($00000000200000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 2, Cycle 1 (Bit 20..21)
|
||
constant B_M2A_1_3($00000000300000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 3, Cycle 1 (Bit 20..21)
|
||
constant B_M2A_0_0($00000000000000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 0, Cycle 0 (Bit 22..23)
|
||
constant B_M2A_0_1($00000000400000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 1, Cycle 0 (Bit 22..23)
|
||
constant B_M2A_0_2($00000000800000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 2, Cycle 0 (Bit 22..23)
|
||
constant B_M2A_0_3($00000000C00000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 3, Cycle 0 (Bit 22..23)
|
||
constant B_M1B_1_0($00000000000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 0, Cycle 1 (Bit 24..25)
|
||
constant B_M1B_1_1($00000001000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 1, Cycle 1 (Bit 24..25)
|
||
constant B_M1B_1_2($00000002000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 2, Cycle 1 (Bit 24..25)
|
||
constant B_M1B_1_3($00000003000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 3, Cycle 1 (Bit 24..25)
|
||
constant B_M1B_0_0($00000000000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 0, Cycle 0 (Bit 26..27)
|
||
constant B_M1B_0_1($00000004000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 1, Cycle 0 (Bit 26..27)
|
||
constant B_M1B_0_2($00000008000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 2, Cycle 0 (Bit 26..27)
|
||
constant B_M1B_0_3($0000000C000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 3, Cycle 0 (Bit 26..27)
|
||
constant B_M1A_1_0($00000000000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 0, Cycle 1 (Bit 28..29)
|
||
constant B_M1A_1_1($00000010000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 1, Cycle 1 (Bit 28..29)
|
||
constant B_M1A_1_2($00000020000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 2, Cycle 1 (Bit 28..29)
|
||
constant B_M1A_1_3($00000030000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 3, Cycle 1 (Bit 28..29)
|
||
constant B_M1A_0_0($00000000000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 0, Cycle 0 (Bit 30..31)
|
||
constant B_M1A_0_1($00000040000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 1, Cycle 0 (Bit 30..31)
|
||
constant B_M1A_0_2($00000080000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 2, Cycle 0 (Bit 30..31)
|
||
constant B_M1A_0_3($000000C0000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 3, Cycle 0 (Bit 30..31)
|
||
// Set_Other_Modes HI Word
|
||
//*RESERVED*($00000F00000000) // Set_Other_Modes: Reserved For Future Use, Default Value Is $F (Bit 32..35)
|
||
constant ALPHA_DITHER_SEL_PATTERN($00000000000000) // Set_Other_Modes V1: Alpha Dither Selection Pattern (Bit 36..37)
|
||
constant ALPHA_DITHER_SEL_PATTERNB($00001000000000) // Set_Other_Modes V1: Alpha Dither Selection ~Pattern (Bit 36..37)
|
||
constant ALPHA_DITHER_SEL_NOISE($00002000000000) // Set_Other_Modes V1: Alpha Dither Selection Noise (Bit 36..37)
|
||
constant ALPHA_DITHER_SEL_NO_DITHER($00003000000000) // Set_Other_Modes V1: Alpha Dither Selection No Dither (Bit 36..37)
|
||
constant RGB_DITHER_SEL_MAGIC_SQUARE_MATRIX($00000000000000) // Set_Other_Modes V2: RGB Dither Selection Magic Square Matrix (Preferred If Filtered) (Bit 38..39)
|
||
constant RGB_DITHER_SEL_STANDARD_BAYER_MATRIX($00004000000000) // Set_Other_Modes V2: RGB Dither Selection Standard Bayer Matrix (Preferred If Not Filtered) (Bit 38..39)
|
||
constant RGB_DITHER_SEL_NOISE($00008000000000) // Set_Other_Modes V2: RGB Dither Selection Noise (As Before) (Bit 38..39)
|
||
constant RGB_DITHER_SEL_NO_DITHER($0000C000000000) // Set_Other_Modes V2: RGB Dither Selection No Dither (Bit 38..39)
|
||
constant KEY_EN($00010000000000) // Set_Other_Modes W: Enables Chroma Keying (Bit 40)
|
||
constant CONVERT_ONE($00020000000000) // Set_Other_Modes X: Color Convert Texel That Was The Ouput Of The Texture Filter On Cycle0, Used To Qualify BI_LERP_1 (Bit 41)
|
||
constant BI_LERP_1($00040000000000) // Set_Other_Modes Y: 1=BI_LERP, 0=Color Convert Operation In Texture Filter. Used In Cycle 1 (Bit 42)
|
||
constant BI_LERP_0($00080000000000) // Set_Other_Modes Z: 1=BI_LERP, 0=Color Convert Operation In Texture Filter. Used In Cycle 0 (Bit 43)
|
||
constant MID_TEXEL($00100000000000) // Set_Other_Modes a: Indicates Texture Filter Should Do A 2x2 Half Texel Interpolation, Primarily Used For MPEG Motion Compensation Processing (Bit 44)
|
||
constant SAMPLE_TYPE($00200000000000) // Set_Other_Modes b: Determines How Textures Are Sampled: 0=1x1 (Point Sample), 1=2x2. Note That Copy (Point Sample 4 Horizontally Adjacent Texels) Mode Is Indicated By CYCLE_TYPE (Bit 45)
|
||
constant TLUT_TYPE($00400000000000) // Set_Other_Modes c: Type Of Texels In Table, 0=16b RGBA(5/5/5/1), 1=IA(8/8) (Bit 46)
|
||
constant EN_TLUT($00800000000000) // Set_Other_Modes d: Enable Lookup Of Texel Values From TLUT. Meaningful If Texture Type Is Index, Tile Is In Low TMEM, TLUT Is In High TMEM, And Color Image Is RGB (Bit 47)
|
||
constant TEX_LOD_EN($01000000000000) // Set_Other_Modes e: Enable Texture Level Of Detail (LOD) (Bit 48)
|
||
constant SHARPEN_TEX_EN($02000000000000) // Set_Other_Modes f: Enable Sharpened Texture (Bit 49)
|
||
constant DETAIL_TEX_EN($04000000000000) // Set_Other_Modes g: Enable Detail Texture (Bit 50)
|
||
constant PERSP_TEX_EN($08000000000000) // Set_Other_Modes h: Enable Perspective Correction On Texture (Bit 51)
|
||
constant CYCLE_TYPE_1_CYCLE($00000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode 1 Cycle (Bit 52..53)
|
||
constant CYCLE_TYPE_2_CYCLE($10000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode 2 Cycle (Bit 52..53)
|
||
constant CYCLE_TYPE_COPY($20000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode Copy (Bit 52..53)
|
||
constant CYCLE_TYPE_FILL($30000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode Fill (Bit 52..53)
|
||
//*RESERVED*($40000000000000) // Set_Other_Modes j: This Mode Bit Is Not Currently Used, But May Be In The Future (Bit 54)
|
||
constant ATOMIC_PRIM($80000000000000) // Set_Other_Modes k: Force Primitive To Be Written To Frame Buffer Before Read Of Following Primitive
|
||
|
||
// Load_Tlut: sl,tl,tile,sh,th ; Used To Initiate A Load From DRAM Of An Indexed Texture Lookup Table (TLUT) (This Table Dereferences Color Indexed Texels Before Texture Filtering)
|
||
// Word: Low S Index Into Table (0..255), Low T Normally Zero, Tile ID, High S Index Into Table, High T Normally Zero (Fixed Point 10.2, Fractional Bits Should Be Zero)
|
||
|
||
// Set_Tile_Size: sl,tl,tile,sh,th ; Set The Tile Size
|
||
// Word: Low S/T Coordinate Of Tile In Image, Tile ID, High S/T Coordinate Of Tile In Image (Fixed Point 10.2)
|
||
|
||
// Load_Block: sl,tl,tile,sh,dxt ; Loads A TMEM Tile With A Single Memory "Span" From SL,TL To SH,TL (During Tile Load, T Coordinate Is Incremented By DxT Every 8 TMEM Bytes)
|
||
// Word: Low S/T Coordinate Of Tile In Image, Tile ID, High S Coordinate Of Tile In Image (Fixed Point 10.2), Unsigned Increment Value
|
||
|
||
// Load_Tile: sl,tl,tile,sh,th ; Loads A TMEM Tile
|
||
// Word: Low S/T Coordinate Of Tile In Image, Tile ID, High S/T Coordinate Of Tile In Image (Fixed Point 10.2)
|
||
|
||
// Set_Tile: hi,lo ; Set The Tile
|
||
// Word: Set Tile Settings
|
||
// Set_Tile LO Word
|
||
constant SHIFT_S_0($0) // Set_Tile: Shift 0 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_1($1) // Set_Tile: Shift 1 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_2($2) // Set_Tile: Shift 2 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_3($3) // Set_Tile: Shift 3 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_4($4) // Set_Tile: Shift 4 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_5($5) // Set_Tile: Shift 5 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_6($6) // Set_Tile: Shift 6 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_7($7) // Set_Tile: Shift 7 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_8($8) // Set_Tile: Shift 8 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_9($9) // Set_Tile: Shift 9 Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_A($A) // Set_Tile: Shift A Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_B($B) // Set_Tile: Shift B Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_C($C) // Set_Tile: Shift C Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_D($D) // Set_Tile: Shift D Level Of Detail Shift For S Addresses (Bit 0..3)
|
||
constant SHIFT_S_E($E) // Set_Tile: Shift E Level Of Detail Shift For S Addresses (Bit 0..3)
|
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constant SHIFT_S_F($F) // Set_Tile: Shift F Level Of Detail Shift For S Addresses (Bit 0..3)
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constant MASK_S_0($0) // Set_Tile: Mask 0 For Wrapping/Mirroring In S Direction, Zero = Clamp (Bit 14..17)
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constant MASK_S_1($1) // Set_Tile: Mask 1 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_2($2) // Set_Tile: Mask 2 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_3($3) // Set_Tile: Mask 3 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_4($4) // Set_Tile: Mask 4 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_5($5) // Set_Tile: Mask 5 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_6($6) // Set_Tile: Mask 6 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_7($7) // Set_Tile: Mask 7 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_8($8) // Set_Tile: Mask 8 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_9($9) // Set_Tile: Mask 9 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_A($A) // Set_Tile: Mask A For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_B($B) // Set_Tile: Mask B For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_C($C) // Set_Tile: Mask C For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_D($D) // Set_Tile: Mask D For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_E($E) // Set_Tile: Mask E For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MASK_S_F($F) // Set_Tile: Mask F For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
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constant MIRROR_S(1) // Set_Tile: Mirror Enable For S Direction (Bit 8)
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constant CLAMP_S(1) // Set_Tile: Clamp Enable For S Direction (Bit 9)
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constant SHIFT_T_0($0) // Set_Tile: Shift 0 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_1($1) // Set_Tile: Shift 1 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_2($2) // Set_Tile: Shift 2 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_3($3) // Set_Tile: Shift 3 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_4($4) // Set_Tile: Shift 4 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_5($5) // Set_Tile: Shift 5 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_6($6) // Set_Tile: Shift 6 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_7($7) // Set_Tile: Shift 7 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_8($8) // Set_Tile: Shift 8 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_9($9) // Set_Tile: Shift 9 Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_A($A) // Set_Tile: Shift A Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_B($B) // Set_Tile: Shift B Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_C($C) // Set_Tile: Shift C Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_D($D) // Set_Tile: Shift D Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_E($E) // Set_Tile: Shift E Level Of Detail Shift For T Addresses (Bit 10..13)
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constant SHIFT_T_F($F) // Set_Tile: Shift F Level Of Detail Shift For T Addresses (Bit 10..13)
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constant MASK_T_0($0) // Set_Tile: Mask 0 For Wrapping/Mirroring In T Direction, Zero = Clamp (Bit 14..17)
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constant MASK_T_1($1) // Set_Tile: Mask 1 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_2($2) // Set_Tile: Mask 2 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_3($3) // Set_Tile: Mask 3 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_4($4) // Set_Tile: Mask 4 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_5($5) // Set_Tile: Mask 5 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_6($6) // Set_Tile: Mask 6 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_7($7) // Set_Tile: Mask 7 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_8($8) // Set_Tile: Mask 8 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_9($9) // Set_Tile: Mask 9 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_A($A) // Set_Tile: Mask A For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_B($B) // Set_Tile: Mask B For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_C($C) // Set_Tile: Mask C For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_D($D) // Set_Tile: Mask D For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_E($E) // Set_Tile: Mask E For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MASK_T_F($F) // Set_Tile: Mask F For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
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constant MIRROR_T(1) // Set_Tile: Mirror Enable For T Direction (Bit 18)
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constant CLAMP_T(1) // Set_Tile: Clamp Enable For T Direction (Bit 19)
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constant PALETTE_0($0) // Set_Tile: Palette Number 0 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_1($1) // Set_Tile: Palette Number 1 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_2($2) // Set_Tile: Palette Number 2 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_3($3) // Set_Tile: Palette Number 3 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_4($4) // Set_Tile: Palette Number 4 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_5($5) // Set_Tile: Palette Number 5 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_6($6) // Set_Tile: Palette Number 6 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_7($7) // Set_Tile: Palette Number 7 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_8($8) // Set_Tile: Palette Number 8 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_9($9) // Set_Tile: Palette Number 9 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_A($A) // Set_Tile: Palette Number A For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_B($B) // Set_Tile: Palette Number B For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_C($C) // Set_Tile: Palette Number C For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_D($D) // Set_Tile: Palette Number D For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_E($E) // Set_Tile: Palette Number E For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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constant PALETTE_F($F) // Set_Tile: Palette Number F For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
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// Set_Tile/Set_Texture_Image/Set_Color_Image HI Word
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constant SIZE_OF_PIXEL_4B(0) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 4B (Bit 51..52)
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constant SIZE_OF_PIXEL_8B(1) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 8B (Bit 51..52)
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constant SIZE_OF_PIXEL_16B(2) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 16B (Bit 51..52)
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constant SIZE_OF_PIXEL_32B(3) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 32B (Bit 51..52)
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constant IMAGE_DATA_FORMAT_RGBA(0) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format RGBA (Bit 53..55)
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constant IMAGE_DATA_FORMAT_YUV(1) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format YUV (Bit 53..55)
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constant IMAGE_DATA_FORMAT_COLOR_INDX(2) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format COLOR_INDX (Bit 53..55)
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constant IMAGE_DATA_FORMAT_IA(3) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format IA (Bit 53..55)
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constant IMAGE_DATA_FORMAT_I(4) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format I (Bit 53..55)
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// Fill_Rectangle: xl,yl,xh,yh
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// Word: Bottom Right X/Y, Top Left X/Y (Fixed Point 10.2)
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// Set_Fill_Color: Set The Filling Color
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// Word: Packed Color: If The Color Image Was Set BE 16B RGBA, Then The Fill Color Would Be Two Horizontally Adjacent 16B RGBA Pixels
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// Set_Fog_Color: Set The Fog Color
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// Word: RGBA Color Components
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// Set_Blend_Color: Set The Blending Color
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// Word: RGBA Color Components
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// Set_Prim_Color: minlev,levfrac,lo ; Set The Primitive Color
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// Word: Prim Min Level: Minimum Clamp For LOD Fraction When In Detail Or Sharpen Texture Modes (Fixed Point 0.5), Prim Level Frac: Level Of Detail Fraction For Primitive, Used Primarily In Multi-Tile Operations For Rectangle Primitives (Fixed Point 0.8), RGBA Color Components
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// Set_Env_Color: Set The Environment Color
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// Word: RGBA Color Components
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// Set_Combine_Mode: sub_aR0, mulR0, sub_aA0, mulA0, sub_aR1, mulR1, sub_bR0, sub_bR1, sub_aA1, mulA1, addR0, sub_bA0, addA0, addR1, sub_bA1, addA1 ; Set The Combine Mode
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// Word: SUB_A, Multiply Input RGB Components CYCLE 0, SUB_A, Multiply Input ALPHA Components CYCLE 0, SUB_A, Multiply Input RGB Components CYCLE 1, SUB_B, Multiply Input RGB Components CYCLE 0, SUB_B, Multiply Input RGB Components CYCLE 1, SUB_A, Multiply Input ALPHA Components CYCLE 1, Adder Input RGB Components CYCLE 0, SUB_B Input ALPHA Components CYCLE 0, Adder Input ALPHA Components CYCLE 0, Adder Input RGB Components CYCLE 1, SUB_B Input ALPHA Components CYCLE 1, Adder Input ALPHA Components CYCLE 1
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// Set_Texture_Image: Set The Texture Image
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// Word: Image Data Format, Size Of Pixel/Texel Color Element, Width Of Image In Pixels - 1, Base Address (Top Left Corner) Of Image In DRAM
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// Set_Z_Image: Set The Z Buffer Image
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// Word: Base Address (Top Left Corner) Of Image In DRAM, In Bytes
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// Set_Color_Image: Set The Color Image
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// Word: Image Data Format, Size Of Pixel/Texel Color Element, Width Of Image In Pixels: Image Width=Width+1, Base Address (Top Left Corner) Of Image In DRAM
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