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129 lines
3.7 KiB
Plaintext
129 lines
3.7 KiB
Plaintext
XXX this could be converted/formatted for Sphinx someday.
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XXX do not use tabs in this file.
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position ]
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primary/secondary colors ]
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generics (normals, ]
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texcoords, fog) ] User vertices / arrays
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point size ]
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edge flag ]
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primitive ID } System-generated values
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vertex ID }
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V V V
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+-------------------+
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| Vertex shader |
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+-------------------+
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V V V
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position
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clip distance
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generics
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front/back & primary/secondary colors
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point size
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edge flag
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primitive ID
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V V V
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+------------------------+
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| Geometry shader |
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| (consume vertex ID) |
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| (may change prim type) |
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+------------------------+
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V V V
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[...]
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fb layer
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V V V
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+--------------------------+
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| Clipper |
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| (consume clip distances) |
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+--------------------------+
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V V V
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+-------------------+
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| Polygon Culling |
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+-------------------+
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V V V
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+-----------------------+
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| Choose front or |
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| back face color |
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| (consume other color) |
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+-----------------------+
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V V V
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[...]
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primary/secondary colors only
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V V V
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+-------------------+
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| Polygon Offset |
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+-------------------+
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V V V
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+----------------------+
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| Unfilled polygons |
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| (consume edge flags) |
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| (change prim type) |
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+----------------------+
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V V V
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position
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generics
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primary/secondary colors
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point size
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primitive ID
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fb layer
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V V V
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+---------------------------------+
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| Optional Draw module helpers |
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| * Polygon Stipple |
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| * Line Stipple |
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| * Line AA/smooth (as tris) |
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| * Wide lines (as tris) |
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| * Wide points/sprites (as tris) |
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| * Point AA/smooth (as tris) |
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| (NOTE: these stages may emit |
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| new/extra generic attributes |
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| such as texcoords) |
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+---------------------------------+
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V V V
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position ]
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generics (+ new/extra ones) ]
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primary/secondary colors ] Software rast vertices
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point size ]
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primitive ID ]
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fb layer ]
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V V V
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+---------------------+
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| Triangle/Line/Point |
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| Rasterization |
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+---------------------+
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V V V
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generic attribs
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primary/secondary colors
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primitive ID
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fragment win coord pos } System-generated values
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front/back face flag }
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V V V
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+-------------------+
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| Fragment shader |
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+-------------------+
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V V V
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zero or more colors
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zero or one Z value
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NOTE: The instance ID is not shown. It can be imagined to be a global variable
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accessible to all shader stages.
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