Gpu has access to FCRAM. Registers are in FCRAM.
hey hey hye, the guy was just trying to help, at least you didnt get a "go look in google" answer or some dumb shit like "if you don't know, you should write gaemz in gamemaker"you're not very helpful
Hey, thanks for all the replies!hey hey hye, the guy was just trying to help, at least you didnt get a "go look in google" answer or some dumb shit like "if you don't know, you should write gaemz in gamemaker"
don't need to be so salty
anyway, are you taking a class or trying to build something? or is just curiosity?
its much more helpful than alot of things you could do (he could have just came in here and said "go **** yourself", be happy he at least tried to help.)you're not very helpful
The the GPU reads the data from the the linear heap and converts it into it's own internal format, which is probably some weired fix point format(so neighter a plain integer nor an floating point number). When you play with the data within a shader, it's already converted into the GPU unique format, so it doesn't matter in which format the orginal data was.I couldn't find any way of defining what kind of data they would contain. I mean, I know about the registers that define their semantic, but what about the different kinds of data From the input buffer? Is the GPU just always expecting floats?
Thanks for the Help!
Oh, ok! That makes a whole lot of sense, what a relief! Thank you soooooo much! If you don't mind me asking, where did you get that information? Again, thanks a lot for your help!The the GPU reads the data from the the linear heap and converts it into it's own internal format, which is probably some weired fix point format(so neighter a plain integer nor an floating point number). When you play with the data within a shader, it's already converted into the GPU unique format, so it doesn't matter in which format the orginal data was.
I don't have a specific source for this, it's mostly combined knowledge from different sources(Wikipedia, programming for other GPUs using OpenGL, 3dbrew).Oh, ok! That makes a whole lot of sense, what a relief! Thank you soooooo much! If you don't mind me asking, where did you get that information? Again, thanks a lot for your help!
Well that's where I was looking, but it didn't mention the conversion thing. I had no idea that was a thing among openGL enabled GPUs! This one was really giving me a hard time, you really helped me there!I don't have a specific source for this, it's mostly combined knowledge from different sources(Wikipedia, programming for other GPUs using OpenGL, 3dbrew).
But I when it comes to the 3DS I can recommend looking it up on 3brew(https://www.3dbrew.org), although it is more about the low level functionalities, it can be very helpfull.
Just out of curiosity- why not just use citro3d? It handles all of this information. It is open source. If you want to see how the hardware works then look at the source for citro3d. If it does not do what you want then modify it. You are asking a lot of half formed questions - that do not really make much sense on the whole.Well that's where I was looking, but it didn't mention the conversion thing. I had no idea that was a thing among openGL enabled GPUs! This one was really giving me a hard time, you really helped me there!
Well I'm new to this whole kind of thing, I'd just like to know how the hardware works and how to manipulate it, so using a wrapper that takes care of the low level stuff kind of defeats the purpose. Also, I'm really sorry if I don't phrase my questions quite well, again I'm new to this while kind of thing. Also, for instance for questions like this one I could not find the answer in the citro3d source as it's something the GPU does by default (converting to fixed point).Just out of curiosity- why not just use citro3d? It handles all of this information. It is open source. If you want to see how the hardware works then look at the source for citro3d. If it does not do what you want then modify it. You are asking a lot of half formed questions - that do not really make much sense on the whole.
Oh man, first off thank you so Much for your answer! My only question is, catlover007 mentionned the GPU converts attribute data into fixed-point data, but according to You it's into floating point data.I suppose the GPU takes care of actually conversion of data types from the source attribute buffers into floats.