GPU Shaders: Difference between revisions
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It is a common technique to read or write subsequent registers with a single instruction. For example TEXS (used to sample a texture) reads the texture coordinates from Ra and Ra+1, although it gets more complex with other layouts like 3D textures (it's not Ra+2). The result of the sample is given in an Rd and their subsequent registers. | It is a common technique to read or write subsequent registers with a single instruction. For example TEXS (used to sample a texture) reads the texture coordinates from Ra and Ra+1, although it gets more complex with other layouts like 3D textures (it's not Ra+2). The result of the sample is given in an Rd and their subsequent registers. | ||
== Predicates == | == Predicates == | ||
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Most of the time predicates can be negated. | Most of the time predicates can be negated. | ||
== Condition codes == | == Condition codes == | ||
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= Analysis Tools = | = Analysis Tools = | ||
== Disassembling == | == Disassembling == | ||
To disassemble a Maxwell shader or compute kernel there are two applications: | To disassemble a Maxwell shader or compute kernel there are two applications: | ||
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Since it's the product of reverse engineering the GPU and ''nvdisasm'' itself, it might contain errors. | Since it's the product of reverse engineering the GPU and ''nvdisasm'' itself, it might contain errors. | ||