Document lines with overlapping vertices
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@ -351,12 +351,12 @@ Note that the instruction following the branch will always be executed.<br/>
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bgez rs,dest if rs>=0 then pc=$+4+(-8000h..+7FFFh)*4
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bgez rs,dest if rs>=0 then pc=$+4+(-8000h..+7FFFh)*4
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bgtz rs,dest if rs>0 then pc=$+4+(-8000h..+7FFFh)*4
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bgtz rs,dest if rs>0 then pc=$+4+(-8000h..+7FFFh)*4
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blez rs,dest if rs<=0 then pc=$+4+(-8000h..+7FFFh)*4
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blez rs,dest if rs<=0 then pc=$+4+(-8000h..+7FFFh)*4
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bltzal rs,dest ra=$+8; if rs<0 then pc=$+4+(..)*4
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bltzal rs,dest if rs<0 then pc=$+4+(..)*4; ra=$+8;
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bgezal rs,dest ra=$+8; if rs>=0 then pc=$+4+(..)*4
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bgezal rs,dest if rs>=0 then pc=$+4+(..)*4; ra=$+8;
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```
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```
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jr/jalr can be used to jump to an unaligned address, in which case an address error (AdEL) exception will be raised on the next instruction fetch.<br/>
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jr/jalr can be used to jump to an unaligned address, in which case an address error (AdEL) exception will be raised on the next instruction fetch.<br/>
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Additionally, bltzal/bgezal will always place the return address in $ra, whether or not the branch is taken<br/>
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Additionally, bltzal/bgezal will always place the return address in $ra, whether or not the branch is taken. Additionally, if `rs` is $ra, then the value used for the comparison is $ra's value before linking.<br/>
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#### JALR cautions
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#### JALR cautions
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Caution: The JALR source code syntax varies (IDT79R3041 specs say "jalr rs,rd",
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Caution: The JALR source code syntax varies (IDT79R3041 specs say "jalr rs,rd",
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@ -231,8 +231,9 @@ Vertex YYYYXXXX - required, two signed 16 bits values
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When polyline mode is active, at least two vertices must be sent to the GPU.
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When polyline mode is active, at least two vertices must be sent to the GPU.
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The vertex list is terminated by the bits 12-15 and 28-31 equaling `0x5`, or
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The vertex list is terminated by the bits 12-15 and 28-31 equaling `0x5`, or
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`(word & 0xF000F000) == 0x50005000`. The terminator value occurs on the first
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`(word & 0xF000F000) == 0x50005000`. The terminator value occurs on the first
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word of the vertex (i.e. the color word if it's a gouraud shaded).
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word of the vertex (i.e. the color word if it's a gouraud shaded).<br/>
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If the 2 vertices in a line overlap, then the GPU will draw a 1x1 rectangle in the location of the 2 vertices using the colour of the first vertex.
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#### Note
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#### Note
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Lines are displayed up to \<including\> their lower-right coordinates (ie.
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Lines are displayed up to \<including\> their lower-right coordinates (ie.
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