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Better document real3d registers
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@ -754,6 +754,39 @@ void CReal3D::WriteJTAGRegister(uint64_t instruction, uint64_t data)
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// Registers correspond to the Stat_Pckt in the Real3d sdk
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// Registers correspond to the Stat_Pckt in the Real3d sdk
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/*
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Stat Packet
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0x00: xxxx---- -------- -------- -------- spare1
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----x--- -------- -------- -------- gp_done
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-----x-- -------- -------- -------- dp_done
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------x- -------- -------- -------- ping_pong
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-------x -------- -------- -------- update_done
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-------- x------- -------- -------- rend_done
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-------- -xxxxxxx xxxxxxxx xxxxxxxx tot_clks 23bit val (0x7FFFFF). This is a 33.33mhz clock value.
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Think this is the time the GPU takes to process the frame, used by software to
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estimate the frame rate.
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0x01: -------- -------- -------- -------- spare2
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-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt0_clks - not sure what this is used for (if anything). It's not used by the SDK
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0x02: -------- -------- -------- -------- spare3
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-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt1_clks - not sure what this is used for (if anything). It's not used by the SDK
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0x03: -------- -------- -------- -------- spare4
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-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt2_clks - not sure what this is used for (if anything). It's not used by the SDK
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0x04: -------- -------- -------- -------- spare5
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-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt3_clks - not sure what this is used for (if anything). It's not used by the SDK
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0x05: range0 (float) Line of sight value for priority level 0
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0x06: range1 (float) Line of sight value for priority level 1
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0x07: range2 (float) Line of sight value for priority level 2
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0x08: range3 (float) Line of sight value for priority level 3
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0x09: ls_cycle (uint32) Think this is the frame number, don't think it's used by model3, since games never read this far into memory
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*/
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uint32_t CReal3D::ReadRegister(unsigned reg)
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uint32_t CReal3D::ReadRegister(unsigned reg)
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{
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{
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DebugLog("Real3D: Read reg %X\n", reg);
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DebugLog("Real3D: Read reg %X\n", reg);
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