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Hardware Manual ((EXCLUSIVE))


Follow these links to get to the section of the manual you wish to consult, or use the browser in the left sidebar. A search bar is also available at the top right, but note that this only works on API components. For information on how to build and install UHD, go to the UHD web site (see below).




Hardware Manual



The graphics hardware that ultimately renders a Scene is controlled by specialised programs called Shaders. The capabilities of the hardware have improved over time, and the general set of features that were introduced with each phase is known as a Shader Model. Successive Shader Models have added support for longer programs, more powerful branching instructions and other features, and these have enabled improvements in the graphics of games.


The Unity Editor supports emulation of several sets of Shader Models and graphics API restrictions, for getting a quick overview of how the game might look like when running on a particular GPU or graphics API. Note that the in-editor emulation is very approximate, and it is always advisable to actually run the game build on the hardware you are targeting.


Does anyone know how to correlate an interrupt source with a handler, without importing libraries, assuming that you have the addresses for all your registers?An example for any ARM processor would help, but in my case I am using the Pi3's BCM2837.My interpretation of this post about the datasheet, is that the BCM2835 manual is equivalent.


From page 112-117 of the manual,I found the register that enables InterruptReQuests [0x7E00B214], but I honestly don't understand how to use it. I see how to enable gpio_int[0], but I could not find what gpio_int meant after searching the pdf. 041b061a72


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