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AGAL or Adobe Graphics Assembly Language is a very low-level assembly language that is very close to GPU performs actually. You can understand AGAL in a much better way if you avail AGAL assignment help from BookMyEssay. Our highly competent best Australian writers can help you to understand this topic in a simple manner. They do in-depth research about the topic and follow proper citation and referencing style so that you get an accurate solution.

What is AGAL?

AGAL is very similar to the work done by a GPU. A GPU does not understand a high- level language such as ActionScript that contains classes, variables, and others. GPUs understand the commands of the elementary machine language. A compiler is there in the pipeline, which translates the complicated commands of a high- level language into the much lower level and simpler machine language commands.

You can write commands with AGAL directly at a lower level. This command is similar to what a GPU understands. AGAL is a good option if you want to learn the way Stage3D works. It allows you in running commands that are closer to GPU. It is always easy to understand what is happening in a rendering pipeline. Our academic tutors have huge experience in assembly language and this is the reason we guarantee you high grades in your assignment papers.


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AGAL Registers

AGAL does not make use of variables for storing data such as ActionScript and other languages. It uses registers. Registers are memory areas in GPU that shaders or AGAL programs use at the time of their execution. Registers are used for storing the sources as well as the AGAL commands’ destination. Parameters can be passed to the Shaders via these registers. The number of registers that are used depends on the Context3D profile.

Every register has a width of 128 bits. It means it has 4 floating-point values. Every value is known as the register’s component. Register components are accessed through a coordinate accessor and via the color accessor. All these aspects are discussed in our Adobe Graphics Assembly Language assignment help and writing service.

Kinds of AGAL Registers

A few kinds of AGAL registers are explained in our online help with assignment for AGAL as follows:

  • Attribute registers: This register is the Vertex Attribute data of a VertexBuffer, which is an input of a Vertex Shader. These are available only in a Vertex Shader. It is the main data stream, which a Vertex Shader has the responsibility of processing. Every vertex attribute has own attribute register. There are eight attribute registers in total available to a Vertex Shader.
  • Constant registers: These registers fulfill the objective to pass parameters to the Shaders to the ActionScript. These registers can be accessed from Shaders with a syntax. There are total of 128 constant registers available to a Vertex Shader and 28 constant registers for a Pixel Shader.
  • Temporary registers: These registers are meant for Shaders and they are utilized for temporary calculations. As AGAL does not utilize variables, temporary registers are used for storing data in the entire code. There are a total 8 temporary registers for Vertex Shaders and total 8 for a Pixel Shader.
  • Output registers: Pixel and Vertex Shaders use the output registers for storing the output of the calculations. For Pixel Shaders, the output is the pixel’s color and for vertex shaders, the vertex’s position is the output. There is just a single output register for Pixel and Vertex Shaders.
  • Varying registers: These registers are utilized for passing data from Pixel Shaders and Vertex Shaders. The data passed is interpolated properly by the GPU in order the Pixel Shader gets the right value for a pixel, which is processed. Data that is passed this manner is a vertex color. There are 8 different kinds of varying registers.


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