mesa/src/gallium/docs/source/tgsi.rst

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TGSI
====
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TGSI, Tungsten Graphics Shader Infrastructure, is an intermediate language
for describing shaders. Since Gallium is inherently shaderful, shaders are
an important part of the API. TGSI is the only intermediate representation
used by all drivers.
Instruction Set
---------------
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From GL_NV_vertex_program
^^^^^^^^^^^^^^^^^^^^^^^^^
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ARL - Address Register Load
.. math::
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dst.x = \lfloor src.x\rfloor
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dst.y = \lfloor src.y\rfloor
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dst.z = \lfloor src.z\rfloor
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dst.w = \lfloor src.w\rfloor
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MOV - Move
.. math::
dst.x = src.x
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dst.y = src.y
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dst.z = src.z
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dst.w = src.w
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LIT - Light Coefficients
.. math::
dst.x = 1
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dst.y = max(src.x, 0)
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dst.z = (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0
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dst.w = 1
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RCP - Reciprocal
.. math::
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dst.x = \frac{1}{src.x}
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dst.y = \frac{1}{src.x}
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dst.z = \frac{1}{src.x}
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dst.w = \frac{1}{src.x}
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RSQ - Reciprocal Square Root
.. math::
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dst.x = \frac{1}{\sqrt{|src.x|}}
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dst.y = \frac{1}{\sqrt{|src.x|}}
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dst.z = \frac{1}{\sqrt{|src.x|}}
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dst.w = \frac{1}{\sqrt{|src.x|}}
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EXP - Approximate Exponential Base 2
.. math::
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dst.x = 2^{\lfloor src.x\rfloor}
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dst.y = src.x - \lfloor src.x\rfloor
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dst.z = 2^{src.x}
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dst.w = 1
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LOG - Approximate Logarithm Base 2
.. math::
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dst.x = \lfloor\log_2{|src.x|}\rfloor
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dst.y = \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}}
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dst.z = \log_2{|src.x|}
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dst.w = 1
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MUL - Multiply
.. math::
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dst.x = src0.x \times src1.x
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dst.y = src0.y \times src1.y
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dst.z = src0.z \times src1.z
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dst.w = src0.w \times src1.w
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ADD - Add
.. math::
dst.x = src0.x + src1.x
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dst.y = src0.y + src1.y
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dst.z = src0.z + src1.z
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dst.w = src0.w + src1.w
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DP3 - 3-component Dot Product
.. math::
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dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
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dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
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dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
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dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
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DP4 - 4-component Dot Product
.. math::
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dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
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dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
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dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
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dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
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DST - Distance Vector
.. math::
dst.x = 1
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dst.y = src0.y \times src1.y
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dst.z = src0.z
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dst.w = src1.w
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MIN - Minimum
.. math::
dst.x = min(src0.x, src1.x)
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dst.y = min(src0.y, src1.y)
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dst.z = min(src0.z, src1.z)
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dst.w = min(src0.w, src1.w)
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MAX - Maximum
.. math::
dst.x = max(src0.x, src1.x)
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dst.y = max(src0.y, src1.y)
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dst.z = max(src0.z, src1.z)
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dst.w = max(src0.w, src1.w)
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SLT - Set On Less Than
.. math::
dst.x = (src0.x < src1.x) ? 1 : 0
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dst.y = (src0.y < src1.y) ? 1 : 0
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dst.z = (src0.z < src1.z) ? 1 : 0
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dst.w = (src0.w < src1.w) ? 1 : 0
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SGE - Set On Greater Equal Than
.. math::
dst.x = (src0.x >= src1.x) ? 1 : 0
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dst.y = (src0.y >= src1.y) ? 1 : 0
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dst.z = (src0.z >= src1.z) ? 1 : 0
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dst.w = (src0.w >= src1.w) ? 1 : 0
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MAD - Multiply And Add
.. math::
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dst.x = src0.x \times src1.x + src2.x
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dst.y = src0.y \times src1.y + src2.y
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dst.z = src0.z \times src1.z + src2.z
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dst.w = src0.w \times src1.w + src2.w
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SUB - Subtract
.. math::
dst.x = src0.x - src1.x
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dst.y = src0.y - src1.y
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dst.z = src0.z - src1.z
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dst.w = src0.w - src1.w
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LRP - Linear Interpolate
.. math::
dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
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dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
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dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
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dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
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CND - Condition
.. math::
dst.x = (src2.x > 0.5) ? src0.x : src1.x
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dst.y = (src2.y > 0.5) ? src0.y : src1.y
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dst.z = (src2.z > 0.5) ? src0.z : src1.z
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dst.w = (src2.w > 0.5) ? src0.w : src1.w
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DP2A - 2-component Dot Product And Add
.. math::
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dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x
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dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x
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dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x
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dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x
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FRAC - Fraction
.. math::
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dst.x = src.x - \lfloor src.x\rfloor
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dst.y = src.y - \lfloor src.y\rfloor
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dst.z = src.z - \lfloor src.z\rfloor
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dst.w = src.w - \lfloor src.w\rfloor
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CLAMP - Clamp
.. math::
dst.x = clamp(src0.x, src1.x, src2.x)
dst.y = clamp(src0.y, src1.y, src2.y)
dst.z = clamp(src0.z, src1.z, src2.z)
dst.w = clamp(src0.w, src1.w, src2.w)
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FLR - Floor
This is identical to ARL.
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.. math::
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dst.x = \lfloor src.x\rfloor
dst.y = \lfloor src.y\rfloor
dst.z = \lfloor src.z\rfloor
dst.w = \lfloor src.w\rfloor
ROUND - Round
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.. math::
dst.x = round(src.x)
dst.y = round(src.y)
dst.z = round(src.z)
dst.w = round(src.w)
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EX2 - Exponential Base 2
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.. math::
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dst.x = 2^{src.x}
dst.y = 2^{src.x}
dst.z = 2^{src.x}
dst.w = 2^{src.x}
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LG2 - Logarithm Base 2
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.. math::
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dst.x = \log_2{src.x}
dst.y = \log_2{src.x}
dst.z = \log_2{src.x}
dst.w = \log_2{src.x}
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POW - Power
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.. math::
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dst.x = src0.x^{src1.x}
dst.y = src0.x^{src1.x}
dst.z = src0.x^{src1.x}
dst.w = src0.x^{src1.x}
XPD - Cross Product
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.. math::
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dst.x = src0.y \times src1.z - src1.y \times src0.z
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dst.y = src0.z \times src1.x - src1.z \times src0.x
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dst.z = src0.x \times src1.y - src1.x \times src0.y
dst.w = 1
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ABS - Absolute
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.. math::
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dst.x = |src.x|
dst.y = |src.y|
dst.z = |src.z|
dst.w = |src.w|
RCC - Reciprocal Clamped
XXX cleanup on aisle three
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.. math::
dst.x = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
dst.y = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
dst.z = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
dst.w = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
DPH - Homogeneous Dot Product
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.. math::
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dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
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dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
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dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
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dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
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COS - Cosine
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.. math::
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dst.x = \cos{src.x}
dst.y = \cos{src.x}
dst.z = \cos{src.x}
dst.w = \cos{src.x}
DDX - Derivative Relative To X
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.. math::
dst.x = partialx(src.x)
dst.y = partialx(src.y)
dst.z = partialx(src.z)
dst.w = partialx(src.w)
DDY - Derivative Relative To Y
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.. math::
dst.x = partialy(src.x)
dst.y = partialy(src.y)
dst.z = partialy(src.z)
dst.w = partialy(src.w)
KILP - Predicated Discard
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discard
PK2H - Pack Two 16-bit Floats
TBD
PK2US - Pack Two Unsigned 16-bit Scalars
TBD
PK4B - Pack Four Signed 8-bit Scalars
TBD
PK4UB - Pack Four Unsigned 8-bit Scalars
TBD
RFL - Reflection Vector
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.. math::
dst.x = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.x - src1.x
dst.y = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.y - src1.y
dst.z = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.z - src1.z
dst.w = 1
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Considered for removal.
SEQ - Set On Equal
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.. math::
dst.x = (src0.x == src1.x) ? 1 : 0
dst.y = (src0.y == src1.y) ? 1 : 0
dst.z = (src0.z == src1.z) ? 1 : 0
dst.w = (src0.w == src1.w) ? 1 : 0
SFL - Set On False
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.. math::
dst.x = 0
dst.y = 0
dst.z = 0
dst.w = 0
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Considered for removal.
SGT - Set On Greater Than
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.. math::
dst.x = (src0.x > src1.x) ? 1 : 0
dst.y = (src0.y > src1.y) ? 1 : 0
dst.z = (src0.z > src1.z) ? 1 : 0
dst.w = (src0.w > src1.w) ? 1 : 0
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SIN - Sine
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.. math::
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dst.x = \sin{src.x}
dst.y = \sin{src.x}
dst.z = \sin{src.x}
dst.w = \sin{src.x}
SLE - Set On Less Equal Than
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.. math::
dst.x = (src0.x <= src1.x) ? 1 : 0
dst.y = (src0.y <= src1.y) ? 1 : 0
dst.z = (src0.z <= src1.z) ? 1 : 0
dst.w = (src0.w <= src1.w) ? 1 : 0
SNE - Set On Not Equal
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.. math::
dst.x = (src0.x != src1.x) ? 1 : 0
dst.y = (src0.y != src1.y) ? 1 : 0
dst.z = (src0.z != src1.z) ? 1 : 0
dst.w = (src0.w != src1.w) ? 1 : 0
STR - Set On True
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.. math::
dst.x = 1
dst.y = 1
dst.z = 1
dst.w = 1
TEX - Texture Lookup
TBD
TXD - Texture Lookup with Derivatives
TBD
TXP - Projective Texture Lookup
TBD
UP2H - Unpack Two 16-Bit Floats
TBD
Considered for removal.
UP2US - Unpack Two Unsigned 16-Bit Scalars
TBD
Considered for removal.
UP4B - Unpack Four Signed 8-Bit Values
TBD
Considered for removal.
UP4UB - Unpack Four Unsigned 8-Bit Scalars
TBD
Considered for removal.
X2D - 2D Coordinate Transformation
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.. math::
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dst.x = src0.x + src1.x \times src2.x + src1.y \times src2.y
dst.y = src0.y + src1.x \times src2.z + src1.y \times src2.w
dst.z = src0.x + src1.x \times src2.x + src1.y \times src2.y
dst.w = src0.y + src1.x \times src2.z + src1.y \times src2.w
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Considered for removal.
From GL_NV_vertex_program2
^^^^^^^^^^^^^^^^^^^^^^^^^^
ARA - Address Register Add
TBD
Considered for removal.
ARR - Address Register Load With Round
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.. math::
dst.x = round(src.x)
dst.y = round(src.y)
dst.z = round(src.z)
dst.w = round(src.w)
BRA - Branch
pc = target
Considered for removal.
CAL - Subroutine Call
push(pc)
pc = target
RET - Subroutine Call Return
pc = pop()
Potential restrictions:
* Only occurs at end of function.
SSG - Set Sign
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.. math::
dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
CMP - Compare
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.. math::
dst.x = (src0.x < 0) ? src1.x : src2.x
dst.y = (src0.y < 0) ? src1.y : src2.y
dst.z = (src0.z < 0) ? src1.z : src2.z
dst.w = (src0.w < 0) ? src1.w : src2.w
KIL - Conditional Discard
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.. math::
if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
discard
endif
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SCS - Sine Cosine
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.. math::
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dst.x = \cos{src.x}
dst.y = \sin{src.x}
dst.z = 0
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dst.y = 1
TXB - Texture Lookup With Bias
TBD
NRM - 3-component Vector Normalise
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.. math::
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dst.x = src.x / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
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dst.y = src.y / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
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dst.z = src.z / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
dst.w = 1
DIV - Divide
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.. math::
dst.x = \frac{src0.x}{src1.x}
dst.y = \frac{src0.y}{src1.y}
dst.z = \frac{src0.z}{src1.z}
dst.w = \frac{src0.w}{src1.w}
DP2 - 2-component Dot Product
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.. math::
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dst.x = src0.x \times src1.x + src0.y \times src1.y
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dst.y = src0.x \times src1.x + src0.y \times src1.y
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dst.z = src0.x \times src1.x + src0.y \times src1.y
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dst.w = src0.x \times src1.x + src0.y \times src1.y
TXL - Texture Lookup With LOD
TBD
BRK - Break
TBD
IF - If
TBD
BGNFOR - Begin a For-Loop
dst.x = floor(src.x)
dst.y = floor(src.y)
dst.z = floor(src.z)
if (dst.y <= 0)
pc = [matching ENDFOR] + 1
endif
Note: The destination must be a loop register.
The source must be a constant register.
Considered for cleanup / removal.
REP - Repeat
TBD
ELSE - Else
TBD
ENDIF - End If
TBD
ENDFOR - End a For-Loop
dst.x = dst.x + dst.z
dst.y = dst.y - 1.0
if (dst.y > 0)
pc = [matching BGNFOR instruction] + 1
endif
Note: The destination must be a loop register.
Considered for cleanup / removal.
ENDREP - End Repeat
TBD
PUSHA - Push Address Register On Stack
push(src.x)
push(src.y)
push(src.z)
push(src.w)
Considered for cleanup / removal.
POPA - Pop Address Register From Stack
dst.w = pop()
dst.z = pop()
dst.y = pop()
dst.x = pop()
Considered for cleanup / removal.
From GL_NV_gpu_program4
^^^^^^^^^^^^^^^^^^^^^^^^
Support for these opcodes indicated by a special pipe capability bit (TBD).
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CEIL - Ceiling
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.. math::
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dst.x = \lceil src.x\rceil
dst.y = \lceil src.y\rceil
dst.z = \lceil src.z\rceil
dst.w = \lceil src.w\rceil
I2F - Integer To Float
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.. math::
dst.x = (float) src.x
dst.y = (float) src.y
dst.z = (float) src.z
dst.w = (float) src.w
NOT - Bitwise Not
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.. math::
dst.x = ~src.x
dst.y = ~src.y
dst.z = ~src.z
dst.w = ~src.w
TRUNC - Truncate
XXX how is this different from floor?
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.. math::
dst.x = trunc(src.x)
dst.y = trunc(src.y)
dst.z = trunc(src.z)
dst.w = trunc(src.w)
SHL - Shift Left
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.. math::
dst.x = src0.x << src1.x
dst.y = src0.y << src1.x
dst.z = src0.z << src1.x
dst.w = src0.w << src1.x
SHR - Shift Right
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.. math::
dst.x = src0.x >> src1.x
dst.y = src0.y >> src1.x
dst.z = src0.z >> src1.x
dst.w = src0.w >> src1.x
AND - Bitwise And
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.. math::
dst.x = src0.x & src1.x
dst.y = src0.y & src1.y
dst.z = src0.z & src1.z
dst.w = src0.w & src1.w
OR - Bitwise Or
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.. math::
dst.x = src0.x | src1.x
dst.y = src0.y | src1.y
dst.z = src0.z | src1.z
dst.w = src0.w | src1.w
MOD - Modulus
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.. math::
dst.x = src0.x \bmod src1.x
dst.y = src0.y \bmod src1.y
dst.z = src0.z \bmod src1.z
dst.w = src0.w \bmod src1.w
XOR - Bitwise Xor
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.. math::
dst.x = src0.x ^ src1.x
dst.y = src0.y ^ src1.y
dst.z = src0.z ^ src1.z
dst.w = src0.w ^ src1.w
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SAD - Sum Of Absolute Differences
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.. math::
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dst.x = |src0.x - src1.x| + src2.x
dst.y = |src0.y - src1.y| + src2.y
dst.z = |src0.z - src1.z| + src2.z
dst.w = |src0.w - src1.w| + src2.w
TXF - Texel Fetch
TBD
TXQ - Texture Size Query
TBD
CONT - Continue
TBD
From GL_NV_geometry_program4
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
EMIT - Emit
TBD
ENDPRIM - End Primitive
TBD
From GLSL
^^^^^^^^^^
BGNLOOP - Begin a Loop
TBD
BGNSUB - Begin Subroutine
TBD
ENDLOOP - End a Loop
TBD
ENDSUB - End Subroutine
TBD
NOP - No Operation
Do nothing.
NRM4 - 4-component Vector Normalise
.. math::
dst.x = \frac{src.x}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
dst.y = \frac{src.y}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
dst.z = \frac{src.z}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
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dst.w = \frac{src.w}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
ps_2_x
^^^^^^^^^^^^
CALLNZ - Subroutine Call If Not Zero
TBD
IFC - If
TBD
BREAKC - Break Conditional
TBD
Explanation of symbols used
------------------------------
Functions
^^^^^^^^^^^^^^
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:math:`|x|` Absolute value of `x`.
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:math:`\lceil x \rceil` Ceiling of `x`.
clamp(x,y,z) Clamp x between y and z.
(x < y) ? y : (x > z) ? z : x
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:math:`\lfloor x\rfloor` Floor of `x`.
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:math:`\log_2{x}` Logarithm of `x`, base 2.
max(x,y) Maximum of x and y.
(x > y) ? x : y
min(x,y) Minimum of x and y.
(x < y) ? x : y
partialx(x) Derivative of x relative to fragment's X.
partialy(x) Derivative of x relative to fragment's Y.
pop() Pop from stack.
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:math:`x^y` `x` to the power `y`.
push(x) Push x on stack.
round(x) Round x.
trunc(x) Truncate x.
Keywords
^^^^^^^^^^^^^
discard Discard fragment.
dst First destination register.
dst0 First destination register.
pc Program counter.
src First source register.
src0 First source register.
src1 Second source register.
src2 Third source register.
target Label of target instruction.
Other tokens
---------------
Declaration Semantic
^^^^^^^^^^^^^^^^^^^^^^^^
Follows Declaration token if Semantic bit is set.
Since its purpose is to link a shader with other stages of the pipeline,
it is valid to follow only those Declaration tokens that declare a register
either in INPUT or OUTPUT file.
SemanticName field contains the semantic name of the register being declared.
There is no default value.
SemanticIndex is an optional subscript that can be used to distinguish
different register declarations with the same semantic name. The default value
is 0.
The meanings of the individual semantic names are explained in the following
sections.
TGSI_SEMANTIC_POSITION
""""""""""""""""""""""
Position, sometimes known as HPOS or WPOS for historical reasons, is the
location of the vertex in space, in ``(x, y, z, w)`` format. ``x``, ``y``, and ``z``
are the Cartesian coordinates, and ``w`` is the homogenous coordinate and used
for the perspective divide, if enabled.
As a vertex shader output, position should be scaled to the viewport. When
used in fragment shaders, position will ---
XXX --- wait a minute. Should position be in [0,1] for x and y?
XXX additionally, is there a way to configure the perspective divide? it's
accelerated on most chipsets AFAIK...
Position, if not specified, usually defaults to ``(0, 0, 0, 1)``, and can
be partially specified as ``(x, y, 0, 1)`` or ``(x, y, z, 1)``.
XXX usually? can we solidify that?
TGSI_SEMANTIC_COLOR
"""""""""""""""""""
Colors are used to, well, color the primitives. Colors are always in
``(r, g, b, a)`` format.
If alpha is not specified, it defaults to 1.
TGSI_SEMANTIC_BCOLOR
""""""""""""""""""""
Back-facing colors are only used for back-facing polygons, and are only valid
in vertex shader outputs. After rasterization, all polygons are front-facing
and COLOR and BCOLOR end up occupying the same slots in the fragment, so
all BCOLORs effectively become regular COLORs in the fragment shader.
TGSI_SEMANTIC_FOG
"""""""""""""""""
The fog coordinate historically has been used to replace the depth coordinate
for generation of fog in dedicated fog blocks. Gallium, however, does not use
dedicated fog acceleration, placing it entirely in the fragment shader
instead.
The fog coordinate should be written in ``(f, 0, 0, 1)`` format. Only the first
component matters when writing from the vertex shader; the driver will ensure
that the coordinate is in this format when used as a fragment shader input.
TGSI_SEMANTIC_PSIZE
"""""""""""""""""""
PSIZE, or point size, is used to specify point sizes per-vertex. It should
be in ``(p, n, x, f)`` format, where ``p`` is the point size, ``n`` is the minimum
size, ``x`` is the maximum size, and ``f`` is the fade threshold.
XXX this is arb_vp. is this what we actually do? should double-check...
When using this semantic, be sure to set the appropriate state in the
:ref:`rasterizer` first.
TGSI_SEMANTIC_GENERIC
"""""""""""""""""""""
Generic semantics are nearly always used for texture coordinate attributes,
in ``(s, t, r, q)`` format. ``t`` and ``r`` may be unused for certain kinds
of lookups, and ``q`` is the level-of-detail bias for biased sampling.
These attributes are called "generic" because they may be used for anything
else, including parameters, texture generation information, or anything that
can be stored inside a four-component vector.
TGSI_SEMANTIC_NORMAL
""""""""""""""""""""
XXX no clue.
TGSI_SEMANTIC_FACE
""""""""""""""""""
FACE is the facing bit, to store the facing information for the fragment
shader. ``(f, 0, 0, 1)`` is the format. The first component will be positive
when the fragment is front-facing, and negative when the component is
back-facing.
TGSI_SEMANTIC_EDGEFLAG
""""""""""""""""""""""
XXX no clue