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

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TGSI
====
TGSI, Tungsten Graphics Shader Instructions, 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.
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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 = 1.0
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dst.y = max(src.x, 0.0)
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dst.z = (src.x > 0.0) ? pow(max(src.y, 0.0), clamp(src.w, -128.0, 128.0)) : 0.0
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dst.w = 1.0
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RCP - Reciprocal
.. math::
dst.x = 1.0 / src.x
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dst.y = 1.0 / src.x
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dst.z = 1.0 / src.x
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dst.w = 1.0 / src.x
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RSQ - Reciprocal Square Root
.. math::
dst.x = 1.0 / sqrt(abs(src.x))
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dst.y = 1.0 / sqrt(abs(src.x))
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dst.z = 1.0 / sqrt(abs(src.x))
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dst.w = 1.0 / sqrt(abs(src.x))
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EXP - Approximate Exponential Base 2
.. math::
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dst.x = pow(2.0, \lfloor src.x\rfloor)
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dst.y = src.x - \lfloor src.x\rfloor
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dst.z = pow(2.0, src.x)
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dst.w = 1.0
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LOG - Approximate Logarithm Base 2
.. math::
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dst.x = \lfloor lg2(abs(src.x)))\rfloor
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dst.y = abs(src.x) / pow(2.0, \lfloor lg2(abs(src.x))\rfloor )
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dst.z = lg2(abs(src.x))
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dst.w = 1.0
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MUL - Multiply
.. 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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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::
dst.x = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z
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dst.y = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z
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dst.z = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z
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dst.w = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z
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DP4 - 4-component Dot Product
.. math::
dst.x = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w
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dst.y = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w
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dst.z = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w
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dst.w = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w
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DST - Distance Vector
.. math::
dst.x = 1.0
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dst.y = src0.y * 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 : 0.0
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dst.y = (src0.y < src1.y) ? 1.0 : 0.0
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dst.z = (src0.z < src1.z) ? 1.0 : 0.0
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dst.w = (src0.w < src1.w) ? 1.0 : 0.0
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SGE - Set On Greater Equal Than
.. math::
dst.x = (src0.x >= src1.x) ? 1.0 : 0.0
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dst.y = (src0.y >= src1.y) ? 1.0 : 0.0
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dst.z = (src0.z >= src1.z) ? 1.0 : 0.0
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dst.w = (src0.w >= src1.w) ? 1.0 : 0.0
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MAD - Multiply And Add
.. math::
dst.x = src0.x * src1.x + src2.x
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dst.y = src0.y * src1.y + src2.y
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dst.z = src0.z * src1.z + src2.z
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dst.w = src0.w * 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 * (src1.x - src2.x) + src2.x
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dst.y = src0.y * (src1.y - src2.y) + src2.y
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dst.z = src0.z * (src1.z - src2.z) + src2.z
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dst.w = src0.w * (src1.w - src2.w) + 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::
dst.x = src0.x * src1.x + src0.y * src1.y + src2.x
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dst.y = src0.x * src1.x + src0.y * src1.y + src2.x
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dst.z = src0.x * src1.x + src0.y * src1.y + src2.x
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dst.w = src0.x * src1.x + src0.y * 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
1.3.9 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)
1.3.10 EX2 - Exponential Base 2
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.. math::
dst.x = pow(2.0, src.x)
dst.y = pow(2.0, src.x)
dst.z = pow(2.0, src.x)
dst.w = pow(2.0, src.x)
1.3.11 LG2 - Logarithm Base 2
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.. math::
dst.x = lg2(src.x)
dst.y = lg2(src.x)
dst.z = lg2(src.x)
dst.w = lg2(src.x)
1.3.12 POW - Power
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.. math::
dst.x = pow(src0.x, src1.x)
dst.y = pow(src0.x, src1.x)
dst.z = pow(src0.x, src1.x)
dst.w = pow(src0.x, src1.x)
1.3.15 XPD - Cross Product
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.. math::
dst.x = src0.y * src1.z - src1.y * src0.z
dst.y = src0.z * src1.x - src1.z * src0.x
dst.z = src0.x * src1.y - src1.x * src0.y
dst.w = 1.0
1.4.1 ABS - Absolute
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.. math::
dst.x = abs(src.x)
dst.y = abs(src.y)
dst.z = abs(src.z)
dst.w = abs(src.w)
1.4.2 RCC - Reciprocal Clamped
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.. math::
dst.x = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)
dst.y = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)
dst.z = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)
dst.w = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)
1.4.3 DPH - Homogeneous Dot Product
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.. math::
dst.x = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src1.w
dst.y = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src1.w
dst.z = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src1.w
dst.w = src0.x * src1.x + src0.y * src1.y + src0.z * 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.w}
1.5.2 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)
1.5.3 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)
1.5.7 KILP - Predicated Discard
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.. math::
discard
1.5.10 PK2H - Pack Two 16-bit Floats
TBD
1.5.11 PK2US - Pack Two Unsigned 16-bit Scalars
TBD
1.5.12 PK4B - Pack Four Signed 8-bit Scalars
TBD
1.5.13 PK4UB - Pack Four Unsigned 8-bit Scalars
TBD
1.5.15 RFL - Reflection Vector
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.. math::
dst.x = 2.0 * (src0.x * src1.x + src0.y * src1.y + src0.z * src1.z) / (src0.x * src0.x + src0.y * src0.y + src0.z * src0.z) * src0.x - src1.x
dst.y = 2.0 * (src0.x * src1.x + src0.y * src1.y + src0.z * src1.z) / (src0.x * src0.x + src0.y * src0.y + src0.z * src0.z) * src0.y - src1.y
dst.z = 2.0 * (src0.x * src1.x + src0.y * src1.y + src0.z * src1.z) / (src0.x * src0.x + src0.y * src0.y + src0.z * src0.z) * src0.z - src1.z
dst.w = 1.0
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Considered for removal.
1.5.16 SEQ - Set On Equal
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.. math::
dst.x = (src0.x == src1.x) ? 1.0 : 0.0
dst.y = (src0.y == src1.y) ? 1.0 : 0.0
dst.z = (src0.z == src1.z) ? 1.0 : 0.0
dst.w = (src0.w == src1.w) ? 1.0 : 0.0
1.5.17 SFL - Set On False
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.. math::
dst.x = 0.0
dst.y = 0.0
dst.z = 0.0
dst.w = 0.0
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Considered for removal.
1.5.18 SGT - Set On Greater Than
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.. math::
dst.x = (src0.x > src1.x) ? 1.0 : 0.0
dst.y = (src0.y > src1.y) ? 1.0 : 0.0
dst.z = (src0.z > src1.z) ? 1.0 : 0.0
dst.w = (src0.w > src1.w) ? 1.0 : 0.0
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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.w}
1.5.20 SLE - Set On Less Equal Than
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.. math::
dst.x = (src0.x <= src1.x) ? 1.0 : 0.0
dst.y = (src0.y <= src1.y) ? 1.0 : 0.0
dst.z = (src0.z <= src1.z) ? 1.0 : 0.0
dst.w = (src0.w <= src1.w) ? 1.0 : 0.0
1.5.21 SNE - Set On Not Equal
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.. math::
dst.x = (src0.x != src1.x) ? 1.0 : 0.0
dst.y = (src0.y != src1.y) ? 1.0 : 0.0
dst.z = (src0.z != src1.z) ? 1.0 : 0.0
dst.w = (src0.w != src1.w) ? 1.0 : 0.0
1.5.22 STR - Set On True
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.. math::
dst.x = 1.0
dst.y = 1.0
dst.z = 1.0
dst.w = 1.0
1.5.23 TEX - Texture Lookup
TBD
1.5.24 TXD - Texture Lookup with Derivatives
TBD
1.5.25 TXP - Projective Texture Lookup
TBD
1.5.26 UP2H - Unpack Two 16-Bit Floats
TBD
Considered for removal.
1.5.27 UP2US - Unpack Two Unsigned 16-Bit Scalars
TBD
Considered for removal.
1.5.28 UP4B - Unpack Four Signed 8-Bit Values
TBD
Considered for removal.
1.5.29 UP4UB - Unpack Four Unsigned 8-Bit Scalars
TBD
Considered for removal.
1.5.30 X2D - 2D Coordinate Transformation
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.. math::
dst.x = src0.x + src1.x * src2.x + src1.y * src2.y
dst.y = src0.y + src1.x * src2.z + src1.y * src2.w
dst.z = src0.x + src1.x * src2.x + src1.y * src2.y
dst.w = src0.y + src1.x * src2.z + src1.y * src2.w
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Considered for removal.
1.6 GL_NV_vertex_program2
--------------------------
1.6.1 ARA - Address Register Add
TBD
Considered for removal.
1.6.2 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)
1.6.3 BRA - Branch
pc = target
Considered for removal.
1.6.4 CAL - Subroutine Call
push(pc)
pc = target
1.6.5 RET - Subroutine Call Return
pc = pop()
Potential restrictions:
* Only occurs at end of function.
1.6.6 SSG - Set Sign
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.. math::
dst.x = (src.x > 0.0) ? 1.0 : (src.x < 0.0) ? -1.0 : 0.0
dst.y = (src.y > 0.0) ? 1.0 : (src.y < 0.0) ? -1.0 : 0.0
dst.z = (src.z > 0.0) ? 1.0 : (src.z < 0.0) ? -1.0 : 0.0
dst.w = (src.w > 0.0) ? 1.0 : (src.w < 0.0) ? -1.0 : 0.0
1.8.1 CMP - Compare
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.. math::
dst.x = (src0.x < 0.0) ? src1.x : src2.x
dst.y = (src0.y < 0.0) ? src1.y : src2.y
dst.z = (src0.z < 0.0) ? src1.z : src2.z
dst.w = (src0.w < 0.0) ? src1.w : src2.w
1.8.2 KIL - Conditional Discard
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.. math::
if (src.x < 0.0 || src.y < 0.0 || src.z < 0.0 || src.w < 0.0)
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 = 0.0
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dst.y = 1.0
1.8.4 TXB - Texture Lookup With Bias
TBD
1.9.1 NRM - 3-component Vector Normalise
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.. math::
dst.x = src.x / (src.x * src.x + src.y * src.y + src.z * src.z)
dst.y = src.y / (src.x * src.x + src.y * src.y + src.z * src.z)
dst.z = src.z / (src.x * src.x + src.y * src.y + src.z * src.z)
dst.w = 1.0
1.9.2 DIV - Divide
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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
1.9.3 DP2 - 2-component Dot Product
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.. math::
dst.x = src0.x * src1.x + src0.y * src1.y
dst.y = src0.x * src1.x + src0.y * src1.y
dst.z = src0.x * src1.x + src0.y * src1.y
dst.w = src0.x * src1.x + src0.y * src1.y
1.9.5 TXL - Texture Lookup With LOD
TBD
1.9.6 BRK - Break
TBD
1.9.7 IF - If
TBD
1.9.8 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.
1.9.9 REP - Repeat
TBD
1.9.10 ELSE - Else
TBD
1.9.11 ENDIF - End If
TBD
1.9.12 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.
1.9.13 ENDREP - End Repeat
TBD
1.10.1 PUSHA - Push Address Register On Stack
push(src.x)
push(src.y)
push(src.z)
push(src.w)
Considered for cleanup / removal.
1.10.2 POPA - Pop Address Register From Stack
dst.w = pop()
dst.z = pop()
dst.y = pop()
dst.x = pop()
Considered for cleanup / removal.
1.11 GL_NV_gpu_program4
------------------------
Support for these opcodes indicated by a special pipe capability bit (TBD).
1.11.1 CEIL - Ceiling
2009-12-22 03:12:55 +00:00
.. math::
dst.x = ceil(src.x)
dst.y = ceil(src.y)
dst.z = ceil(src.z)
dst.w = ceil(src.w)
1.11.2 I2F - Integer To Float
2009-12-22 03:12:55 +00:00
.. math::
dst.x = (float) src.x
dst.y = (float) src.y
dst.z = (float) src.z
dst.w = (float) src.w
1.11.3 NOT - Bitwise Not
2009-12-22 03:12:55 +00:00
.. math::
dst.x = ~src.x
dst.y = ~src.y
dst.z = ~src.z
dst.w = ~src.w
1.11.4 TRUNC - Truncate
2009-12-22 03:12:55 +00:00
.. math::
dst.x = trunc(src.x)
dst.y = trunc(src.y)
dst.z = trunc(src.z)
dst.w = trunc(src.w)
1.11.5 SHL - Shift Left
2009-12-22 03:12:55 +00:00
.. 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
1.11.6 SHR - Shift Right
2009-12-22 03:12:55 +00:00
.. 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
1.11.7 AND - Bitwise And
2009-12-22 03:12:55 +00:00
.. 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
1.11.8 OR - Bitwise Or
2009-12-22 03:12:55 +00:00
.. 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
1.11.9 MOD - Modulus
2009-12-22 03:12:55 +00:00
.. 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
1.11.10 XOR - Bitwise Xor
2009-12-22 03:12:55 +00:00
.. 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
1.11.11 SAD - Sum Of Absolute Differences
2009-12-22 03:12:55 +00:00
.. math::
dst.x = abs(src0.x - src1.x) + src2.x
dst.y = abs(src0.y - src1.y) + src2.y
dst.z = abs(src0.z - src1.z) + src2.z
dst.w = abs(src0.w - src1.w) + src2.w
1.11.12 TXF - Texel Fetch
TBD
1.11.13 TXQ - Texture Size Query
TBD
1.11.14 CONT - Continue
TBD
1.12 GL_NV_geometry_program4
-----------------------------
1.12.1 EMIT - Emit
TBD
1.12.2 ENDPRIM - End Primitive
TBD
1.13 GLSL
----------
1.13.1 BGNLOOP - Begin a Loop
TBD
1.13.2 BGNSUB - Begin Subroutine
TBD
1.13.3 ENDLOOP - End a Loop
TBD
1.13.4 ENDSUB - End Subroutine
TBD
1.13.10 NOP - No Operation
Do nothing.
1.16.7 NRM4 - 4-component Vector Normalise
2009-12-22 03:12:55 +00:00
.. math::
dst.x = src.x / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
dst.y = src.y / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
dst.z = src.z / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
dst.w = src.w / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
1.17 ps_2_x
------------
1.17.2 CALLNZ - Subroutine Call If Not Zero
TBD
1.17.3 IFC - If
TBD
1.17.5 BREAKC - Break Conditional
TBD
2 Explanation of symbols used
==============================
2.1 Functions
--------------
abs(x) Absolute value of x.
(x < 0.0) ? -x : x
ceil(x) Ceiling of x.
clamp(x,y,z) Clamp x between y and z.
(x < y) ? y : (x > z) ? z : x
2009-12-22 03:30:29 +00:00
:math:`\lfloor x\rfloor` Floor of x.
lg2(x) Logarithm base 2 of x.
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.
pow(x,y) Raise x to power of y.
push(x) Push x on stack.
round(x) Round x.
sqrt(x) Square root of x.
trunc(x) Truncate x.
2.2 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.
3 Other tokens
===============
3.1 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.
3.1.1 FACE
Valid only in a fragment shader INPUT declaration.
FACE.x is negative when the primitive is back facing. FACE.x is positive
when the primitive is front facing.