gallium/docs: TGSI notes on replication to dst, and also cleanups.

Slowly, surely, I'm making this better.
This commit is contained in:
Corbin Simpson 2010-02-02 17:02:28 -08:00
parent 62ca7b85ae
commit 17c2a44761
1 changed files with 104 additions and 117 deletions

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@ -19,6 +19,10 @@ Some instructions, like :opcode:`I2F`, permit re-interpretation of vector
components as integers. Other instructions permit using registers as
two-component vectors with double precision; see :ref:`Double Opcodes`.
When an instruction has a scalar result, the result is usually copied into
each of the components of *dst*. When this happens, the result is said to be
*replicated* to *dst*. :opcode:`RCP` is one such instruction.
Instruction Set
---------------
@ -67,28 +71,20 @@ From GL_NV_vertex_program
.. opcode:: RCP - Reciprocal
This instruction replicates its result.
.. math::
dst.x = \frac{1}{src.x}
dst.y = \frac{1}{src.x}
dst.z = \frac{1}{src.x}
dst.w = \frac{1}{src.x}
dst = \frac{1}{src.x}
.. opcode:: RSQ - Reciprocal Square Root
This instruction replicates its result.
.. math::
dst.x = \frac{1}{\sqrt{|src.x|}}
dst.y = \frac{1}{\sqrt{|src.x|}}
dst.z = \frac{1}{\sqrt{|src.x|}}
dst.w = \frac{1}{\sqrt{|src.x|}}
dst = \frac{1}{\sqrt{|src.x|}}
.. opcode:: EXP - Approximate Exponential Base 2
@ -145,28 +141,20 @@ From GL_NV_vertex_program
.. opcode:: DP3 - 3-component Dot Product
This instruction replicates its result.
.. math::
dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
.. opcode:: DP4 - 4-component Dot Product
This instruction replicates its result.
.. math::
dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
.. opcode:: DST - Distance Vector
@ -327,7 +315,7 @@ From GL_NV_vertex_program
.. opcode:: FLR - Floor
This is identical to ARL.
This is identical to :opcode:`ARL`.
.. math::
@ -355,41 +343,29 @@ This is identical to ARL.
.. opcode:: EX2 - Exponential Base 2
This instruction replicates its result.
.. math::
dst.x = 2^{src.x}
dst.y = 2^{src.x}
dst.z = 2^{src.x}
dst.w = 2^{src.x}
dst = 2^{src.x}
.. opcode:: LG2 - Logarithm Base 2
This instruction replicates its result.
.. math::
dst.x = \log_2{src.x}
dst.y = \log_2{src.x}
dst.z = \log_2{src.x}
dst.w = \log_2{src.x}
dst = \log_2{src.x}
.. opcode:: POW - Power
This instruction replicates its result.
.. math::
dst.x = src0.x^{src1.x}
dst.y = src0.x^{src1.x}
dst.z = src0.x^{src1.x}
dst.w = src0.x^{src1.x}
dst = src0.x^{src1.x}
.. opcode:: XPD - Cross Product
@ -419,43 +395,31 @@ This is identical to ARL.
.. opcode:: RCC - Reciprocal Clamped
This instruction replicates its result.
XXX cleanup on aisle three
.. 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)
dst = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
.. opcode:: DPH - Homogeneous Dot Product
This instruction replicates its result.
.. math::
dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
.. opcode:: COS - Cosine
This instruction replicates its result.
.. math::
dst.x = \cos{src.x}
dst.y = \cos{src.x}
dst.z = \cos{src.x}
dst.w = \cos{src.x}
dst = \cos{src.x}
.. opcode:: DDX - Derivative Relative To X
@ -521,7 +485,9 @@ XXX cleanup on aisle three
dst.w = 1
Considered for removal.
.. note::
Considered for removal.
.. opcode:: SEQ - Set On Equal
@ -539,17 +505,16 @@ Considered for removal.
.. opcode:: SFL - Set On False
This instruction replicates its result.
.. math::
dst.x = 0
dst = 0
dst.y = 0
.. note::
dst.z = 0
Considered for removal.
dst.w = 0
Considered for removal.
.. opcode:: SGT - Set On Greater Than
@ -566,15 +531,11 @@ Considered for removal.
.. opcode:: SIN - Sine
This instruction replicates its result.
.. math::
dst.x = \sin{src.x}
dst.y = \sin{src.x}
dst.z = \sin{src.x}
dst.w = \sin{src.x}
dst = \sin{src.x}
.. opcode:: SLE - Set On Less Equal Than
@ -605,15 +566,11 @@ Considered for removal.
.. opcode:: STR - Set On True
This instruction replicates its result.
.. math::
dst.x = 1
dst.y = 1
dst.z = 1
dst.w = 1
dst = 1
.. opcode:: TEX - Texture Lookup
@ -635,25 +592,33 @@ Considered for removal.
TBD
Considered for removal.
.. note::
Considered for removal.
.. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
TBD
Considered for removal.
.. note::
Considered for removal.
.. opcode:: UP4B - Unpack Four Signed 8-Bit Values
TBD
Considered for removal.
.. note::
Considered for removal.
.. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
TBD
Considered for removal.
.. note::
Considered for removal.
.. opcode:: X2D - 2D Coordinate Transformation
@ -667,7 +632,9 @@ Considered for removal.
dst.w = src0.y + src1.x \times src2.z + src1.y \times src2.w
Considered for removal.
.. note::
Considered for removal.
From GL_NV_vertex_program2
@ -678,7 +645,9 @@ From GL_NV_vertex_program2
TBD
Considered for removal.
.. note::
Considered for removal.
.. opcode:: ARR - Address Register Load With Round
@ -697,7 +666,9 @@ From GL_NV_vertex_program2
pc = target
Considered for removal.
.. note::
Considered for removal.
.. opcode:: CAL - Subroutine Call
@ -793,15 +764,11 @@ From GL_NV_vertex_program2
.. opcode:: DP2 - 2-component Dot Product
This instruction replicates its result.
.. math::
dst.x = src0.x \times src1.x + src0.y \times src1.y
dst.y = src0.x \times src1.x + src0.y \times src1.y
dst.z = src0.x \times src1.x + src0.y \times src1.y
dst.w = src0.x \times src1.x + src0.y \times src1.y
dst = src0.x \times src1.x + src0.y \times src1.y
.. opcode:: TXL - Texture Lookup With LOD
@ -832,7 +799,13 @@ From GL_NV_vertex_program2
Note: The destination must be a loop register.
The source must be a constant register.
Considered for cleanup / removal.
.. note::
Considered for cleanup.
.. note::
Considered for removal.
.. opcode:: REP - Repeat
@ -861,7 +834,13 @@ From GL_NV_vertex_program2
Note: The destination must be a loop register.
Considered for cleanup / removal.
.. note::
Considered for cleanup.
.. note::
Considered for removal.
.. opcode:: ENDREP - End Repeat
@ -875,7 +854,13 @@ From GL_NV_vertex_program2
push(src.z)
push(src.w)
Considered for cleanup / removal.
.. note::
Considered for cleanup.
.. note::
Considered for removal.
.. opcode:: POPA - Pop Address Register From Stack
@ -884,7 +869,13 @@ From GL_NV_vertex_program2
dst.y = pop()
dst.x = pop()
Considered for cleanup / removal.
.. note::
Considered for cleanup.
.. note::
Considered for removal.
From GL_NV_gpu_program4
@ -1095,15 +1086,11 @@ From GLSL
.. opcode:: NRM4 - 4-component Vector Normalise
This instruction replicates its result.
.. 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}
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}
dst = \frac{src.x}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
ps_2_x