gallium: Make TGSI_SEMANTIC_FOG register four-component wide.
[mesa.git] / src / gallium / docs / source / tgsi.rst
1 TGSI
2 ====
3
4 TGSI, Tungsten Graphics Shader Infrastructure, is an intermediate language
5 for describing shaders. Since Gallium is inherently shaderful, shaders are
6 an important part of the API. TGSI is the only intermediate representation
7 used by all drivers.
8
9 Basics
10 ------
11
12 All TGSI instructions, known as *opcodes*, operate on arbitrary-precision
13 floating-point four-component vectors. An opcode may have up to one
14 destination register, known as *dst*, and between zero and three source
15 registers, called *src0* through *src2*, or simply *src* if there is only
16 one.
17
18 Some instructions, like :opcode:`I2F`, permit re-interpretation of vector
19 components as integers. Other instructions permit using registers as
20 two-component vectors with double precision; see :ref:`Double Opcodes`.
21
22 When an instruction has a scalar result, the result is usually copied into
23 each of the components of *dst*. When this happens, the result is said to be
24 *replicated* to *dst*. :opcode:`RCP` is one such instruction.
25
26 Modifiers
27 ^^^^^^^^^^^^^^^
28
29 TGSI supports modifiers on inputs (as well as saturate modifier on instructions).
30
31 For inputs which have a floating point type, both absolute value and negation
32 modifiers are supported (with absolute value being applied first).
33 TGSI_OPCODE_MOV is considered to have float input type for applying modifiers.
34
35 For inputs which have signed or unsigned type only the negate modifier is
36 supported.
37
38 Instruction Set
39 ---------------
40
41 Core ISA
42 ^^^^^^^^^^^^^^^^^^^^^^^^^
43
44 These opcodes are guaranteed to be available regardless of the driver being
45 used.
46
47 .. opcode:: ARL - Address Register Load
48
49 .. math::
50
51 dst.x = \lfloor src.x\rfloor
52
53 dst.y = \lfloor src.y\rfloor
54
55 dst.z = \lfloor src.z\rfloor
56
57 dst.w = \lfloor src.w\rfloor
58
59
60 .. opcode:: MOV - Move
61
62 .. math::
63
64 dst.x = src.x
65
66 dst.y = src.y
67
68 dst.z = src.z
69
70 dst.w = src.w
71
72
73 .. opcode:: LIT - Light Coefficients
74
75 .. math::
76
77 dst.x = 1
78
79 dst.y = max(src.x, 0)
80
81 dst.z = (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0
82
83 dst.w = 1
84
85
86 .. opcode:: RCP - Reciprocal
87
88 This instruction replicates its result.
89
90 .. math::
91
92 dst = \frac{1}{src.x}
93
94
95 .. opcode:: RSQ - Reciprocal Square Root
96
97 This instruction replicates its result. The results are undefined for src <= 0.
98
99 .. math::
100
101 dst = \frac{1}{\sqrt{src.x}}
102
103
104 .. opcode:: SQRT - Square Root
105
106 This instruction replicates its result. The results are undefined for src < 0.
107
108 .. math::
109
110 dst = {\sqrt{src.x}}
111
112
113 .. opcode:: EXP - Approximate Exponential Base 2
114
115 .. math::
116
117 dst.x = 2^{\lfloor src.x\rfloor}
118
119 dst.y = src.x - \lfloor src.x\rfloor
120
121 dst.z = 2^{src.x}
122
123 dst.w = 1
124
125
126 .. opcode:: LOG - Approximate Logarithm Base 2
127
128 .. math::
129
130 dst.x = \lfloor\log_2{|src.x|}\rfloor
131
132 dst.y = \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}}
133
134 dst.z = \log_2{|src.x|}
135
136 dst.w = 1
137
138
139 .. opcode:: MUL - Multiply
140
141 .. math::
142
143 dst.x = src0.x \times src1.x
144
145 dst.y = src0.y \times src1.y
146
147 dst.z = src0.z \times src1.z
148
149 dst.w = src0.w \times src1.w
150
151
152 .. opcode:: ADD - Add
153
154 .. math::
155
156 dst.x = src0.x + src1.x
157
158 dst.y = src0.y + src1.y
159
160 dst.z = src0.z + src1.z
161
162 dst.w = src0.w + src1.w
163
164
165 .. opcode:: DP3 - 3-component Dot Product
166
167 This instruction replicates its result.
168
169 .. math::
170
171 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
172
173
174 .. opcode:: DP4 - 4-component Dot Product
175
176 This instruction replicates its result.
177
178 .. math::
179
180 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
181
182
183 .. opcode:: DST - Distance Vector
184
185 .. math::
186
187 dst.x = 1
188
189 dst.y = src0.y \times src1.y
190
191 dst.z = src0.z
192
193 dst.w = src1.w
194
195
196 .. opcode:: MIN - Minimum
197
198 .. math::
199
200 dst.x = min(src0.x, src1.x)
201
202 dst.y = min(src0.y, src1.y)
203
204 dst.z = min(src0.z, src1.z)
205
206 dst.w = min(src0.w, src1.w)
207
208
209 .. opcode:: MAX - Maximum
210
211 .. math::
212
213 dst.x = max(src0.x, src1.x)
214
215 dst.y = max(src0.y, src1.y)
216
217 dst.z = max(src0.z, src1.z)
218
219 dst.w = max(src0.w, src1.w)
220
221
222 .. opcode:: SLT - Set On Less Than
223
224 .. math::
225
226 dst.x = (src0.x < src1.x) ? 1 : 0
227
228 dst.y = (src0.y < src1.y) ? 1 : 0
229
230 dst.z = (src0.z < src1.z) ? 1 : 0
231
232 dst.w = (src0.w < src1.w) ? 1 : 0
233
234
235 .. opcode:: SGE - Set On Greater Equal Than
236
237 .. math::
238
239 dst.x = (src0.x >= src1.x) ? 1 : 0
240
241 dst.y = (src0.y >= src1.y) ? 1 : 0
242
243 dst.z = (src0.z >= src1.z) ? 1 : 0
244
245 dst.w = (src0.w >= src1.w) ? 1 : 0
246
247
248 .. opcode:: MAD - Multiply And Add
249
250 .. math::
251
252 dst.x = src0.x \times src1.x + src2.x
253
254 dst.y = src0.y \times src1.y + src2.y
255
256 dst.z = src0.z \times src1.z + src2.z
257
258 dst.w = src0.w \times src1.w + src2.w
259
260
261 .. opcode:: SUB - Subtract
262
263 .. math::
264
265 dst.x = src0.x - src1.x
266
267 dst.y = src0.y - src1.y
268
269 dst.z = src0.z - src1.z
270
271 dst.w = src0.w - src1.w
272
273
274 .. opcode:: LRP - Linear Interpolate
275
276 .. math::
277
278 dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
279
280 dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
281
282 dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
283
284 dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
285
286
287 .. opcode:: CND - Condition
288
289 .. math::
290
291 dst.x = (src2.x > 0.5) ? src0.x : src1.x
292
293 dst.y = (src2.y > 0.5) ? src0.y : src1.y
294
295 dst.z = (src2.z > 0.5) ? src0.z : src1.z
296
297 dst.w = (src2.w > 0.5) ? src0.w : src1.w
298
299
300 .. opcode:: DP2A - 2-component Dot Product And Add
301
302 .. math::
303
304 dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x
305
306 dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x
307
308 dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x
309
310 dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x
311
312
313 .. opcode:: FRC - Fraction
314
315 .. math::
316
317 dst.x = src.x - \lfloor src.x\rfloor
318
319 dst.y = src.y - \lfloor src.y\rfloor
320
321 dst.z = src.z - \lfloor src.z\rfloor
322
323 dst.w = src.w - \lfloor src.w\rfloor
324
325
326 .. opcode:: CLAMP - Clamp
327
328 .. math::
329
330 dst.x = clamp(src0.x, src1.x, src2.x)
331
332 dst.y = clamp(src0.y, src1.y, src2.y)
333
334 dst.z = clamp(src0.z, src1.z, src2.z)
335
336 dst.w = clamp(src0.w, src1.w, src2.w)
337
338
339 .. opcode:: FLR - Floor
340
341 This is identical to :opcode:`ARL`.
342
343 .. math::
344
345 dst.x = \lfloor src.x\rfloor
346
347 dst.y = \lfloor src.y\rfloor
348
349 dst.z = \lfloor src.z\rfloor
350
351 dst.w = \lfloor src.w\rfloor
352
353
354 .. opcode:: ROUND - Round
355
356 .. math::
357
358 dst.x = round(src.x)
359
360 dst.y = round(src.y)
361
362 dst.z = round(src.z)
363
364 dst.w = round(src.w)
365
366
367 .. opcode:: EX2 - Exponential Base 2
368
369 This instruction replicates its result.
370
371 .. math::
372
373 dst = 2^{src.x}
374
375
376 .. opcode:: LG2 - Logarithm Base 2
377
378 This instruction replicates its result.
379
380 .. math::
381
382 dst = \log_2{src.x}
383
384
385 .. opcode:: POW - Power
386
387 This instruction replicates its result.
388
389 .. math::
390
391 dst = src0.x^{src1.x}
392
393 .. opcode:: XPD - Cross Product
394
395 .. math::
396
397 dst.x = src0.y \times src1.z - src1.y \times src0.z
398
399 dst.y = src0.z \times src1.x - src1.z \times src0.x
400
401 dst.z = src0.x \times src1.y - src1.x \times src0.y
402
403 dst.w = 1
404
405
406 .. opcode:: ABS - Absolute
407
408 .. math::
409
410 dst.x = |src.x|
411
412 dst.y = |src.y|
413
414 dst.z = |src.z|
415
416 dst.w = |src.w|
417
418
419 .. opcode:: RCC - Reciprocal Clamped
420
421 This instruction replicates its result.
422
423 XXX cleanup on aisle three
424
425 .. math::
426
427 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)
428
429
430 .. opcode:: DPH - Homogeneous Dot Product
431
432 This instruction replicates its result.
433
434 .. math::
435
436 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
437
438
439 .. opcode:: COS - Cosine
440
441 This instruction replicates its result.
442
443 .. math::
444
445 dst = \cos{src.x}
446
447
448 .. opcode:: DDX - Derivative Relative To X
449
450 .. math::
451
452 dst.x = partialx(src.x)
453
454 dst.y = partialx(src.y)
455
456 dst.z = partialx(src.z)
457
458 dst.w = partialx(src.w)
459
460
461 .. opcode:: DDY - Derivative Relative To Y
462
463 .. math::
464
465 dst.x = partialy(src.x)
466
467 dst.y = partialy(src.y)
468
469 dst.z = partialy(src.z)
470
471 dst.w = partialy(src.w)
472
473
474 .. opcode:: PK2H - Pack Two 16-bit Floats
475
476 TBD
477
478
479 .. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars
480
481 TBD
482
483
484 .. opcode:: PK4B - Pack Four Signed 8-bit Scalars
485
486 TBD
487
488
489 .. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars
490
491 TBD
492
493
494 .. opcode:: RFL - Reflection Vector
495
496 .. math::
497
498 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
499
500 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
501
502 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
503
504 dst.w = 1
505
506 .. note::
507
508 Considered for removal.
509
510
511 .. opcode:: SEQ - Set On Equal
512
513 .. math::
514
515 dst.x = (src0.x == src1.x) ? 1.0F : 0.0F
516
517 dst.y = (src0.y == src1.y) ? 1.0F : 0.0F
518
519 dst.z = (src0.z == src1.z) ? 1.0F : 0.0F
520
521 dst.w = (src0.w == src1.w) ? 1.0F : 0.0F
522
523
524 .. opcode:: SFL - Set On False
525
526 This instruction replicates its result.
527
528 .. math::
529
530 dst = 0
531
532 .. note::
533
534 Considered for removal.
535
536
537 .. opcode:: SGT - Set On Greater Than
538
539 .. math::
540
541 dst.x = (src0.x > src1.x) ? 1.0F : 0.0F
542
543 dst.y = (src0.y > src1.y) ? 1.0F : 0.0F
544
545 dst.z = (src0.z > src1.z) ? 1.0F : 0.0F
546
547 dst.w = (src0.w > src1.w) ? 1.0F : 0.0F
548
549
550 .. opcode:: SIN - Sine
551
552 This instruction replicates its result.
553
554 .. math::
555
556 dst = \sin{src.x}
557
558
559 .. opcode:: SLE - Set On Less Equal Than
560
561 .. math::
562
563 dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F
564
565 dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F
566
567 dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F
568
569 dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F
570
571
572 .. opcode:: SNE - Set On Not Equal
573
574 .. math::
575
576 dst.x = (src0.x != src1.x) ? 1.0F : 0.0F
577
578 dst.y = (src0.y != src1.y) ? 1.0F : 0.0F
579
580 dst.z = (src0.z != src1.z) ? 1.0F : 0.0F
581
582 dst.w = (src0.w != src1.w) ? 1.0F : 0.0F
583
584
585 .. opcode:: STR - Set On True
586
587 This instruction replicates its result.
588
589 .. math::
590
591 dst = 1
592
593
594 .. opcode:: TEX - Texture Lookup
595
596 .. math::
597
598 coord = src0
599
600 bias = 0.0
601
602 dst = texture_sample(unit, coord, bias)
603
604 for array textures src0.y contains the slice for 1D,
605 and src0.z contain the slice for 2D.
606 for shadow textures with no arrays, src0.z contains
607 the reference value.
608 for shadow textures with arrays, src0.z contains
609 the reference value for 1D arrays, and src0.w contains
610 the reference value for 2D arrays.
611 There is no way to pass a bias in the .w value for
612 shadow arrays, and GLSL doesn't allow this.
613 GLSL does allow cube shadows maps to take a bias value,
614 and we have to determine how this will look in TGSI.
615
616 .. opcode:: TXD - Texture Lookup with Derivatives
617
618 .. math::
619
620 coord = src0
621
622 ddx = src1
623
624 ddy = src2
625
626 bias = 0.0
627
628 dst = texture_sample_deriv(unit, coord, bias, ddx, ddy)
629
630
631 .. opcode:: TXP - Projective Texture Lookup
632
633 .. math::
634
635 coord.x = src0.x / src.w
636
637 coord.y = src0.y / src.w
638
639 coord.z = src0.z / src.w
640
641 coord.w = src0.w
642
643 bias = 0.0
644
645 dst = texture_sample(unit, coord, bias)
646
647
648 .. opcode:: UP2H - Unpack Two 16-Bit Floats
649
650 TBD
651
652 .. note::
653
654 Considered for removal.
655
656 .. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
657
658 TBD
659
660 .. note::
661
662 Considered for removal.
663
664 .. opcode:: UP4B - Unpack Four Signed 8-Bit Values
665
666 TBD
667
668 .. note::
669
670 Considered for removal.
671
672 .. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
673
674 TBD
675
676 .. note::
677
678 Considered for removal.
679
680 .. opcode:: X2D - 2D Coordinate Transformation
681
682 .. math::
683
684 dst.x = src0.x + src1.x \times src2.x + src1.y \times src2.y
685
686 dst.y = src0.y + src1.x \times src2.z + src1.y \times src2.w
687
688 dst.z = src0.x + src1.x \times src2.x + src1.y \times src2.y
689
690 dst.w = src0.y + src1.x \times src2.z + src1.y \times src2.w
691
692 .. note::
693
694 Considered for removal.
695
696
697 .. opcode:: ARA - Address Register Add
698
699 TBD
700
701 .. note::
702
703 Considered for removal.
704
705 .. opcode:: ARR - Address Register Load With Round
706
707 .. math::
708
709 dst.x = round(src.x)
710
711 dst.y = round(src.y)
712
713 dst.z = round(src.z)
714
715 dst.w = round(src.w)
716
717
718 .. opcode:: SSG - Set Sign
719
720 .. math::
721
722 dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
723
724 dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
725
726 dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
727
728 dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
729
730
731 .. opcode:: CMP - Compare
732
733 .. math::
734
735 dst.x = (src0.x < 0) ? src1.x : src2.x
736
737 dst.y = (src0.y < 0) ? src1.y : src2.y
738
739 dst.z = (src0.z < 0) ? src1.z : src2.z
740
741 dst.w = (src0.w < 0) ? src1.w : src2.w
742
743
744 .. opcode:: KILL_IF - Conditional Discard
745
746 Conditional discard. Allowed in fragment shaders only.
747
748 .. math::
749
750 if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
751 discard
752 endif
753
754
755 .. opcode:: KILL - Discard
756
757 Unconditional discard. Allowed in fragment shaders only.
758
759
760 .. opcode:: SCS - Sine Cosine
761
762 .. math::
763
764 dst.x = \cos{src.x}
765
766 dst.y = \sin{src.x}
767
768 dst.z = 0
769
770 dst.w = 1
771
772
773 .. opcode:: TXB - Texture Lookup With Bias
774
775 .. math::
776
777 coord.x = src.x
778
779 coord.y = src.y
780
781 coord.z = src.z
782
783 coord.w = 1.0
784
785 bias = src.z
786
787 dst = texture_sample(unit, coord, bias)
788
789
790 .. opcode:: NRM - 3-component Vector Normalise
791
792 .. math::
793
794 dst.x = src.x / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
795
796 dst.y = src.y / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
797
798 dst.z = src.z / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
799
800 dst.w = 1
801
802
803 .. opcode:: DIV - Divide
804
805 .. math::
806
807 dst.x = \frac{src0.x}{src1.x}
808
809 dst.y = \frac{src0.y}{src1.y}
810
811 dst.z = \frac{src0.z}{src1.z}
812
813 dst.w = \frac{src0.w}{src1.w}
814
815
816 .. opcode:: DP2 - 2-component Dot Product
817
818 This instruction replicates its result.
819
820 .. math::
821
822 dst = src0.x \times src1.x + src0.y \times src1.y
823
824
825 .. opcode:: TXL - Texture Lookup With explicit LOD
826
827 .. math::
828
829 coord.x = src0.x
830
831 coord.y = src0.y
832
833 coord.z = src0.z
834
835 coord.w = 1.0
836
837 lod = src0.w
838
839 dst = texture_sample(unit, coord, lod)
840
841
842 .. opcode:: PUSHA - Push Address Register On Stack
843
844 push(src.x)
845 push(src.y)
846 push(src.z)
847 push(src.w)
848
849 .. note::
850
851 Considered for cleanup.
852
853 .. note::
854
855 Considered for removal.
856
857 .. opcode:: POPA - Pop Address Register From Stack
858
859 dst.w = pop()
860 dst.z = pop()
861 dst.y = pop()
862 dst.x = pop()
863
864 .. note::
865
866 Considered for cleanup.
867
868 .. note::
869
870 Considered for removal.
871
872
873 .. opcode:: BRA - Branch
874
875 pc = target
876
877 .. note::
878
879 Considered for removal.
880
881
882 .. opcode:: CALLNZ - Subroutine Call If Not Zero
883
884 TBD
885
886 .. note::
887
888 Considered for cleanup.
889
890 .. note::
891
892 Considered for removal.
893
894
895 Compute ISA
896 ^^^^^^^^^^^^^^^^^^^^^^^^
897
898 These opcodes are primarily provided for special-use computational shaders.
899 Support for these opcodes indicated by a special pipe capability bit (TBD).
900
901 XXX doesn't look like most of the opcodes really belong here.
902
903 .. opcode:: CEIL - Ceiling
904
905 .. math::
906
907 dst.x = \lceil src.x\rceil
908
909 dst.y = \lceil src.y\rceil
910
911 dst.z = \lceil src.z\rceil
912
913 dst.w = \lceil src.w\rceil
914
915
916 .. opcode:: TRUNC - Truncate
917
918 .. math::
919
920 dst.x = trunc(src.x)
921
922 dst.y = trunc(src.y)
923
924 dst.z = trunc(src.z)
925
926 dst.w = trunc(src.w)
927
928
929 .. opcode:: MOD - Modulus
930
931 .. math::
932
933 dst.x = src0.x \bmod src1.x
934
935 dst.y = src0.y \bmod src1.y
936
937 dst.z = src0.z \bmod src1.z
938
939 dst.w = src0.w \bmod src1.w
940
941
942 .. opcode:: UARL - Integer Address Register Load
943
944 Moves the contents of the source register, assumed to be an integer, into the
945 destination register, which is assumed to be an address (ADDR) register.
946
947
948 .. opcode:: SAD - Sum Of Absolute Differences
949
950 .. math::
951
952 dst.x = |src0.x - src1.x| + src2.x
953
954 dst.y = |src0.y - src1.y| + src2.y
955
956 dst.z = |src0.z - src1.z| + src2.z
957
958 dst.w = |src0.w - src1.w| + src2.w
959
960
961 .. opcode:: TXF - Texel Fetch (as per NV_gpu_shader4), extract a single texel
962 from a specified texture image. The source sampler may
963 not be a CUBE or SHADOW.
964 src 0 is a four-component signed integer vector used to
965 identify the single texel accessed. 3 components + level.
966 src 1 is a 3 component constant signed integer vector,
967 with each component only have a range of
968 -8..+8 (hw only seems to deal with this range, interface
969 allows for up to unsigned int).
970 TXF(uint_vec coord, int_vec offset).
971
972
973 .. opcode:: TXQ - Texture Size Query (as per NV_gpu_program4)
974 retrieve the dimensions of the texture
975 depending on the target. For 1D (width), 2D/RECT/CUBE
976 (width, height), 3D (width, height, depth),
977 1D array (width, layers), 2D array (width, height, layers)
978
979 .. math::
980
981 lod = src0.x
982
983 dst.x = texture_width(unit, lod)
984
985 dst.y = texture_height(unit, lod)
986
987 dst.z = texture_depth(unit, lod)
988
989
990 Integer ISA
991 ^^^^^^^^^^^^^^^^^^^^^^^^
992 These opcodes are used for integer operations.
993 Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
994
995
996 .. opcode:: I2F - Signed Integer To Float
997
998 Rounding is unspecified (round to nearest even suggested).
999
1000 .. math::
1001
1002 dst.x = (float) src.x
1003
1004 dst.y = (float) src.y
1005
1006 dst.z = (float) src.z
1007
1008 dst.w = (float) src.w
1009
1010
1011 .. opcode:: U2F - Unsigned Integer To Float
1012
1013 Rounding is unspecified (round to nearest even suggested).
1014
1015 .. math::
1016
1017 dst.x = (float) src.x
1018
1019 dst.y = (float) src.y
1020
1021 dst.z = (float) src.z
1022
1023 dst.w = (float) src.w
1024
1025
1026 .. opcode:: F2I - Float to Signed Integer
1027
1028 Rounding is towards zero (truncate).
1029 Values outside signed range (including NaNs) produce undefined results.
1030
1031 .. math::
1032
1033 dst.x = (int) src.x
1034
1035 dst.y = (int) src.y
1036
1037 dst.z = (int) src.z
1038
1039 dst.w = (int) src.w
1040
1041
1042 .. opcode:: F2U - Float to Unsigned Integer
1043
1044 Rounding is towards zero (truncate).
1045 Values outside unsigned range (including NaNs) produce undefined results.
1046
1047 .. math::
1048
1049 dst.x = (unsigned) src.x
1050
1051 dst.y = (unsigned) src.y
1052
1053 dst.z = (unsigned) src.z
1054
1055 dst.w = (unsigned) src.w
1056
1057
1058 .. opcode:: UADD - Integer Add
1059
1060 This instruction works the same for signed and unsigned integers.
1061 The low 32bit of the result is returned.
1062
1063 .. math::
1064
1065 dst.x = src0.x + src1.x
1066
1067 dst.y = src0.y + src1.y
1068
1069 dst.z = src0.z + src1.z
1070
1071 dst.w = src0.w + src1.w
1072
1073
1074 .. opcode:: UMAD - Integer Multiply And Add
1075
1076 This instruction works the same for signed and unsigned integers.
1077 The multiplication returns the low 32bit (as does the result itself).
1078
1079 .. math::
1080
1081 dst.x = src0.x \times src1.x + src2.x
1082
1083 dst.y = src0.y \times src1.y + src2.y
1084
1085 dst.z = src0.z \times src1.z + src2.z
1086
1087 dst.w = src0.w \times src1.w + src2.w
1088
1089
1090 .. opcode:: UMUL - Integer Multiply
1091
1092 This instruction works the same for signed and unsigned integers.
1093 The low 32bit of the result is returned.
1094
1095 .. math::
1096
1097 dst.x = src0.x \times src1.x
1098
1099 dst.y = src0.y \times src1.y
1100
1101 dst.z = src0.z \times src1.z
1102
1103 dst.w = src0.w \times src1.w
1104
1105
1106 .. opcode:: IMUL_HI - Signed Integer Multiply High Bits
1107
1108 The high 32bits of the multiplication of 2 signed integers are returned.
1109
1110 .. math::
1111
1112 dst.x = (src0.x \times src1.x) >> 32
1113
1114 dst.y = (src0.y \times src1.y) >> 32
1115
1116 dst.z = (src0.z \times src1.z) >> 32
1117
1118 dst.w = (src0.w \times src1.w) >> 32
1119
1120
1121 .. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits
1122
1123 The high 32bits of the multiplication of 2 unsigned integers are returned.
1124
1125 .. math::
1126
1127 dst.x = (src0.x \times src1.x) >> 32
1128
1129 dst.y = (src0.y \times src1.y) >> 32
1130
1131 dst.z = (src0.z \times src1.z) >> 32
1132
1133 dst.w = (src0.w \times src1.w) >> 32
1134
1135
1136 .. opcode:: IDIV - Signed Integer Division
1137
1138 TBD: behavior for division by zero.
1139
1140 .. math::
1141
1142 dst.x = src0.x \ src1.x
1143
1144 dst.y = src0.y \ src1.y
1145
1146 dst.z = src0.z \ src1.z
1147
1148 dst.w = src0.w \ src1.w
1149
1150
1151 .. opcode:: UDIV - Unsigned Integer Division
1152
1153 For division by zero, 0xffffffff is returned.
1154
1155 .. math::
1156
1157 dst.x = src0.x \ src1.x
1158
1159 dst.y = src0.y \ src1.y
1160
1161 dst.z = src0.z \ src1.z
1162
1163 dst.w = src0.w \ src1.w
1164
1165
1166 .. opcode:: UMOD - Unsigned Integer Remainder
1167
1168 If second arg is zero, 0xffffffff is returned.
1169
1170 .. math::
1171
1172 dst.x = src0.x \ src1.x
1173
1174 dst.y = src0.y \ src1.y
1175
1176 dst.z = src0.z \ src1.z
1177
1178 dst.w = src0.w \ src1.w
1179
1180
1181 .. opcode:: NOT - Bitwise Not
1182
1183 .. math::
1184
1185 dst.x = ~src.x
1186
1187 dst.y = ~src.y
1188
1189 dst.z = ~src.z
1190
1191 dst.w = ~src.w
1192
1193
1194 .. opcode:: AND - Bitwise And
1195
1196 .. math::
1197
1198 dst.x = src0.x & src1.x
1199
1200 dst.y = src0.y & src1.y
1201
1202 dst.z = src0.z & src1.z
1203
1204 dst.w = src0.w & src1.w
1205
1206
1207 .. opcode:: OR - Bitwise Or
1208
1209 .. math::
1210
1211 dst.x = src0.x | src1.x
1212
1213 dst.y = src0.y | src1.y
1214
1215 dst.z = src0.z | src1.z
1216
1217 dst.w = src0.w | src1.w
1218
1219
1220 .. opcode:: XOR - Bitwise Xor
1221
1222 .. math::
1223
1224 dst.x = src0.x \oplus src1.x
1225
1226 dst.y = src0.y \oplus src1.y
1227
1228 dst.z = src0.z \oplus src1.z
1229
1230 dst.w = src0.w \oplus src1.w
1231
1232
1233 .. opcode:: IMAX - Maximum of Signed Integers
1234
1235 .. math::
1236
1237 dst.x = max(src0.x, src1.x)
1238
1239 dst.y = max(src0.y, src1.y)
1240
1241 dst.z = max(src0.z, src1.z)
1242
1243 dst.w = max(src0.w, src1.w)
1244
1245
1246 .. opcode:: UMAX - Maximum of Unsigned Integers
1247
1248 .. math::
1249
1250 dst.x = max(src0.x, src1.x)
1251
1252 dst.y = max(src0.y, src1.y)
1253
1254 dst.z = max(src0.z, src1.z)
1255
1256 dst.w = max(src0.w, src1.w)
1257
1258
1259 .. opcode:: IMIN - Minimum of Signed Integers
1260
1261 .. math::
1262
1263 dst.x = min(src0.x, src1.x)
1264
1265 dst.y = min(src0.y, src1.y)
1266
1267 dst.z = min(src0.z, src1.z)
1268
1269 dst.w = min(src0.w, src1.w)
1270
1271
1272 .. opcode:: UMIN - Minimum of Unsigned Integers
1273
1274 .. math::
1275
1276 dst.x = min(src0.x, src1.x)
1277
1278 dst.y = min(src0.y, src1.y)
1279
1280 dst.z = min(src0.z, src1.z)
1281
1282 dst.w = min(src0.w, src1.w)
1283
1284
1285 .. opcode:: SHL - Shift Left
1286
1287 The shift count is masked with 0x1f before the shift is applied.
1288
1289 .. math::
1290
1291 dst.x = src0.x << (0x1f & src1.x)
1292
1293 dst.y = src0.y << (0x1f & src1.y)
1294
1295 dst.z = src0.z << (0x1f & src1.z)
1296
1297 dst.w = src0.w << (0x1f & src1.w)
1298
1299
1300 .. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)
1301
1302 The shift count is masked with 0x1f before the shift is applied.
1303
1304 .. math::
1305
1306 dst.x = src0.x >> (0x1f & src1.x)
1307
1308 dst.y = src0.y >> (0x1f & src1.y)
1309
1310 dst.z = src0.z >> (0x1f & src1.z)
1311
1312 dst.w = src0.w >> (0x1f & src1.w)
1313
1314
1315 .. opcode:: USHR - Logical Shift Right
1316
1317 The shift count is masked with 0x1f before the shift is applied.
1318
1319 .. math::
1320
1321 dst.x = src0.x >> (unsigned) (0x1f & src1.x)
1322
1323 dst.y = src0.y >> (unsigned) (0x1f & src1.y)
1324
1325 dst.z = src0.z >> (unsigned) (0x1f & src1.z)
1326
1327 dst.w = src0.w >> (unsigned) (0x1f & src1.w)
1328
1329
1330 .. opcode:: UCMP - Integer Conditional Move
1331
1332 .. math::
1333
1334 dst.x = src0.x ? src1.x : src2.x
1335
1336 dst.y = src0.y ? src1.y : src2.y
1337
1338 dst.z = src0.z ? src1.z : src2.z
1339
1340 dst.w = src0.w ? src1.w : src2.w
1341
1342
1343
1344 .. opcode:: ISSG - Integer Set Sign
1345
1346 .. math::
1347
1348 dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0
1349
1350 dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0
1351
1352 dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0
1353
1354 dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0
1355
1356
1357
1358 .. opcode:: FSLT - Float Set On Less Than (ordered)
1359
1360 Same comparison as SLT but returns integer instead of 1.0/0.0 float
1361
1362 .. math::
1363
1364 dst.x = (src0.x < src1.x) ? ~0 : 0
1365
1366 dst.y = (src0.y < src1.y) ? ~0 : 0
1367
1368 dst.z = (src0.z < src1.z) ? ~0 : 0
1369
1370 dst.w = (src0.w < src1.w) ? ~0 : 0
1371
1372
1373 .. opcode:: ISLT - Signed Integer Set On Less Than
1374
1375 .. math::
1376
1377 dst.x = (src0.x < src1.x) ? ~0 : 0
1378
1379 dst.y = (src0.y < src1.y) ? ~0 : 0
1380
1381 dst.z = (src0.z < src1.z) ? ~0 : 0
1382
1383 dst.w = (src0.w < src1.w) ? ~0 : 0
1384
1385
1386 .. opcode:: USLT - Unsigned Integer Set On Less Than
1387
1388 .. math::
1389
1390 dst.x = (src0.x < src1.x) ? ~0 : 0
1391
1392 dst.y = (src0.y < src1.y) ? ~0 : 0
1393
1394 dst.z = (src0.z < src1.z) ? ~0 : 0
1395
1396 dst.w = (src0.w < src1.w) ? ~0 : 0
1397
1398
1399 .. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
1400
1401 Same comparison as SGE but returns integer instead of 1.0/0.0 float
1402
1403 .. math::
1404
1405 dst.x = (src0.x >= src1.x) ? ~0 : 0
1406
1407 dst.y = (src0.y >= src1.y) ? ~0 : 0
1408
1409 dst.z = (src0.z >= src1.z) ? ~0 : 0
1410
1411 dst.w = (src0.w >= src1.w) ? ~0 : 0
1412
1413
1414 .. opcode:: ISGE - Signed Integer Set On Greater Equal Than
1415
1416 .. math::
1417
1418 dst.x = (src0.x >= src1.x) ? ~0 : 0
1419
1420 dst.y = (src0.y >= src1.y) ? ~0 : 0
1421
1422 dst.z = (src0.z >= src1.z) ? ~0 : 0
1423
1424 dst.w = (src0.w >= src1.w) ? ~0 : 0
1425
1426
1427 .. opcode:: USGE - Unsigned Integer Set On Greater Equal Than
1428
1429 .. math::
1430
1431 dst.x = (src0.x >= src1.x) ? ~0 : 0
1432
1433 dst.y = (src0.y >= src1.y) ? ~0 : 0
1434
1435 dst.z = (src0.z >= src1.z) ? ~0 : 0
1436
1437 dst.w = (src0.w >= src1.w) ? ~0 : 0
1438
1439
1440 .. opcode:: FSEQ - Float Set On Equal (ordered)
1441
1442 Same comparison as SEQ but returns integer instead of 1.0/0.0 float
1443
1444 .. math::
1445
1446 dst.x = (src0.x == src1.x) ? ~0 : 0
1447
1448 dst.y = (src0.y == src1.y) ? ~0 : 0
1449
1450 dst.z = (src0.z == src1.z) ? ~0 : 0
1451
1452 dst.w = (src0.w == src1.w) ? ~0 : 0
1453
1454
1455 .. opcode:: USEQ - Integer Set On Equal
1456
1457 .. math::
1458
1459 dst.x = (src0.x == src1.x) ? ~0 : 0
1460
1461 dst.y = (src0.y == src1.y) ? ~0 : 0
1462
1463 dst.z = (src0.z == src1.z) ? ~0 : 0
1464
1465 dst.w = (src0.w == src1.w) ? ~0 : 0
1466
1467
1468 .. opcode:: FSNE - Float Set On Not Equal (unordered)
1469
1470 Same comparison as SNE but returns integer instead of 1.0/0.0 float
1471
1472 .. math::
1473
1474 dst.x = (src0.x != src1.x) ? ~0 : 0
1475
1476 dst.y = (src0.y != src1.y) ? ~0 : 0
1477
1478 dst.z = (src0.z != src1.z) ? ~0 : 0
1479
1480 dst.w = (src0.w != src1.w) ? ~0 : 0
1481
1482
1483 .. opcode:: USNE - Integer Set On Not Equal
1484
1485 .. math::
1486
1487 dst.x = (src0.x != src1.x) ? ~0 : 0
1488
1489 dst.y = (src0.y != src1.y) ? ~0 : 0
1490
1491 dst.z = (src0.z != src1.z) ? ~0 : 0
1492
1493 dst.w = (src0.w != src1.w) ? ~0 : 0
1494
1495
1496 .. opcode:: INEG - Integer Negate
1497
1498 Two's complement.
1499
1500 .. math::
1501
1502 dst.x = -src.x
1503
1504 dst.y = -src.y
1505
1506 dst.z = -src.z
1507
1508 dst.w = -src.w
1509
1510
1511 .. opcode:: IABS - Integer Absolute Value
1512
1513 .. math::
1514
1515 dst.x = |src.x|
1516
1517 dst.y = |src.y|
1518
1519 dst.z = |src.z|
1520
1521 dst.w = |src.w|
1522
1523
1524 Geometry ISA
1525 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1526
1527 These opcodes are only supported in geometry shaders; they have no meaning
1528 in any other type of shader.
1529
1530 .. opcode:: EMIT - Emit
1531
1532 Generate a new vertex for the current primitive using the values in the
1533 output registers.
1534
1535
1536 .. opcode:: ENDPRIM - End Primitive
1537
1538 Complete the current primitive (consisting of the emitted vertices),
1539 and start a new one.
1540
1541
1542 GLSL ISA
1543 ^^^^^^^^^^
1544
1545 These opcodes are part of :term:`GLSL`'s opcode set. Support for these
1546 opcodes is determined by a special capability bit, ``GLSL``.
1547 Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH).
1548
1549 .. opcode:: CAL - Subroutine Call
1550
1551 push(pc)
1552 pc = target
1553
1554
1555 .. opcode:: RET - Subroutine Call Return
1556
1557 pc = pop()
1558
1559
1560 .. opcode:: CONT - Continue
1561
1562 Unconditionally moves the point of execution to the instruction after the
1563 last bgnloop. The instruction must appear within a bgnloop/endloop.
1564
1565 .. note::
1566
1567 Support for CONT is determined by a special capability bit,
1568 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
1569
1570
1571 .. opcode:: BGNLOOP - Begin a Loop
1572
1573 Start a loop. Must have a matching endloop.
1574
1575
1576 .. opcode:: BGNSUB - Begin Subroutine
1577
1578 Starts definition of a subroutine. Must have a matching endsub.
1579
1580
1581 .. opcode:: ENDLOOP - End a Loop
1582
1583 End a loop started with bgnloop.
1584
1585
1586 .. opcode:: ENDSUB - End Subroutine
1587
1588 Ends definition of a subroutine.
1589
1590
1591 .. opcode:: NOP - No Operation
1592
1593 Do nothing.
1594
1595
1596 .. opcode:: BRK - Break
1597
1598 Unconditionally moves the point of execution to the instruction after the
1599 next endloop or endswitch. The instruction must appear within a loop/endloop
1600 or switch/endswitch.
1601
1602
1603 .. opcode:: BREAKC - Break Conditional
1604
1605 Conditionally moves the point of execution to the instruction after the
1606 next endloop or endswitch. The instruction must appear within a loop/endloop
1607 or switch/endswitch.
1608 Condition evaluates to true if src0.x != 0 where src0.x is interpreted
1609 as an integer register.
1610
1611 .. note::
1612
1613 Considered for removal as it's quite inconsistent wrt other opcodes
1614 (could emulate with UIF/BRK/ENDIF).
1615
1616
1617 .. opcode:: IF - Float If
1618
1619 Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
1620
1621 src0.x != 0.0
1622
1623 where src0.x is interpreted as a floating point register.
1624
1625
1626 .. opcode:: UIF - Bitwise If
1627
1628 Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
1629
1630 src0.x != 0
1631
1632 where src0.x is interpreted as an integer register.
1633
1634
1635 .. opcode:: ELSE - Else
1636
1637 Starts an else block, after an IF or UIF statement.
1638
1639
1640 .. opcode:: ENDIF - End If
1641
1642 Ends an IF or UIF block.
1643
1644
1645 .. opcode:: SWITCH - Switch
1646
1647 Starts a C-style switch expression. The switch consists of one or multiple
1648 CASE statements, and at most one DEFAULT statement. Execution of a statement
1649 ends when a BRK is hit, but just like in C falling through to other cases
1650 without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
1651 just as last statement, and fallthrough is allowed into/from it.
1652 CASE src arguments are evaluated at bit level against the SWITCH src argument.
1653
1654 Example:
1655 SWITCH src[0].x
1656 CASE src[0].x
1657 (some instructions here)
1658 (optional BRK here)
1659 DEFAULT
1660 (some instructions here)
1661 (optional BRK here)
1662 CASE src[0].x
1663 (some instructions here)
1664 (optional BRK here)
1665 ENDSWITCH
1666
1667
1668 .. opcode:: CASE - Switch case
1669
1670 This represents a switch case label. The src arg must be an integer immediate.
1671
1672
1673 .. opcode:: DEFAULT - Switch default
1674
1675 This represents the default case in the switch, which is taken if no other
1676 case matches.
1677
1678
1679 .. opcode:: ENDSWITCH - End of switch
1680
1681 Ends a switch expression.
1682
1683
1684 .. opcode:: NRM4 - 4-component Vector Normalise
1685
1686 This instruction replicates its result.
1687
1688 .. math::
1689
1690 dst = \frac{src.x}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
1691
1692
1693 .. _doubleopcodes:
1694
1695 Double ISA
1696 ^^^^^^^^^^^^^^^
1697
1698 The double-precision opcodes reinterpret four-component vectors into
1699 two-component vectors with doubled precision in each component.
1700
1701 Support for these opcodes is XXX undecided. :T
1702
1703 .. opcode:: DADD - Add
1704
1705 .. math::
1706
1707 dst.xy = src0.xy + src1.xy
1708
1709 dst.zw = src0.zw + src1.zw
1710
1711
1712 .. opcode:: DDIV - Divide
1713
1714 .. math::
1715
1716 dst.xy = src0.xy / src1.xy
1717
1718 dst.zw = src0.zw / src1.zw
1719
1720 .. opcode:: DSEQ - Set on Equal
1721
1722 .. math::
1723
1724 dst.xy = src0.xy == src1.xy ? 1.0F : 0.0F
1725
1726 dst.zw = src0.zw == src1.zw ? 1.0F : 0.0F
1727
1728 .. opcode:: DSLT - Set on Less than
1729
1730 .. math::
1731
1732 dst.xy = src0.xy < src1.xy ? 1.0F : 0.0F
1733
1734 dst.zw = src0.zw < src1.zw ? 1.0F : 0.0F
1735
1736 .. opcode:: DFRAC - Fraction
1737
1738 .. math::
1739
1740 dst.xy = src.xy - \lfloor src.xy\rfloor
1741
1742 dst.zw = src.zw - \lfloor src.zw\rfloor
1743
1744
1745 .. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
1746
1747 Like the ``frexp()`` routine in many math libraries, this opcode stores the
1748 exponent of its source to ``dst0``, and the significand to ``dst1``, such that
1749 :math:`dst1 \times 2^{dst0} = src` .
1750
1751 .. math::
1752
1753 dst0.xy = exp(src.xy)
1754
1755 dst1.xy = frac(src.xy)
1756
1757 dst0.zw = exp(src.zw)
1758
1759 dst1.zw = frac(src.zw)
1760
1761 .. opcode:: DLDEXP - Multiply Number by Integral Power of 2
1762
1763 This opcode is the inverse of :opcode:`DFRACEXP`.
1764
1765 .. math::
1766
1767 dst.xy = src0.xy \times 2^{src1.xy}
1768
1769 dst.zw = src0.zw \times 2^{src1.zw}
1770
1771 .. opcode:: DMIN - Minimum
1772
1773 .. math::
1774
1775 dst.xy = min(src0.xy, src1.xy)
1776
1777 dst.zw = min(src0.zw, src1.zw)
1778
1779 .. opcode:: DMAX - Maximum
1780
1781 .. math::
1782
1783 dst.xy = max(src0.xy, src1.xy)
1784
1785 dst.zw = max(src0.zw, src1.zw)
1786
1787 .. opcode:: DMUL - Multiply
1788
1789 .. math::
1790
1791 dst.xy = src0.xy \times src1.xy
1792
1793 dst.zw = src0.zw \times src1.zw
1794
1795
1796 .. opcode:: DMAD - Multiply And Add
1797
1798 .. math::
1799
1800 dst.xy = src0.xy \times src1.xy + src2.xy
1801
1802 dst.zw = src0.zw \times src1.zw + src2.zw
1803
1804
1805 .. opcode:: DRCP - Reciprocal
1806
1807 .. math::
1808
1809 dst.xy = \frac{1}{src.xy}
1810
1811 dst.zw = \frac{1}{src.zw}
1812
1813 .. opcode:: DSQRT - Square Root
1814
1815 .. math::
1816
1817 dst.xy = \sqrt{src.xy}
1818
1819 dst.zw = \sqrt{src.zw}
1820
1821
1822 .. _samplingopcodes:
1823
1824 Resource Sampling Opcodes
1825 ^^^^^^^^^^^^^^^^^^^^^^^^^
1826
1827 Those opcodes follow very closely semantics of the respective Direct3D
1828 instructions. If in doubt double check Direct3D documentation.
1829 Note that the swizzle on SVIEW (src1) determines texel swizzling
1830 after lookup.
1831
1832 .. opcode:: SAMPLE - Using provided address, sample data from the
1833 specified texture using the filtering mode identified
1834 by the gven sampler. The source data may come from
1835 any resource type other than buffers.
1836 SAMPLE dst, address, sampler_view, sampler
1837 e.g.
1838 SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]
1839
1840 .. opcode:: SAMPLE_I - Simplified alternative to the SAMPLE instruction.
1841 Using the provided integer address, SAMPLE_I fetches data
1842 from the specified sampler view without any filtering.
1843 The source data may come from any resource type other
1844 than CUBE.
1845 SAMPLE_I dst, address, sampler_view
1846 e.g.
1847 SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]
1848 The 'address' is specified as unsigned integers. If the
1849 'address' is out of range [0...(# texels - 1)] the
1850 result of the fetch is always 0 in all components.
1851 As such the instruction doesn't honor address wrap
1852 modes, in cases where that behavior is desirable
1853 'SAMPLE' instruction should be used.
1854 address.w always provides an unsigned integer mipmap
1855 level. If the value is out of the range then the
1856 instruction always returns 0 in all components.
1857 address.yz are ignored for buffers and 1d textures.
1858 address.z is ignored for 1d texture arrays and 2d
1859 textures.
1860 For 1D texture arrays address.y provides the array
1861 index (also as unsigned integer). If the value is
1862 out of the range of available array indices
1863 [0... (array size - 1)] then the opcode always returns
1864 0 in all components.
1865 For 2D texture arrays address.z provides the array
1866 index, otherwise it exhibits the same behavior as in
1867 the case for 1D texture arrays.
1868 The exact semantics of the source address are presented
1869 in the table below:
1870 resource type X Y Z W
1871 ------------- ------------------------
1872 PIPE_BUFFER x ignored
1873 PIPE_TEXTURE_1D x mpl
1874 PIPE_TEXTURE_2D x y mpl
1875 PIPE_TEXTURE_3D x y z mpl
1876 PIPE_TEXTURE_RECT x y mpl
1877 PIPE_TEXTURE_CUBE not allowed as source
1878 PIPE_TEXTURE_1D_ARRAY x idx mpl
1879 PIPE_TEXTURE_2D_ARRAY x y idx mpl
1880
1881 Where 'mpl' is a mipmap level and 'idx' is the
1882 array index.
1883
1884 .. opcode:: SAMPLE_I_MS - Just like SAMPLE_I but allows fetch data from
1885 multi-sampled surfaces.
1886 SAMPLE_I_MS dst, address, sampler_view, sample
1887
1888 .. opcode:: SAMPLE_B - Just like the SAMPLE instruction with the
1889 exception that an additional bias is applied to the
1890 level of detail computed as part of the instruction
1891 execution.
1892 SAMPLE_B dst, address, sampler_view, sampler, lod_bias
1893 e.g.
1894 SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x
1895
1896 .. opcode:: SAMPLE_C - Similar to the SAMPLE instruction but it
1897 performs a comparison filter. The operands to SAMPLE_C
1898 are identical to SAMPLE, except that there is an additional
1899 float32 operand, reference value, which must be a register
1900 with single-component, or a scalar literal.
1901 SAMPLE_C makes the hardware use the current samplers
1902 compare_func (in pipe_sampler_state) to compare
1903 reference value against the red component value for the
1904 surce resource at each texel that the currently configured
1905 texture filter covers based on the provided coordinates.
1906 SAMPLE_C dst, address, sampler_view.r, sampler, ref_value
1907 e.g.
1908 SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x
1909
1910 .. opcode:: SAMPLE_C_LZ - Same as SAMPLE_C, but LOD is 0 and derivatives
1911 are ignored. The LZ stands for level-zero.
1912 SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value
1913 e.g.
1914 SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x
1915
1916
1917 .. opcode:: SAMPLE_D - SAMPLE_D is identical to the SAMPLE opcode except
1918 that the derivatives for the source address in the x
1919 direction and the y direction are provided by extra
1920 parameters.
1921 SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y
1922 e.g.
1923 SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]
1924
1925 .. opcode:: SAMPLE_L - SAMPLE_L is identical to the SAMPLE opcode except
1926 that the LOD is provided directly as a scalar value,
1927 representing no anisotropy.
1928 SAMPLE_L dst, address, sampler_view, sampler, explicit_lod
1929 e.g.
1930 SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x
1931
1932 .. opcode:: GATHER4 - Gathers the four texels to be used in a bi-linear
1933 filtering operation and packs them into a single register.
1934 Only works with 2D, 2D array, cubemaps, and cubemaps arrays.
1935 For 2D textures, only the addressing modes of the sampler and
1936 the top level of any mip pyramid are used. Set W to zero.
1937 It behaves like the SAMPLE instruction, but a filtered
1938 sample is not generated. The four samples that contribute
1939 to filtering are placed into xyzw in counter-clockwise order,
1940 starting with the (u,v) texture coordinate delta at the
1941 following locations (-, +), (+, +), (+, -), (-, -), where
1942 the magnitude of the deltas are half a texel.
1943
1944
1945 .. opcode:: SVIEWINFO - query the dimensions of a given sampler view.
1946 dst receives width, height, depth or array size and
1947 number of mipmap levels as int4. The dst can have a writemask
1948 which will specify what info is the caller interested
1949 in.
1950 SVIEWINFO dst, src_mip_level, sampler_view
1951 e.g.
1952 SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]
1953 src_mip_level is an unsigned integer scalar. If it's
1954 out of range then returns 0 for width, height and
1955 depth/array size but the total number of mipmap is
1956 still returned correctly for the given sampler view.
1957 The returned width, height and depth values are for
1958 the mipmap level selected by the src_mip_level and
1959 are in the number of texels.
1960 For 1d texture array width is in dst.x, array size
1961 is in dst.y and dst.z is 0. The number of mipmaps
1962 is still in dst.w.
1963 In contrast to d3d10 resinfo, there's no way in the
1964 tgsi instruction encoding to specify the return type
1965 (float/rcpfloat/uint), hence always using uint. Also,
1966 unlike the SAMPLE instructions, the swizzle on src1
1967 resinfo allowing swizzling dst values is ignored (due
1968 to the interaction with rcpfloat modifier which requires
1969 some swizzle handling in the state tracker anyway).
1970
1971 .. opcode:: SAMPLE_POS - query the position of a given sample.
1972 dst receives float4 (x, y, 0, 0) indicated where the
1973 sample is located. If the resource is not a multi-sample
1974 resource and not a render target, the result is 0.
1975
1976 .. opcode:: SAMPLE_INFO - dst receives number of samples in x.
1977 If the resource is not a multi-sample resource and
1978 not a render target, the result is 0.
1979
1980
1981 .. _resourceopcodes:
1982
1983 Resource Access Opcodes
1984 ^^^^^^^^^^^^^^^^^^^^^^^
1985
1986 .. opcode:: LOAD - Fetch data from a shader resource
1987
1988 Syntax: ``LOAD dst, resource, address``
1989
1990 Example: ``LOAD TEMP[0], RES[0], TEMP[1]``
1991
1992 Using the provided integer address, LOAD fetches data
1993 from the specified buffer or texture without any
1994 filtering.
1995
1996 The 'address' is specified as a vector of unsigned
1997 integers. If the 'address' is out of range the result
1998 is unspecified.
1999
2000 Only the first mipmap level of a resource can be read
2001 from using this instruction.
2002
2003 For 1D or 2D texture arrays, the array index is
2004 provided as an unsigned integer in address.y or
2005 address.z, respectively. address.yz are ignored for
2006 buffers and 1D textures. address.z is ignored for 1D
2007 texture arrays and 2D textures. address.w is always
2008 ignored.
2009
2010 .. opcode:: STORE - Write data to a shader resource
2011
2012 Syntax: ``STORE resource, address, src``
2013
2014 Example: ``STORE RES[0], TEMP[0], TEMP[1]``
2015
2016 Using the provided integer address, STORE writes data
2017 to the specified buffer or texture.
2018
2019 The 'address' is specified as a vector of unsigned
2020 integers. If the 'address' is out of range the result
2021 is unspecified.
2022
2023 Only the first mipmap level of a resource can be
2024 written to using this instruction.
2025
2026 For 1D or 2D texture arrays, the array index is
2027 provided as an unsigned integer in address.y or
2028 address.z, respectively. address.yz are ignored for
2029 buffers and 1D textures. address.z is ignored for 1D
2030 texture arrays and 2D textures. address.w is always
2031 ignored.
2032
2033
2034 .. _threadsyncopcodes:
2035
2036 Inter-thread synchronization opcodes
2037 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
2038
2039 These opcodes are intended for communication between threads running
2040 within the same compute grid. For now they're only valid in compute
2041 programs.
2042
2043 .. opcode:: MFENCE - Memory fence
2044
2045 Syntax: ``MFENCE resource``
2046
2047 Example: ``MFENCE RES[0]``
2048
2049 This opcode forces strong ordering between any memory access
2050 operations that affect the specified resource. This means that
2051 previous loads and stores (and only those) will be performed and
2052 visible to other threads before the program execution continues.
2053
2054
2055 .. opcode:: LFENCE - Load memory fence
2056
2057 Syntax: ``LFENCE resource``
2058
2059 Example: ``LFENCE RES[0]``
2060
2061 Similar to MFENCE, but it only affects the ordering of memory loads.
2062
2063
2064 .. opcode:: SFENCE - Store memory fence
2065
2066 Syntax: ``SFENCE resource``
2067
2068 Example: ``SFENCE RES[0]``
2069
2070 Similar to MFENCE, but it only affects the ordering of memory stores.
2071
2072
2073 .. opcode:: BARRIER - Thread group barrier
2074
2075 ``BARRIER``
2076
2077 This opcode suspends the execution of the current thread until all
2078 the remaining threads in the working group reach the same point of
2079 the program. Results are unspecified if any of the remaining
2080 threads terminates or never reaches an executed BARRIER instruction.
2081
2082
2083 .. _atomopcodes:
2084
2085 Atomic opcodes
2086 ^^^^^^^^^^^^^^
2087
2088 These opcodes provide atomic variants of some common arithmetic and
2089 logical operations. In this context atomicity means that another
2090 concurrent memory access operation that affects the same memory
2091 location is guaranteed to be performed strictly before or after the
2092 entire execution of the atomic operation.
2093
2094 For the moment they're only valid in compute programs.
2095
2096 .. opcode:: ATOMUADD - Atomic integer addition
2097
2098 Syntax: ``ATOMUADD dst, resource, offset, src``
2099
2100 Example: ``ATOMUADD TEMP[0], RES[0], TEMP[1], TEMP[2]``
2101
2102 The following operation is performed atomically on each component:
2103
2104 .. math::
2105
2106 dst_i = resource[offset]_i
2107
2108 resource[offset]_i = dst_i + src_i
2109
2110
2111 .. opcode:: ATOMXCHG - Atomic exchange
2112
2113 Syntax: ``ATOMXCHG dst, resource, offset, src``
2114
2115 Example: ``ATOMXCHG TEMP[0], RES[0], TEMP[1], TEMP[2]``
2116
2117 The following operation is performed atomically on each component:
2118
2119 .. math::
2120
2121 dst_i = resource[offset]_i
2122
2123 resource[offset]_i = src_i
2124
2125
2126 .. opcode:: ATOMCAS - Atomic compare-and-exchange
2127
2128 Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
2129
2130 Example: ``ATOMCAS TEMP[0], RES[0], TEMP[1], TEMP[2], TEMP[3]``
2131
2132 The following operation is performed atomically on each component:
2133
2134 .. math::
2135
2136 dst_i = resource[offset]_i
2137
2138 resource[offset]_i = (dst_i == cmp_i ? src_i : dst_i)
2139
2140
2141 .. opcode:: ATOMAND - Atomic bitwise And
2142
2143 Syntax: ``ATOMAND dst, resource, offset, src``
2144
2145 Example: ``ATOMAND TEMP[0], RES[0], TEMP[1], TEMP[2]``
2146
2147 The following operation is performed atomically on each component:
2148
2149 .. math::
2150
2151 dst_i = resource[offset]_i
2152
2153 resource[offset]_i = dst_i \& src_i
2154
2155
2156 .. opcode:: ATOMOR - Atomic bitwise Or
2157
2158 Syntax: ``ATOMOR dst, resource, offset, src``
2159
2160 Example: ``ATOMOR TEMP[0], RES[0], TEMP[1], TEMP[2]``
2161
2162 The following operation is performed atomically on each component:
2163
2164 .. math::
2165
2166 dst_i = resource[offset]_i
2167
2168 resource[offset]_i = dst_i | src_i
2169
2170
2171 .. opcode:: ATOMXOR - Atomic bitwise Xor
2172
2173 Syntax: ``ATOMXOR dst, resource, offset, src``
2174
2175 Example: ``ATOMXOR TEMP[0], RES[0], TEMP[1], TEMP[2]``
2176
2177 The following operation is performed atomically on each component:
2178
2179 .. math::
2180
2181 dst_i = resource[offset]_i
2182
2183 resource[offset]_i = dst_i \oplus src_i
2184
2185
2186 .. opcode:: ATOMUMIN - Atomic unsigned minimum
2187
2188 Syntax: ``ATOMUMIN dst, resource, offset, src``
2189
2190 Example: ``ATOMUMIN TEMP[0], RES[0], TEMP[1], TEMP[2]``
2191
2192 The following operation is performed atomically on each component:
2193
2194 .. math::
2195
2196 dst_i = resource[offset]_i
2197
2198 resource[offset]_i = (dst_i < src_i ? dst_i : src_i)
2199
2200
2201 .. opcode:: ATOMUMAX - Atomic unsigned maximum
2202
2203 Syntax: ``ATOMUMAX dst, resource, offset, src``
2204
2205 Example: ``ATOMUMAX TEMP[0], RES[0], TEMP[1], TEMP[2]``
2206
2207 The following operation is performed atomically on each component:
2208
2209 .. math::
2210
2211 dst_i = resource[offset]_i
2212
2213 resource[offset]_i = (dst_i > src_i ? dst_i : src_i)
2214
2215
2216 .. opcode:: ATOMIMIN - Atomic signed minimum
2217
2218 Syntax: ``ATOMIMIN dst, resource, offset, src``
2219
2220 Example: ``ATOMIMIN TEMP[0], RES[0], TEMP[1], TEMP[2]``
2221
2222 The following operation is performed atomically on each component:
2223
2224 .. math::
2225
2226 dst_i = resource[offset]_i
2227
2228 resource[offset]_i = (dst_i < src_i ? dst_i : src_i)
2229
2230
2231 .. opcode:: ATOMIMAX - Atomic signed maximum
2232
2233 Syntax: ``ATOMIMAX dst, resource, offset, src``
2234
2235 Example: ``ATOMIMAX TEMP[0], RES[0], TEMP[1], TEMP[2]``
2236
2237 The following operation is performed atomically on each component:
2238
2239 .. math::
2240
2241 dst_i = resource[offset]_i
2242
2243 resource[offset]_i = (dst_i > src_i ? dst_i : src_i)
2244
2245
2246
2247 Explanation of symbols used
2248 ------------------------------
2249
2250
2251 Functions
2252 ^^^^^^^^^^^^^^
2253
2254
2255 :math:`|x|` Absolute value of `x`.
2256
2257 :math:`\lceil x \rceil` Ceiling of `x`.
2258
2259 clamp(x,y,z) Clamp x between y and z.
2260 (x < y) ? y : (x > z) ? z : x
2261
2262 :math:`\lfloor x\rfloor` Floor of `x`.
2263
2264 :math:`\log_2{x}` Logarithm of `x`, base 2.
2265
2266 max(x,y) Maximum of x and y.
2267 (x > y) ? x : y
2268
2269 min(x,y) Minimum of x and y.
2270 (x < y) ? x : y
2271
2272 partialx(x) Derivative of x relative to fragment's X.
2273
2274 partialy(x) Derivative of x relative to fragment's Y.
2275
2276 pop() Pop from stack.
2277
2278 :math:`x^y` `x` to the power `y`.
2279
2280 push(x) Push x on stack.
2281
2282 round(x) Round x.
2283
2284 trunc(x) Truncate x, i.e. drop the fraction bits.
2285
2286
2287 Keywords
2288 ^^^^^^^^^^^^^
2289
2290
2291 discard Discard fragment.
2292
2293 pc Program counter.
2294
2295 target Label of target instruction.
2296
2297
2298 Other tokens
2299 ---------------
2300
2301
2302 Declaration
2303 ^^^^^^^^^^^
2304
2305
2306 Declares a register that is will be referenced as an operand in Instruction
2307 tokens.
2308
2309 File field contains register file that is being declared and is one
2310 of TGSI_FILE.
2311
2312 UsageMask field specifies which of the register components can be accessed
2313 and is one of TGSI_WRITEMASK.
2314
2315 The Local flag specifies that a given value isn't intended for
2316 subroutine parameter passing and, as a result, the implementation
2317 isn't required to give any guarantees of it being preserved across
2318 subroutine boundaries. As it's merely a compiler hint, the
2319 implementation is free to ignore it.
2320
2321 If Dimension flag is set to 1, a Declaration Dimension token follows.
2322
2323 If Semantic flag is set to 1, a Declaration Semantic token follows.
2324
2325 If Interpolate flag is set to 1, a Declaration Interpolate token follows.
2326
2327 If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
2328
2329 If Array flag is set to 1, a Declaration Array token follows.
2330
2331 Array Declaration
2332 ^^^^^^^^^^^^^^^^^^^^^^^^
2333
2334 Declarations can optional have an ArrayID attribute which can be referred by
2335 indirect addressing operands. An ArrayID of zero is reserved and treaded as
2336 if no ArrayID is specified.
2337
2338 If an indirect addressing operand refers to a specific declaration by using
2339 an ArrayID only the registers in this declaration are guaranteed to be
2340 accessed, accessing any register outside this declaration results in undefined
2341 behavior. Note that for compatibility the effective index is zero-based and
2342 not relative to the specified declaration
2343
2344 If no ArrayID is specified with an indirect addressing operand the whole
2345 register file might be accessed by this operand. This is strongly discouraged
2346 and will prevent packing of scalar/vec2 arrays and effective alias analysis.
2347
2348 Declaration Semantic
2349 ^^^^^^^^^^^^^^^^^^^^^^^^
2350
2351 Vertex and fragment shader input and output registers may be labeled
2352 with semantic information consisting of a name and index.
2353
2354 Follows Declaration token if Semantic bit is set.
2355
2356 Since its purpose is to link a shader with other stages of the pipeline,
2357 it is valid to follow only those Declaration tokens that declare a register
2358 either in INPUT or OUTPUT file.
2359
2360 SemanticName field contains the semantic name of the register being declared.
2361 There is no default value.
2362
2363 SemanticIndex is an optional subscript that can be used to distinguish
2364 different register declarations with the same semantic name. The default value
2365 is 0.
2366
2367 The meanings of the individual semantic names are explained in the following
2368 sections.
2369
2370 TGSI_SEMANTIC_POSITION
2371 """"""""""""""""""""""
2372
2373 For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
2374 output register which contains the homogeneous vertex position in the clip
2375 space coordinate system. After clipping, the X, Y and Z components of the
2376 vertex will be divided by the W value to get normalized device coordinates.
2377
2378 For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
2379 fragment shader input contains the fragment's window position. The X
2380 component starts at zero and always increases from left to right.
2381 The Y component starts at zero and always increases but Y=0 may either
2382 indicate the top of the window or the bottom depending on the fragment
2383 coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
2384 The Z coordinate ranges from 0 to 1 to represent depth from the front
2385 to the back of the Z buffer. The W component contains the reciprocol
2386 of the interpolated vertex position W component.
2387
2388 Fragment shaders may also declare an output register with
2389 TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
2390 the fragment shader to change the fragment's Z position.
2391
2392
2393
2394 TGSI_SEMANTIC_COLOR
2395 """""""""""""""""""
2396
2397 For vertex shader outputs or fragment shader inputs/outputs, this
2398 label indicates that the resister contains an R,G,B,A color.
2399
2400 Several shader inputs/outputs may contain colors so the semantic index
2401 is used to distinguish them. For example, color[0] may be the diffuse
2402 color while color[1] may be the specular color.
2403
2404 This label is needed so that the flat/smooth shading can be applied
2405 to the right interpolants during rasterization.
2406
2407
2408
2409 TGSI_SEMANTIC_BCOLOR
2410 """"""""""""""""""""
2411
2412 Back-facing colors are only used for back-facing polygons, and are only valid
2413 in vertex shader outputs. After rasterization, all polygons are front-facing
2414 and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
2415 so all BCOLORs effectively become regular COLORs in the fragment shader.
2416
2417
2418 TGSI_SEMANTIC_FOG
2419 """""""""""""""""
2420
2421 Vertex shader inputs and outputs and fragment shader inputs may be
2422 labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
2423 a fog coordinate. Typically, the fragment shader will use the fog coordinate
2424 to compute a fog blend factor which is used to blend the normal fragment color
2425 with a constant fog color. But fog coord really is just an ordinary vec4
2426 register like regular semantics.
2427
2428
2429 TGSI_SEMANTIC_PSIZE
2430 """""""""""""""""""
2431
2432 Vertex shader input and output registers may be labeled with
2433 TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
2434 in the form (S, 0, 0, 1). The point size controls the width or diameter
2435 of points for rasterization. This label cannot be used in fragment
2436 shaders.
2437
2438 When using this semantic, be sure to set the appropriate state in the
2439 :ref:`rasterizer` first.
2440
2441
2442 TGSI_SEMANTIC_TEXCOORD
2443 """"""""""""""""""""""
2444
2445 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
2446
2447 Vertex shader outputs and fragment shader inputs may be labeled with
2448 this semantic to make them replaceable by sprite coordinates via the
2449 sprite_coord_enable state in the :ref:`rasterizer`.
2450 The semantic index permitted with this semantic is limited to <= 7.
2451
2452 If the driver does not support TEXCOORD, sprite coordinate replacement
2453 applies to inputs with the GENERIC semantic instead.
2454
2455 The intended use case for this semantic is gl_TexCoord.
2456
2457
2458 TGSI_SEMANTIC_PCOORD
2459 """"""""""""""""""""
2460
2461 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
2462
2463 Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
2464 that the register contains sprite coordinates in the form (x, y, 0, 1), if
2465 the current primitive is a point and point sprites are enabled. Otherwise,
2466 the contents of the register are undefined.
2467
2468 The intended use case for this semantic is gl_PointCoord.
2469
2470
2471 TGSI_SEMANTIC_GENERIC
2472 """""""""""""""""""""
2473
2474 All vertex/fragment shader inputs/outputs not labeled with any other
2475 semantic label can be considered to be generic attributes. Typical
2476 uses of generic inputs/outputs are texcoords and user-defined values.
2477
2478
2479 TGSI_SEMANTIC_NORMAL
2480 """"""""""""""""""""
2481
2482 Indicates that a vertex shader input is a normal vector. This is
2483 typically only used for legacy graphics APIs.
2484
2485
2486 TGSI_SEMANTIC_FACE
2487 """"""""""""""""""
2488
2489 This label applies to fragment shader inputs only and indicates that
2490 the register contains front/back-face information of the form (F, 0,
2491 0, 1). The first component will be positive when the fragment belongs
2492 to a front-facing polygon, and negative when the fragment belongs to a
2493 back-facing polygon.
2494
2495
2496 TGSI_SEMANTIC_EDGEFLAG
2497 """"""""""""""""""""""
2498
2499 For vertex shaders, this sematic label indicates that an input or
2500 output is a boolean edge flag. The register layout is [F, x, x, x]
2501 where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
2502 simply copies the edge flag input to the edgeflag output.
2503
2504 Edge flags are used to control which lines or points are actually
2505 drawn when the polygon mode converts triangles/quads/polygons into
2506 points or lines.
2507
2508
2509 TGSI_SEMANTIC_STENCIL
2510 """""""""""""""""""""
2511
2512 For fragment shaders, this semantic label indicates that an output
2513 is a writable stencil reference value. Only the Y component is writable.
2514 This allows the fragment shader to change the fragments stencilref value.
2515
2516
2517 TGSI_SEMANTIC_VIEWPORT_INDEX
2518 """"""""""""""""""""""""""""
2519
2520 For geometry shaders, this semantic label indicates that an output
2521 contains the index of the viewport (and scissor) to use.
2522 Only the X value is used.
2523
2524
2525 TGSI_SEMANTIC_LAYER
2526 """""""""""""""""""
2527
2528 For geometry shaders, this semantic label indicates that an output
2529 contains the layer value to use for the color and depth/stencil surfaces.
2530 Only the X value is used. (Also known as rendertarget array index.)
2531
2532
2533 TGSI_SEMANTIC_CULLDIST
2534 """"""""""""""""""""""
2535
2536 Used as distance to plane for performing application-defined culling
2537 of individual primitives against a plane. When components of vertex
2538 elements are given this label, these values are assumed to be a
2539 float32 signed distance to a plane. Primitives will be completely
2540 discarded if the plane distance for all of the vertices in the
2541 primitive are < 0. If a vertex has a cull distance of NaN, that
2542 vertex counts as "out" (as if its < 0);
2543 The limits on both clip and cull distances are bound
2544 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
2545 the maximum number of components that can be used to hold the
2546 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
2547 which specifies the maximum number of registers which can be
2548 annotated with those semantics.
2549
2550
2551 TGSI_SEMANTIC_CLIPDIST
2552 """"""""""""""""""""""
2553
2554 When components of vertex elements are identified this way, these
2555 values are each assumed to be a float32 signed distance to a plane.
2556 Primitive setup only invokes rasterization on pixels for which
2557 the interpolated plane distances are >= 0. Multiple clip planes
2558 can be implemented simultaneously, by annotating multiple
2559 components of one or more vertex elements with the above specified
2560 semantic. The limits on both clip and cull distances are bound
2561 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
2562 the maximum number of components that can be used to hold the
2563 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
2564 which specifies the maximum number of registers which can be
2565 annotated with those semantics.
2566
2567
2568 Declaration Interpolate
2569 ^^^^^^^^^^^^^^^^^^^^^^^
2570
2571 This token is only valid for fragment shader INPUT declarations.
2572
2573 The Interpolate field specifes the way input is being interpolated by
2574 the rasteriser and is one of TGSI_INTERPOLATE_*.
2575
2576 The CylindricalWrap bitfield specifies which register components
2577 should be subject to cylindrical wrapping when interpolating by the
2578 rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
2579 should be interpolated according to cylindrical wrapping rules.
2580
2581
2582 Declaration Sampler View
2583 ^^^^^^^^^^^^^^^^^^^^^^^^
2584
2585 Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
2586
2587 DCL SVIEW[#], resource, type(s)
2588
2589 Declares a shader input sampler view and assigns it to a SVIEW[#]
2590 register.
2591
2592 resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
2593
2594 type must be 1 or 4 entries (if specifying on a per-component
2595 level) out of UNORM, SNORM, SINT, UINT and FLOAT.
2596
2597
2598 Declaration Resource
2599 ^^^^^^^^^^^^^^^^^^^^
2600
2601 Follows Declaration token if file is TGSI_FILE_RESOURCE.
2602
2603 DCL RES[#], resource [, WR] [, RAW]
2604
2605 Declares a shader input resource and assigns it to a RES[#]
2606 register.
2607
2608 resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
2609 2DArray.
2610
2611 If the RAW keyword is not specified, the texture data will be
2612 subject to conversion, swizzling and scaling as required to yield
2613 the specified data type from the physical data format of the bound
2614 resource.
2615
2616 If the RAW keyword is specified, no channel conversion will be
2617 performed: the values read for each of the channels (X,Y,Z,W) will
2618 correspond to consecutive words in the same order and format
2619 they're found in memory. No element-to-address conversion will be
2620 performed either: the value of the provided X coordinate will be
2621 interpreted in byte units instead of texel units. The result of
2622 accessing a misaligned address is undefined.
2623
2624 Usage of the STORE opcode is only allowed if the WR (writable) flag
2625 is set.
2626
2627
2628 Properties
2629 ^^^^^^^^^^^^^^^^^^^^^^^^
2630
2631
2632 Properties are general directives that apply to the whole TGSI program.
2633
2634 FS_COORD_ORIGIN
2635 """""""""""""""
2636
2637 Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
2638 The default value is UPPER_LEFT.
2639
2640 If UPPER_LEFT, the position will be (0,0) at the upper left corner and
2641 increase downward and rightward.
2642 If LOWER_LEFT, the position will be (0,0) at the lower left corner and
2643 increase upward and rightward.
2644
2645 OpenGL defaults to LOWER_LEFT, and is configurable with the
2646 GL_ARB_fragment_coord_conventions extension.
2647
2648 DirectX 9/10 use UPPER_LEFT.
2649
2650 FS_COORD_PIXEL_CENTER
2651 """""""""""""""""""""
2652
2653 Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
2654 The default value is HALF_INTEGER.
2655
2656 If HALF_INTEGER, the fractionary part of the position will be 0.5
2657 If INTEGER, the fractionary part of the position will be 0.0
2658
2659 Note that this does not affect the set of fragments generated by
2660 rasterization, which is instead controlled by half_pixel_center in the
2661 rasterizer.
2662
2663 OpenGL defaults to HALF_INTEGER, and is configurable with the
2664 GL_ARB_fragment_coord_conventions extension.
2665
2666 DirectX 9 uses INTEGER.
2667 DirectX 10 uses HALF_INTEGER.
2668
2669 FS_COLOR0_WRITES_ALL_CBUFS
2670 """"""""""""""""""""""""""
2671 Specifies that writes to the fragment shader color 0 are replicated to all
2672 bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
2673 fragData is directed to a single color buffer, but fragColor is broadcast.
2674
2675 VS_PROHIBIT_UCPS
2676 """"""""""""""""""""""""""
2677 If this property is set on the program bound to the shader stage before the
2678 fragment shader, user clip planes should have no effect (be disabled) even if
2679 that shader does not write to any clip distance outputs and the rasterizer's
2680 clip_plane_enable is non-zero.
2681 This property is only supported by drivers that also support shader clip
2682 distance outputs.
2683 This is useful for APIs that don't have UCPs and where clip distances written
2684 by a shader cannot be disabled.
2685
2686
2687 Texture Sampling and Texture Formats
2688 ------------------------------------
2689
2690 This table shows how texture image components are returned as (x,y,z,w) tuples
2691 by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
2692 :opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
2693 well.
2694
2695 +--------------------+--------------+--------------------+--------------+
2696 | Texture Components | Gallium | OpenGL | Direct3D 9 |
2697 +====================+==============+====================+==============+
2698 | R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
2699 +--------------------+--------------+--------------------+--------------+
2700 | RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
2701 +--------------------+--------------+--------------------+--------------+
2702 | RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
2703 +--------------------+--------------+--------------------+--------------+
2704 | RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
2705 +--------------------+--------------+--------------------+--------------+
2706 | A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
2707 +--------------------+--------------+--------------------+--------------+
2708 | L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
2709 +--------------------+--------------+--------------------+--------------+
2710 | LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
2711 +--------------------+--------------+--------------------+--------------+
2712 | I | (i, i, i, i) | (i, i, i, i) | N/A |
2713 +--------------------+--------------+--------------------+--------------+
2714 | UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
2715 | | | [#envmap-bumpmap]_ | |
2716 +--------------------+--------------+--------------------+--------------+
2717 | Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
2718 | | | [#depth-tex-mode]_ | |
2719 +--------------------+--------------+--------------------+--------------+
2720 | S | (s, s, s, s) | unknown | unknown |
2721 +--------------------+--------------+--------------------+--------------+
2722
2723 .. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
2724 .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
2725 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.