gallium/docs: update SLT, SGE, SFL, STR opcode docs
[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) ? 1.0F : 0.0F
227
228 dst.y = (src0.y < src1.y) ? 1.0F : 0.0F
229
230 dst.z = (src0.z < src1.z) ? 1.0F : 0.0F
231
232 dst.w = (src0.w < src1.w) ? 1.0F : 0.0F
233
234
235 .. opcode:: SGE - Set On Greater Equal Than
236
237 .. math::
238
239 dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F
240
241 dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F
242
243 dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F
244
245 dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F
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, 1.84467e+019) : clamp(1 / src.x, -1.84467e+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 = 0.0F
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 = 1.0F
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 .. opcode:: TG4 - Texture Gather (as per ARB_texture_gather)
990 Gathers the four texels to be used in a bi-linear
991 filtering operation and packs them into a single register.
992 Only works with 2D, 2D array, cubemaps, and cubemaps arrays.
993 For 2D textures, only the addressing modes of the sampler and
994 the top level of any mip pyramid are used. Set W to zero.
995 It behaves like the TEX instruction, but a filtered
996 sample is not generated. The four samples that contribute
997 to filtering are placed into xyzw in clockwise order,
998 starting with the (u,v) texture coordinate delta at the
999 following locations (-, +), (+, +), (+, -), (-, -), where
1000 the magnitude of the deltas are half a texel.
1001
1002 PIPE_CAP_TEXTURE_SM5 enhances this instruction to support
1003 shadow per-sample depth compares, single component selection,
1004 and a non-constant offset. It doesn't allow support for the
1005 GL independent offset to get i0,j0. This would require another
1006 CAP is hw can do it natively. For now we lower that before
1007 TGSI.
1008
1009 .. math::
1010
1011 coord = src0
1012
1013 component = src1
1014
1015 dst = texture_gather4 (unit, coord, component)
1016
1017 (with SM5 - cube array shadow)
1018
1019 coord = src0
1020
1021 compare = src1
1022
1023 dst = texture_gather (uint, coord, compare)
1024
1025
1026 Integer ISA
1027 ^^^^^^^^^^^^^^^^^^^^^^^^
1028 These opcodes are used for integer operations.
1029 Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
1030
1031
1032 .. opcode:: I2F - Signed Integer To Float
1033
1034 Rounding is unspecified (round to nearest even suggested).
1035
1036 .. math::
1037
1038 dst.x = (float) src.x
1039
1040 dst.y = (float) src.y
1041
1042 dst.z = (float) src.z
1043
1044 dst.w = (float) src.w
1045
1046
1047 .. opcode:: U2F - Unsigned Integer To Float
1048
1049 Rounding is unspecified (round to nearest even suggested).
1050
1051 .. math::
1052
1053 dst.x = (float) src.x
1054
1055 dst.y = (float) src.y
1056
1057 dst.z = (float) src.z
1058
1059 dst.w = (float) src.w
1060
1061
1062 .. opcode:: F2I - Float to Signed Integer
1063
1064 Rounding is towards zero (truncate).
1065 Values outside signed range (including NaNs) produce undefined results.
1066
1067 .. math::
1068
1069 dst.x = (int) src.x
1070
1071 dst.y = (int) src.y
1072
1073 dst.z = (int) src.z
1074
1075 dst.w = (int) src.w
1076
1077
1078 .. opcode:: F2U - Float to Unsigned Integer
1079
1080 Rounding is towards zero (truncate).
1081 Values outside unsigned range (including NaNs) produce undefined results.
1082
1083 .. math::
1084
1085 dst.x = (unsigned) src.x
1086
1087 dst.y = (unsigned) src.y
1088
1089 dst.z = (unsigned) src.z
1090
1091 dst.w = (unsigned) src.w
1092
1093
1094 .. opcode:: UADD - Integer Add
1095
1096 This instruction works the same for signed and unsigned integers.
1097 The low 32bit of the result is returned.
1098
1099 .. math::
1100
1101 dst.x = src0.x + src1.x
1102
1103 dst.y = src0.y + src1.y
1104
1105 dst.z = src0.z + src1.z
1106
1107 dst.w = src0.w + src1.w
1108
1109
1110 .. opcode:: UMAD - Integer Multiply And Add
1111
1112 This instruction works the same for signed and unsigned integers.
1113 The multiplication returns the low 32bit (as does the result itself).
1114
1115 .. math::
1116
1117 dst.x = src0.x \times src1.x + src2.x
1118
1119 dst.y = src0.y \times src1.y + src2.y
1120
1121 dst.z = src0.z \times src1.z + src2.z
1122
1123 dst.w = src0.w \times src1.w + src2.w
1124
1125
1126 .. opcode:: UMUL - Integer Multiply
1127
1128 This instruction works the same for signed and unsigned integers.
1129 The low 32bit of the result is returned.
1130
1131 .. math::
1132
1133 dst.x = src0.x \times src1.x
1134
1135 dst.y = src0.y \times src1.y
1136
1137 dst.z = src0.z \times src1.z
1138
1139 dst.w = src0.w \times src1.w
1140
1141
1142 .. opcode:: IMUL_HI - Signed Integer Multiply High Bits
1143
1144 The high 32bits of the multiplication of 2 signed integers are returned.
1145
1146 .. math::
1147
1148 dst.x = (src0.x \times src1.x) >> 32
1149
1150 dst.y = (src0.y \times src1.y) >> 32
1151
1152 dst.z = (src0.z \times src1.z) >> 32
1153
1154 dst.w = (src0.w \times src1.w) >> 32
1155
1156
1157 .. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits
1158
1159 The high 32bits of the multiplication of 2 unsigned integers are returned.
1160
1161 .. math::
1162
1163 dst.x = (src0.x \times src1.x) >> 32
1164
1165 dst.y = (src0.y \times src1.y) >> 32
1166
1167 dst.z = (src0.z \times src1.z) >> 32
1168
1169 dst.w = (src0.w \times src1.w) >> 32
1170
1171
1172 .. opcode:: IDIV - Signed Integer Division
1173
1174 TBD: behavior for division by zero.
1175
1176 .. math::
1177
1178 dst.x = src0.x \ src1.x
1179
1180 dst.y = src0.y \ src1.y
1181
1182 dst.z = src0.z \ src1.z
1183
1184 dst.w = src0.w \ src1.w
1185
1186
1187 .. opcode:: UDIV - Unsigned Integer Division
1188
1189 For division by zero, 0xffffffff is returned.
1190
1191 .. math::
1192
1193 dst.x = src0.x \ src1.x
1194
1195 dst.y = src0.y \ src1.y
1196
1197 dst.z = src0.z \ src1.z
1198
1199 dst.w = src0.w \ src1.w
1200
1201
1202 .. opcode:: UMOD - Unsigned Integer Remainder
1203
1204 If second arg is zero, 0xffffffff is returned.
1205
1206 .. math::
1207
1208 dst.x = src0.x \ src1.x
1209
1210 dst.y = src0.y \ src1.y
1211
1212 dst.z = src0.z \ src1.z
1213
1214 dst.w = src0.w \ src1.w
1215
1216
1217 .. opcode:: NOT - Bitwise Not
1218
1219 .. math::
1220
1221 dst.x = ~src.x
1222
1223 dst.y = ~src.y
1224
1225 dst.z = ~src.z
1226
1227 dst.w = ~src.w
1228
1229
1230 .. opcode:: AND - Bitwise And
1231
1232 .. math::
1233
1234 dst.x = src0.x & src1.x
1235
1236 dst.y = src0.y & src1.y
1237
1238 dst.z = src0.z & src1.z
1239
1240 dst.w = src0.w & src1.w
1241
1242
1243 .. opcode:: OR - Bitwise Or
1244
1245 .. math::
1246
1247 dst.x = src0.x | src1.x
1248
1249 dst.y = src0.y | src1.y
1250
1251 dst.z = src0.z | src1.z
1252
1253 dst.w = src0.w | src1.w
1254
1255
1256 .. opcode:: XOR - Bitwise Xor
1257
1258 .. math::
1259
1260 dst.x = src0.x \oplus src1.x
1261
1262 dst.y = src0.y \oplus src1.y
1263
1264 dst.z = src0.z \oplus src1.z
1265
1266 dst.w = src0.w \oplus src1.w
1267
1268
1269 .. opcode:: IMAX - Maximum of Signed Integers
1270
1271 .. math::
1272
1273 dst.x = max(src0.x, src1.x)
1274
1275 dst.y = max(src0.y, src1.y)
1276
1277 dst.z = max(src0.z, src1.z)
1278
1279 dst.w = max(src0.w, src1.w)
1280
1281
1282 .. opcode:: UMAX - Maximum of Unsigned Integers
1283
1284 .. math::
1285
1286 dst.x = max(src0.x, src1.x)
1287
1288 dst.y = max(src0.y, src1.y)
1289
1290 dst.z = max(src0.z, src1.z)
1291
1292 dst.w = max(src0.w, src1.w)
1293
1294
1295 .. opcode:: IMIN - Minimum of Signed Integers
1296
1297 .. math::
1298
1299 dst.x = min(src0.x, src1.x)
1300
1301 dst.y = min(src0.y, src1.y)
1302
1303 dst.z = min(src0.z, src1.z)
1304
1305 dst.w = min(src0.w, src1.w)
1306
1307
1308 .. opcode:: UMIN - Minimum of Unsigned Integers
1309
1310 .. math::
1311
1312 dst.x = min(src0.x, src1.x)
1313
1314 dst.y = min(src0.y, src1.y)
1315
1316 dst.z = min(src0.z, src1.z)
1317
1318 dst.w = min(src0.w, src1.w)
1319
1320
1321 .. opcode:: SHL - Shift Left
1322
1323 The shift count is masked with 0x1f before the shift is applied.
1324
1325 .. math::
1326
1327 dst.x = src0.x << (0x1f & src1.x)
1328
1329 dst.y = src0.y << (0x1f & src1.y)
1330
1331 dst.z = src0.z << (0x1f & src1.z)
1332
1333 dst.w = src0.w << (0x1f & src1.w)
1334
1335
1336 .. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)
1337
1338 The shift count is masked with 0x1f before the shift is applied.
1339
1340 .. math::
1341
1342 dst.x = src0.x >> (0x1f & src1.x)
1343
1344 dst.y = src0.y >> (0x1f & src1.y)
1345
1346 dst.z = src0.z >> (0x1f & src1.z)
1347
1348 dst.w = src0.w >> (0x1f & src1.w)
1349
1350
1351 .. opcode:: USHR - Logical Shift Right
1352
1353 The shift count is masked with 0x1f before the shift is applied.
1354
1355 .. math::
1356
1357 dst.x = src0.x >> (unsigned) (0x1f & src1.x)
1358
1359 dst.y = src0.y >> (unsigned) (0x1f & src1.y)
1360
1361 dst.z = src0.z >> (unsigned) (0x1f & src1.z)
1362
1363 dst.w = src0.w >> (unsigned) (0x1f & src1.w)
1364
1365
1366 .. opcode:: UCMP - Integer Conditional Move
1367
1368 .. math::
1369
1370 dst.x = src0.x ? src1.x : src2.x
1371
1372 dst.y = src0.y ? src1.y : src2.y
1373
1374 dst.z = src0.z ? src1.z : src2.z
1375
1376 dst.w = src0.w ? src1.w : src2.w
1377
1378
1379
1380 .. opcode:: ISSG - Integer Set Sign
1381
1382 .. math::
1383
1384 dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0
1385
1386 dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0
1387
1388 dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0
1389
1390 dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0
1391
1392
1393
1394 .. opcode:: FSLT - Float Set On Less Than (ordered)
1395
1396 Same comparison as SLT but returns integer instead of 1.0/0.0 float
1397
1398 .. math::
1399
1400 dst.x = (src0.x < src1.x) ? ~0 : 0
1401
1402 dst.y = (src0.y < src1.y) ? ~0 : 0
1403
1404 dst.z = (src0.z < src1.z) ? ~0 : 0
1405
1406 dst.w = (src0.w < src1.w) ? ~0 : 0
1407
1408
1409 .. opcode:: ISLT - Signed Integer Set On Less Than
1410
1411 .. math::
1412
1413 dst.x = (src0.x < src1.x) ? ~0 : 0
1414
1415 dst.y = (src0.y < src1.y) ? ~0 : 0
1416
1417 dst.z = (src0.z < src1.z) ? ~0 : 0
1418
1419 dst.w = (src0.w < src1.w) ? ~0 : 0
1420
1421
1422 .. opcode:: USLT - Unsigned Integer Set On Less Than
1423
1424 .. math::
1425
1426 dst.x = (src0.x < src1.x) ? ~0 : 0
1427
1428 dst.y = (src0.y < src1.y) ? ~0 : 0
1429
1430 dst.z = (src0.z < src1.z) ? ~0 : 0
1431
1432 dst.w = (src0.w < src1.w) ? ~0 : 0
1433
1434
1435 .. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
1436
1437 Same comparison as SGE but returns integer instead of 1.0/0.0 float
1438
1439 .. math::
1440
1441 dst.x = (src0.x >= src1.x) ? ~0 : 0
1442
1443 dst.y = (src0.y >= src1.y) ? ~0 : 0
1444
1445 dst.z = (src0.z >= src1.z) ? ~0 : 0
1446
1447 dst.w = (src0.w >= src1.w) ? ~0 : 0
1448
1449
1450 .. opcode:: ISGE - Signed Integer Set On Greater Equal Than
1451
1452 .. math::
1453
1454 dst.x = (src0.x >= src1.x) ? ~0 : 0
1455
1456 dst.y = (src0.y >= src1.y) ? ~0 : 0
1457
1458 dst.z = (src0.z >= src1.z) ? ~0 : 0
1459
1460 dst.w = (src0.w >= src1.w) ? ~0 : 0
1461
1462
1463 .. opcode:: USGE - Unsigned Integer Set On Greater Equal Than
1464
1465 .. math::
1466
1467 dst.x = (src0.x >= src1.x) ? ~0 : 0
1468
1469 dst.y = (src0.y >= src1.y) ? ~0 : 0
1470
1471 dst.z = (src0.z >= src1.z) ? ~0 : 0
1472
1473 dst.w = (src0.w >= src1.w) ? ~0 : 0
1474
1475
1476 .. opcode:: FSEQ - Float Set On Equal (ordered)
1477
1478 Same comparison as SEQ but returns integer instead of 1.0/0.0 float
1479
1480 .. math::
1481
1482 dst.x = (src0.x == src1.x) ? ~0 : 0
1483
1484 dst.y = (src0.y == src1.y) ? ~0 : 0
1485
1486 dst.z = (src0.z == src1.z) ? ~0 : 0
1487
1488 dst.w = (src0.w == src1.w) ? ~0 : 0
1489
1490
1491 .. opcode:: USEQ - Integer Set On Equal
1492
1493 .. math::
1494
1495 dst.x = (src0.x == src1.x) ? ~0 : 0
1496
1497 dst.y = (src0.y == src1.y) ? ~0 : 0
1498
1499 dst.z = (src0.z == src1.z) ? ~0 : 0
1500
1501 dst.w = (src0.w == src1.w) ? ~0 : 0
1502
1503
1504 .. opcode:: FSNE - Float Set On Not Equal (unordered)
1505
1506 Same comparison as SNE but returns integer instead of 1.0/0.0 float
1507
1508 .. math::
1509
1510 dst.x = (src0.x != src1.x) ? ~0 : 0
1511
1512 dst.y = (src0.y != src1.y) ? ~0 : 0
1513
1514 dst.z = (src0.z != src1.z) ? ~0 : 0
1515
1516 dst.w = (src0.w != src1.w) ? ~0 : 0
1517
1518
1519 .. opcode:: USNE - Integer Set On Not Equal
1520
1521 .. math::
1522
1523 dst.x = (src0.x != src1.x) ? ~0 : 0
1524
1525 dst.y = (src0.y != src1.y) ? ~0 : 0
1526
1527 dst.z = (src0.z != src1.z) ? ~0 : 0
1528
1529 dst.w = (src0.w != src1.w) ? ~0 : 0
1530
1531
1532 .. opcode:: INEG - Integer Negate
1533
1534 Two's complement.
1535
1536 .. math::
1537
1538 dst.x = -src.x
1539
1540 dst.y = -src.y
1541
1542 dst.z = -src.z
1543
1544 dst.w = -src.w
1545
1546
1547 .. opcode:: IABS - Integer Absolute Value
1548
1549 .. math::
1550
1551 dst.x = |src.x|
1552
1553 dst.y = |src.y|
1554
1555 dst.z = |src.z|
1556
1557 dst.w = |src.w|
1558
1559
1560 Geometry ISA
1561 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1562
1563 These opcodes are only supported in geometry shaders; they have no meaning
1564 in any other type of shader.
1565
1566 .. opcode:: EMIT - Emit
1567
1568 Generate a new vertex for the current primitive using the values in the
1569 output registers.
1570
1571
1572 .. opcode:: ENDPRIM - End Primitive
1573
1574 Complete the current primitive (consisting of the emitted vertices),
1575 and start a new one.
1576
1577
1578 GLSL ISA
1579 ^^^^^^^^^^
1580
1581 These opcodes are part of :term:`GLSL`'s opcode set. Support for these
1582 opcodes is determined by a special capability bit, ``GLSL``.
1583 Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH).
1584
1585 .. opcode:: CAL - Subroutine Call
1586
1587 push(pc)
1588 pc = target
1589
1590
1591 .. opcode:: RET - Subroutine Call Return
1592
1593 pc = pop()
1594
1595
1596 .. opcode:: CONT - Continue
1597
1598 Unconditionally moves the point of execution to the instruction after the
1599 last bgnloop. The instruction must appear within a bgnloop/endloop.
1600
1601 .. note::
1602
1603 Support for CONT is determined by a special capability bit,
1604 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
1605
1606
1607 .. opcode:: BGNLOOP - Begin a Loop
1608
1609 Start a loop. Must have a matching endloop.
1610
1611
1612 .. opcode:: BGNSUB - Begin Subroutine
1613
1614 Starts definition of a subroutine. Must have a matching endsub.
1615
1616
1617 .. opcode:: ENDLOOP - End a Loop
1618
1619 End a loop started with bgnloop.
1620
1621
1622 .. opcode:: ENDSUB - End Subroutine
1623
1624 Ends definition of a subroutine.
1625
1626
1627 .. opcode:: NOP - No Operation
1628
1629 Do nothing.
1630
1631
1632 .. opcode:: BRK - Break
1633
1634 Unconditionally moves the point of execution to the instruction after the
1635 next endloop or endswitch. The instruction must appear within a loop/endloop
1636 or switch/endswitch.
1637
1638
1639 .. opcode:: BREAKC - Break Conditional
1640
1641 Conditionally moves the point of execution to the instruction after the
1642 next endloop or endswitch. The instruction must appear within a loop/endloop
1643 or switch/endswitch.
1644 Condition evaluates to true if src0.x != 0 where src0.x is interpreted
1645 as an integer register.
1646
1647 .. note::
1648
1649 Considered for removal as it's quite inconsistent wrt other opcodes
1650 (could emulate with UIF/BRK/ENDIF).
1651
1652
1653 .. opcode:: IF - Float If
1654
1655 Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
1656
1657 src0.x != 0.0
1658
1659 where src0.x is interpreted as a floating point register.
1660
1661
1662 .. opcode:: UIF - Bitwise If
1663
1664 Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
1665
1666 src0.x != 0
1667
1668 where src0.x is interpreted as an integer register.
1669
1670
1671 .. opcode:: ELSE - Else
1672
1673 Starts an else block, after an IF or UIF statement.
1674
1675
1676 .. opcode:: ENDIF - End If
1677
1678 Ends an IF or UIF block.
1679
1680
1681 .. opcode:: SWITCH - Switch
1682
1683 Starts a C-style switch expression. The switch consists of one or multiple
1684 CASE statements, and at most one DEFAULT statement. Execution of a statement
1685 ends when a BRK is hit, but just like in C falling through to other cases
1686 without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
1687 just as last statement, and fallthrough is allowed into/from it.
1688 CASE src arguments are evaluated at bit level against the SWITCH src argument.
1689
1690 Example:
1691 SWITCH src[0].x
1692 CASE src[0].x
1693 (some instructions here)
1694 (optional BRK here)
1695 DEFAULT
1696 (some instructions here)
1697 (optional BRK here)
1698 CASE src[0].x
1699 (some instructions here)
1700 (optional BRK here)
1701 ENDSWITCH
1702
1703
1704 .. opcode:: CASE - Switch case
1705
1706 This represents a switch case label. The src arg must be an integer immediate.
1707
1708
1709 .. opcode:: DEFAULT - Switch default
1710
1711 This represents the default case in the switch, which is taken if no other
1712 case matches.
1713
1714
1715 .. opcode:: ENDSWITCH - End of switch
1716
1717 Ends a switch expression.
1718
1719
1720 .. opcode:: NRM4 - 4-component Vector Normalise
1721
1722 This instruction replicates its result.
1723
1724 .. math::
1725
1726 dst = \frac{src.x}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
1727
1728
1729 .. _doubleopcodes:
1730
1731 Double ISA
1732 ^^^^^^^^^^^^^^^
1733
1734 The double-precision opcodes reinterpret four-component vectors into
1735 two-component vectors with doubled precision in each component.
1736
1737 Support for these opcodes is XXX undecided. :T
1738
1739 .. opcode:: DADD - Add
1740
1741 .. math::
1742
1743 dst.xy = src0.xy + src1.xy
1744
1745 dst.zw = src0.zw + src1.zw
1746
1747
1748 .. opcode:: DDIV - Divide
1749
1750 .. math::
1751
1752 dst.xy = src0.xy / src1.xy
1753
1754 dst.zw = src0.zw / src1.zw
1755
1756 .. opcode:: DSEQ - Set on Equal
1757
1758 .. math::
1759
1760 dst.xy = src0.xy == src1.xy ? 1.0F : 0.0F
1761
1762 dst.zw = src0.zw == src1.zw ? 1.0F : 0.0F
1763
1764 .. opcode:: DSLT - Set on Less than
1765
1766 .. math::
1767
1768 dst.xy = src0.xy < src1.xy ? 1.0F : 0.0F
1769
1770 dst.zw = src0.zw < src1.zw ? 1.0F : 0.0F
1771
1772 .. opcode:: DFRAC - Fraction
1773
1774 .. math::
1775
1776 dst.xy = src.xy - \lfloor src.xy\rfloor
1777
1778 dst.zw = src.zw - \lfloor src.zw\rfloor
1779
1780
1781 .. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
1782
1783 Like the ``frexp()`` routine in many math libraries, this opcode stores the
1784 exponent of its source to ``dst0``, and the significand to ``dst1``, such that
1785 :math:`dst1 \times 2^{dst0} = src` .
1786
1787 .. math::
1788
1789 dst0.xy = exp(src.xy)
1790
1791 dst1.xy = frac(src.xy)
1792
1793 dst0.zw = exp(src.zw)
1794
1795 dst1.zw = frac(src.zw)
1796
1797 .. opcode:: DLDEXP - Multiply Number by Integral Power of 2
1798
1799 This opcode is the inverse of :opcode:`DFRACEXP`.
1800
1801 .. math::
1802
1803 dst.xy = src0.xy \times 2^{src1.xy}
1804
1805 dst.zw = src0.zw \times 2^{src1.zw}
1806
1807 .. opcode:: DMIN - Minimum
1808
1809 .. math::
1810
1811 dst.xy = min(src0.xy, src1.xy)
1812
1813 dst.zw = min(src0.zw, src1.zw)
1814
1815 .. opcode:: DMAX - Maximum
1816
1817 .. math::
1818
1819 dst.xy = max(src0.xy, src1.xy)
1820
1821 dst.zw = max(src0.zw, src1.zw)
1822
1823 .. opcode:: DMUL - Multiply
1824
1825 .. math::
1826
1827 dst.xy = src0.xy \times src1.xy
1828
1829 dst.zw = src0.zw \times src1.zw
1830
1831
1832 .. opcode:: DMAD - Multiply And Add
1833
1834 .. math::
1835
1836 dst.xy = src0.xy \times src1.xy + src2.xy
1837
1838 dst.zw = src0.zw \times src1.zw + src2.zw
1839
1840
1841 .. opcode:: DRCP - Reciprocal
1842
1843 .. math::
1844
1845 dst.xy = \frac{1}{src.xy}
1846
1847 dst.zw = \frac{1}{src.zw}
1848
1849 .. opcode:: DSQRT - Square Root
1850
1851 .. math::
1852
1853 dst.xy = \sqrt{src.xy}
1854
1855 dst.zw = \sqrt{src.zw}
1856
1857
1858 .. _samplingopcodes:
1859
1860 Resource Sampling Opcodes
1861 ^^^^^^^^^^^^^^^^^^^^^^^^^
1862
1863 Those opcodes follow very closely semantics of the respective Direct3D
1864 instructions. If in doubt double check Direct3D documentation.
1865 Note that the swizzle on SVIEW (src1) determines texel swizzling
1866 after lookup.
1867
1868 .. opcode:: SAMPLE - Using provided address, sample data from the
1869 specified texture using the filtering mode identified
1870 by the gven sampler. The source data may come from
1871 any resource type other than buffers.
1872 SAMPLE dst, address, sampler_view, sampler
1873 e.g.
1874 SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]
1875
1876 .. opcode:: SAMPLE_I - Simplified alternative to the SAMPLE instruction.
1877 Using the provided integer address, SAMPLE_I fetches data
1878 from the specified sampler view without any filtering.
1879 The source data may come from any resource type other
1880 than CUBE.
1881 SAMPLE_I dst, address, sampler_view
1882 e.g.
1883 SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]
1884 The 'address' is specified as unsigned integers. If the
1885 'address' is out of range [0...(# texels - 1)] the
1886 result of the fetch is always 0 in all components.
1887 As such the instruction doesn't honor address wrap
1888 modes, in cases where that behavior is desirable
1889 'SAMPLE' instruction should be used.
1890 address.w always provides an unsigned integer mipmap
1891 level. If the value is out of the range then the
1892 instruction always returns 0 in all components.
1893 address.yz are ignored for buffers and 1d textures.
1894 address.z is ignored for 1d texture arrays and 2d
1895 textures.
1896 For 1D texture arrays address.y provides the array
1897 index (also as unsigned integer). If the value is
1898 out of the range of available array indices
1899 [0... (array size - 1)] then the opcode always returns
1900 0 in all components.
1901 For 2D texture arrays address.z provides the array
1902 index, otherwise it exhibits the same behavior as in
1903 the case for 1D texture arrays.
1904 The exact semantics of the source address are presented
1905 in the table below:
1906 resource type X Y Z W
1907 ------------- ------------------------
1908 PIPE_BUFFER x ignored
1909 PIPE_TEXTURE_1D x mpl
1910 PIPE_TEXTURE_2D x y mpl
1911 PIPE_TEXTURE_3D x y z mpl
1912 PIPE_TEXTURE_RECT x y mpl
1913 PIPE_TEXTURE_CUBE not allowed as source
1914 PIPE_TEXTURE_1D_ARRAY x idx mpl
1915 PIPE_TEXTURE_2D_ARRAY x y idx mpl
1916
1917 Where 'mpl' is a mipmap level and 'idx' is the
1918 array index.
1919
1920 .. opcode:: SAMPLE_I_MS - Just like SAMPLE_I but allows fetch data from
1921 multi-sampled surfaces.
1922 SAMPLE_I_MS dst, address, sampler_view, sample
1923
1924 .. opcode:: SAMPLE_B - Just like the SAMPLE instruction with the
1925 exception that an additional bias is applied to the
1926 level of detail computed as part of the instruction
1927 execution.
1928 SAMPLE_B dst, address, sampler_view, sampler, lod_bias
1929 e.g.
1930 SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x
1931
1932 .. opcode:: SAMPLE_C - Similar to the SAMPLE instruction but it
1933 performs a comparison filter. The operands to SAMPLE_C
1934 are identical to SAMPLE, except that there is an additional
1935 float32 operand, reference value, which must be a register
1936 with single-component, or a scalar literal.
1937 SAMPLE_C makes the hardware use the current samplers
1938 compare_func (in pipe_sampler_state) to compare
1939 reference value against the red component value for the
1940 surce resource at each texel that the currently configured
1941 texture filter covers based on the provided coordinates.
1942 SAMPLE_C dst, address, sampler_view.r, sampler, ref_value
1943 e.g.
1944 SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x
1945
1946 .. opcode:: SAMPLE_C_LZ - Same as SAMPLE_C, but LOD is 0 and derivatives
1947 are ignored. The LZ stands for level-zero.
1948 SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value
1949 e.g.
1950 SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x
1951
1952
1953 .. opcode:: SAMPLE_D - SAMPLE_D is identical to the SAMPLE opcode except
1954 that the derivatives for the source address in the x
1955 direction and the y direction are provided by extra
1956 parameters.
1957 SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y
1958 e.g.
1959 SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]
1960
1961 .. opcode:: SAMPLE_L - SAMPLE_L is identical to the SAMPLE opcode except
1962 that the LOD is provided directly as a scalar value,
1963 representing no anisotropy.
1964 SAMPLE_L dst, address, sampler_view, sampler, explicit_lod
1965 e.g.
1966 SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x
1967
1968 .. opcode:: GATHER4 - Gathers the four texels to be used in a bi-linear
1969 filtering operation and packs them into a single register.
1970 Only works with 2D, 2D array, cubemaps, and cubemaps arrays.
1971 For 2D textures, only the addressing modes of the sampler and
1972 the top level of any mip pyramid are used. Set W to zero.
1973 It behaves like the SAMPLE instruction, but a filtered
1974 sample is not generated. The four samples that contribute
1975 to filtering are placed into xyzw in counter-clockwise order,
1976 starting with the (u,v) texture coordinate delta at the
1977 following locations (-, +), (+, +), (+, -), (-, -), where
1978 the magnitude of the deltas are half a texel.
1979
1980
1981 .. opcode:: SVIEWINFO - query the dimensions of a given sampler view.
1982 dst receives width, height, depth or array size and
1983 number of mipmap levels as int4. The dst can have a writemask
1984 which will specify what info is the caller interested
1985 in.
1986 SVIEWINFO dst, src_mip_level, sampler_view
1987 e.g.
1988 SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]
1989 src_mip_level is an unsigned integer scalar. If it's
1990 out of range then returns 0 for width, height and
1991 depth/array size but the total number of mipmap is
1992 still returned correctly for the given sampler view.
1993 The returned width, height and depth values are for
1994 the mipmap level selected by the src_mip_level and
1995 are in the number of texels.
1996 For 1d texture array width is in dst.x, array size
1997 is in dst.y and dst.z is 0. The number of mipmaps
1998 is still in dst.w.
1999 In contrast to d3d10 resinfo, there's no way in the
2000 tgsi instruction encoding to specify the return type
2001 (float/rcpfloat/uint), hence always using uint. Also,
2002 unlike the SAMPLE instructions, the swizzle on src1
2003 resinfo allowing swizzling dst values is ignored (due
2004 to the interaction with rcpfloat modifier which requires
2005 some swizzle handling in the state tracker anyway).
2006
2007 .. opcode:: SAMPLE_POS - query the position of a given sample.
2008 dst receives float4 (x, y, 0, 0) indicated where the
2009 sample is located. If the resource is not a multi-sample
2010 resource and not a render target, the result is 0.
2011
2012 .. opcode:: SAMPLE_INFO - dst receives number of samples in x.
2013 If the resource is not a multi-sample resource and
2014 not a render target, the result is 0.
2015
2016
2017 .. _resourceopcodes:
2018
2019 Resource Access Opcodes
2020 ^^^^^^^^^^^^^^^^^^^^^^^
2021
2022 .. opcode:: LOAD - Fetch data from a shader resource
2023
2024 Syntax: ``LOAD dst, resource, address``
2025
2026 Example: ``LOAD TEMP[0], RES[0], TEMP[1]``
2027
2028 Using the provided integer address, LOAD fetches data
2029 from the specified buffer or texture without any
2030 filtering.
2031
2032 The 'address' is specified as a vector of unsigned
2033 integers. If the 'address' is out of range the result
2034 is unspecified.
2035
2036 Only the first mipmap level of a resource can be read
2037 from using this instruction.
2038
2039 For 1D or 2D texture arrays, the array index is
2040 provided as an unsigned integer in address.y or
2041 address.z, respectively. address.yz are ignored for
2042 buffers and 1D textures. address.z is ignored for 1D
2043 texture arrays and 2D textures. address.w is always
2044 ignored.
2045
2046 .. opcode:: STORE - Write data to a shader resource
2047
2048 Syntax: ``STORE resource, address, src``
2049
2050 Example: ``STORE RES[0], TEMP[0], TEMP[1]``
2051
2052 Using the provided integer address, STORE writes data
2053 to the specified buffer or texture.
2054
2055 The 'address' is specified as a vector of unsigned
2056 integers. If the 'address' is out of range the result
2057 is unspecified.
2058
2059 Only the first mipmap level of a resource can be
2060 written to using this instruction.
2061
2062 For 1D or 2D texture arrays, the array index is
2063 provided as an unsigned integer in address.y or
2064 address.z, respectively. address.yz are ignored for
2065 buffers and 1D textures. address.z is ignored for 1D
2066 texture arrays and 2D textures. address.w is always
2067 ignored.
2068
2069
2070 .. _threadsyncopcodes:
2071
2072 Inter-thread synchronization opcodes
2073 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
2074
2075 These opcodes are intended for communication between threads running
2076 within the same compute grid. For now they're only valid in compute
2077 programs.
2078
2079 .. opcode:: MFENCE - Memory fence
2080
2081 Syntax: ``MFENCE resource``
2082
2083 Example: ``MFENCE RES[0]``
2084
2085 This opcode forces strong ordering between any memory access
2086 operations that affect the specified resource. This means that
2087 previous loads and stores (and only those) will be performed and
2088 visible to other threads before the program execution continues.
2089
2090
2091 .. opcode:: LFENCE - Load memory fence
2092
2093 Syntax: ``LFENCE resource``
2094
2095 Example: ``LFENCE RES[0]``
2096
2097 Similar to MFENCE, but it only affects the ordering of memory loads.
2098
2099
2100 .. opcode:: SFENCE - Store memory fence
2101
2102 Syntax: ``SFENCE resource``
2103
2104 Example: ``SFENCE RES[0]``
2105
2106 Similar to MFENCE, but it only affects the ordering of memory stores.
2107
2108
2109 .. opcode:: BARRIER - Thread group barrier
2110
2111 ``BARRIER``
2112
2113 This opcode suspends the execution of the current thread until all
2114 the remaining threads in the working group reach the same point of
2115 the program. Results are unspecified if any of the remaining
2116 threads terminates or never reaches an executed BARRIER instruction.
2117
2118
2119 .. _atomopcodes:
2120
2121 Atomic opcodes
2122 ^^^^^^^^^^^^^^
2123
2124 These opcodes provide atomic variants of some common arithmetic and
2125 logical operations. In this context atomicity means that another
2126 concurrent memory access operation that affects the same memory
2127 location is guaranteed to be performed strictly before or after the
2128 entire execution of the atomic operation.
2129
2130 For the moment they're only valid in compute programs.
2131
2132 .. opcode:: ATOMUADD - Atomic integer addition
2133
2134 Syntax: ``ATOMUADD dst, resource, offset, src``
2135
2136 Example: ``ATOMUADD TEMP[0], RES[0], TEMP[1], TEMP[2]``
2137
2138 The following operation is performed atomically on each component:
2139
2140 .. math::
2141
2142 dst_i = resource[offset]_i
2143
2144 resource[offset]_i = dst_i + src_i
2145
2146
2147 .. opcode:: ATOMXCHG - Atomic exchange
2148
2149 Syntax: ``ATOMXCHG dst, resource, offset, src``
2150
2151 Example: ``ATOMXCHG TEMP[0], RES[0], TEMP[1], TEMP[2]``
2152
2153 The following operation is performed atomically on each component:
2154
2155 .. math::
2156
2157 dst_i = resource[offset]_i
2158
2159 resource[offset]_i = src_i
2160
2161
2162 .. opcode:: ATOMCAS - Atomic compare-and-exchange
2163
2164 Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
2165
2166 Example: ``ATOMCAS TEMP[0], RES[0], TEMP[1], TEMP[2], TEMP[3]``
2167
2168 The following operation is performed atomically on each component:
2169
2170 .. math::
2171
2172 dst_i = resource[offset]_i
2173
2174 resource[offset]_i = (dst_i == cmp_i ? src_i : dst_i)
2175
2176
2177 .. opcode:: ATOMAND - Atomic bitwise And
2178
2179 Syntax: ``ATOMAND dst, resource, offset, src``
2180
2181 Example: ``ATOMAND TEMP[0], RES[0], TEMP[1], TEMP[2]``
2182
2183 The following operation is performed atomically on each component:
2184
2185 .. math::
2186
2187 dst_i = resource[offset]_i
2188
2189 resource[offset]_i = dst_i \& src_i
2190
2191
2192 .. opcode:: ATOMOR - Atomic bitwise Or
2193
2194 Syntax: ``ATOMOR dst, resource, offset, src``
2195
2196 Example: ``ATOMOR TEMP[0], RES[0], TEMP[1], TEMP[2]``
2197
2198 The following operation is performed atomically on each component:
2199
2200 .. math::
2201
2202 dst_i = resource[offset]_i
2203
2204 resource[offset]_i = dst_i | src_i
2205
2206
2207 .. opcode:: ATOMXOR - Atomic bitwise Xor
2208
2209 Syntax: ``ATOMXOR dst, resource, offset, src``
2210
2211 Example: ``ATOMXOR TEMP[0], RES[0], TEMP[1], TEMP[2]``
2212
2213 The following operation is performed atomically on each component:
2214
2215 .. math::
2216
2217 dst_i = resource[offset]_i
2218
2219 resource[offset]_i = dst_i \oplus src_i
2220
2221
2222 .. opcode:: ATOMUMIN - Atomic unsigned minimum
2223
2224 Syntax: ``ATOMUMIN dst, resource, offset, src``
2225
2226 Example: ``ATOMUMIN TEMP[0], RES[0], TEMP[1], TEMP[2]``
2227
2228 The following operation is performed atomically on each component:
2229
2230 .. math::
2231
2232 dst_i = resource[offset]_i
2233
2234 resource[offset]_i = (dst_i < src_i ? dst_i : src_i)
2235
2236
2237 .. opcode:: ATOMUMAX - Atomic unsigned maximum
2238
2239 Syntax: ``ATOMUMAX dst, resource, offset, src``
2240
2241 Example: ``ATOMUMAX TEMP[0], RES[0], TEMP[1], TEMP[2]``
2242
2243 The following operation is performed atomically on each component:
2244
2245 .. math::
2246
2247 dst_i = resource[offset]_i
2248
2249 resource[offset]_i = (dst_i > src_i ? dst_i : src_i)
2250
2251
2252 .. opcode:: ATOMIMIN - Atomic signed minimum
2253
2254 Syntax: ``ATOMIMIN dst, resource, offset, src``
2255
2256 Example: ``ATOMIMIN TEMP[0], RES[0], TEMP[1], TEMP[2]``
2257
2258 The following operation is performed atomically on each component:
2259
2260 .. math::
2261
2262 dst_i = resource[offset]_i
2263
2264 resource[offset]_i = (dst_i < src_i ? dst_i : src_i)
2265
2266
2267 .. opcode:: ATOMIMAX - Atomic signed maximum
2268
2269 Syntax: ``ATOMIMAX dst, resource, offset, src``
2270
2271 Example: ``ATOMIMAX TEMP[0], RES[0], TEMP[1], TEMP[2]``
2272
2273 The following operation is performed atomically on each component:
2274
2275 .. math::
2276
2277 dst_i = resource[offset]_i
2278
2279 resource[offset]_i = (dst_i > src_i ? dst_i : src_i)
2280
2281
2282
2283 Explanation of symbols used
2284 ------------------------------
2285
2286
2287 Functions
2288 ^^^^^^^^^^^^^^
2289
2290
2291 :math:`|x|` Absolute value of `x`.
2292
2293 :math:`\lceil x \rceil` Ceiling of `x`.
2294
2295 clamp(x,y,z) Clamp x between y and z.
2296 (x < y) ? y : (x > z) ? z : x
2297
2298 :math:`\lfloor x\rfloor` Floor of `x`.
2299
2300 :math:`\log_2{x}` Logarithm of `x`, base 2.
2301
2302 max(x,y) Maximum of x and y.
2303 (x > y) ? x : y
2304
2305 min(x,y) Minimum of x and y.
2306 (x < y) ? x : y
2307
2308 partialx(x) Derivative of x relative to fragment's X.
2309
2310 partialy(x) Derivative of x relative to fragment's Y.
2311
2312 pop() Pop from stack.
2313
2314 :math:`x^y` `x` to the power `y`.
2315
2316 push(x) Push x on stack.
2317
2318 round(x) Round x.
2319
2320 trunc(x) Truncate x, i.e. drop the fraction bits.
2321
2322
2323 Keywords
2324 ^^^^^^^^^^^^^
2325
2326
2327 discard Discard fragment.
2328
2329 pc Program counter.
2330
2331 target Label of target instruction.
2332
2333
2334 Other tokens
2335 ---------------
2336
2337
2338 Declaration
2339 ^^^^^^^^^^^
2340
2341
2342 Declares a register that is will be referenced as an operand in Instruction
2343 tokens.
2344
2345 File field contains register file that is being declared and is one
2346 of TGSI_FILE.
2347
2348 UsageMask field specifies which of the register components can be accessed
2349 and is one of TGSI_WRITEMASK.
2350
2351 The Local flag specifies that a given value isn't intended for
2352 subroutine parameter passing and, as a result, the implementation
2353 isn't required to give any guarantees of it being preserved across
2354 subroutine boundaries. As it's merely a compiler hint, the
2355 implementation is free to ignore it.
2356
2357 If Dimension flag is set to 1, a Declaration Dimension token follows.
2358
2359 If Semantic flag is set to 1, a Declaration Semantic token follows.
2360
2361 If Interpolate flag is set to 1, a Declaration Interpolate token follows.
2362
2363 If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
2364
2365 If Array flag is set to 1, a Declaration Array token follows.
2366
2367 Array Declaration
2368 ^^^^^^^^^^^^^^^^^^^^^^^^
2369
2370 Declarations can optional have an ArrayID attribute which can be referred by
2371 indirect addressing operands. An ArrayID of zero is reserved and treaded as
2372 if no ArrayID is specified.
2373
2374 If an indirect addressing operand refers to a specific declaration by using
2375 an ArrayID only the registers in this declaration are guaranteed to be
2376 accessed, accessing any register outside this declaration results in undefined
2377 behavior. Note that for compatibility the effective index is zero-based and
2378 not relative to the specified declaration
2379
2380 If no ArrayID is specified with an indirect addressing operand the whole
2381 register file might be accessed by this operand. This is strongly discouraged
2382 and will prevent packing of scalar/vec2 arrays and effective alias analysis.
2383
2384 Declaration Semantic
2385 ^^^^^^^^^^^^^^^^^^^^^^^^
2386
2387 Vertex and fragment shader input and output registers may be labeled
2388 with semantic information consisting of a name and index.
2389
2390 Follows Declaration token if Semantic bit is set.
2391
2392 Since its purpose is to link a shader with other stages of the pipeline,
2393 it is valid to follow only those Declaration tokens that declare a register
2394 either in INPUT or OUTPUT file.
2395
2396 SemanticName field contains the semantic name of the register being declared.
2397 There is no default value.
2398
2399 SemanticIndex is an optional subscript that can be used to distinguish
2400 different register declarations with the same semantic name. The default value
2401 is 0.
2402
2403 The meanings of the individual semantic names are explained in the following
2404 sections.
2405
2406 TGSI_SEMANTIC_POSITION
2407 """"""""""""""""""""""
2408
2409 For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
2410 output register which contains the homogeneous vertex position in the clip
2411 space coordinate system. After clipping, the X, Y and Z components of the
2412 vertex will be divided by the W value to get normalized device coordinates.
2413
2414 For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
2415 fragment shader input contains the fragment's window position. The X
2416 component starts at zero and always increases from left to right.
2417 The Y component starts at zero and always increases but Y=0 may either
2418 indicate the top of the window or the bottom depending on the fragment
2419 coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
2420 The Z coordinate ranges from 0 to 1 to represent depth from the front
2421 to the back of the Z buffer. The W component contains the reciprocol
2422 of the interpolated vertex position W component.
2423
2424 Fragment shaders may also declare an output register with
2425 TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
2426 the fragment shader to change the fragment's Z position.
2427
2428
2429
2430 TGSI_SEMANTIC_COLOR
2431 """""""""""""""""""
2432
2433 For vertex shader outputs or fragment shader inputs/outputs, this
2434 label indicates that the resister contains an R,G,B,A color.
2435
2436 Several shader inputs/outputs may contain colors so the semantic index
2437 is used to distinguish them. For example, color[0] may be the diffuse
2438 color while color[1] may be the specular color.
2439
2440 This label is needed so that the flat/smooth shading can be applied
2441 to the right interpolants during rasterization.
2442
2443
2444
2445 TGSI_SEMANTIC_BCOLOR
2446 """"""""""""""""""""
2447
2448 Back-facing colors are only used for back-facing polygons, and are only valid
2449 in vertex shader outputs. After rasterization, all polygons are front-facing
2450 and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
2451 so all BCOLORs effectively become regular COLORs in the fragment shader.
2452
2453
2454 TGSI_SEMANTIC_FOG
2455 """""""""""""""""
2456
2457 Vertex shader inputs and outputs and fragment shader inputs may be
2458 labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
2459 a fog coordinate. Typically, the fragment shader will use the fog coordinate
2460 to compute a fog blend factor which is used to blend the normal fragment color
2461 with a constant fog color. But fog coord really is just an ordinary vec4
2462 register like regular semantics.
2463
2464
2465 TGSI_SEMANTIC_PSIZE
2466 """""""""""""""""""
2467
2468 Vertex shader input and output registers may be labeled with
2469 TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
2470 in the form (S, 0, 0, 1). The point size controls the width or diameter
2471 of points for rasterization. This label cannot be used in fragment
2472 shaders.
2473
2474 When using this semantic, be sure to set the appropriate state in the
2475 :ref:`rasterizer` first.
2476
2477
2478 TGSI_SEMANTIC_TEXCOORD
2479 """"""""""""""""""""""
2480
2481 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
2482
2483 Vertex shader outputs and fragment shader inputs may be labeled with
2484 this semantic to make them replaceable by sprite coordinates via the
2485 sprite_coord_enable state in the :ref:`rasterizer`.
2486 The semantic index permitted with this semantic is limited to <= 7.
2487
2488 If the driver does not support TEXCOORD, sprite coordinate replacement
2489 applies to inputs with the GENERIC semantic instead.
2490
2491 The intended use case for this semantic is gl_TexCoord.
2492
2493
2494 TGSI_SEMANTIC_PCOORD
2495 """"""""""""""""""""
2496
2497 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
2498
2499 Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
2500 that the register contains sprite coordinates in the form (x, y, 0, 1), if
2501 the current primitive is a point and point sprites are enabled. Otherwise,
2502 the contents of the register are undefined.
2503
2504 The intended use case for this semantic is gl_PointCoord.
2505
2506
2507 TGSI_SEMANTIC_GENERIC
2508 """""""""""""""""""""
2509
2510 All vertex/fragment shader inputs/outputs not labeled with any other
2511 semantic label can be considered to be generic attributes. Typical
2512 uses of generic inputs/outputs are texcoords and user-defined values.
2513
2514
2515 TGSI_SEMANTIC_NORMAL
2516 """"""""""""""""""""
2517
2518 Indicates that a vertex shader input is a normal vector. This is
2519 typically only used for legacy graphics APIs.
2520
2521
2522 TGSI_SEMANTIC_FACE
2523 """"""""""""""""""
2524
2525 This label applies to fragment shader inputs only and indicates that
2526 the register contains front/back-face information of the form (F, 0,
2527 0, 1). The first component will be positive when the fragment belongs
2528 to a front-facing polygon, and negative when the fragment belongs to a
2529 back-facing polygon.
2530
2531
2532 TGSI_SEMANTIC_EDGEFLAG
2533 """"""""""""""""""""""
2534
2535 For vertex shaders, this sematic label indicates that an input or
2536 output is a boolean edge flag. The register layout is [F, x, x, x]
2537 where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
2538 simply copies the edge flag input to the edgeflag output.
2539
2540 Edge flags are used to control which lines or points are actually
2541 drawn when the polygon mode converts triangles/quads/polygons into
2542 points or lines.
2543
2544
2545 TGSI_SEMANTIC_STENCIL
2546 """""""""""""""""""""
2547
2548 For fragment shaders, this semantic label indicates that an output
2549 is a writable stencil reference value. Only the Y component is writable.
2550 This allows the fragment shader to change the fragments stencilref value.
2551
2552
2553 TGSI_SEMANTIC_VIEWPORT_INDEX
2554 """"""""""""""""""""""""""""
2555
2556 For geometry shaders, this semantic label indicates that an output
2557 contains the index of the viewport (and scissor) to use.
2558 Only the X value is used.
2559
2560
2561 TGSI_SEMANTIC_LAYER
2562 """""""""""""""""""
2563
2564 For geometry shaders, this semantic label indicates that an output
2565 contains the layer value to use for the color and depth/stencil surfaces.
2566 Only the X value is used. (Also known as rendertarget array index.)
2567
2568
2569 TGSI_SEMANTIC_CULLDIST
2570 """"""""""""""""""""""
2571
2572 Used as distance to plane for performing application-defined culling
2573 of individual primitives against a plane. When components of vertex
2574 elements are given this label, these values are assumed to be a
2575 float32 signed distance to a plane. Primitives will be completely
2576 discarded if the plane distance for all of the vertices in the
2577 primitive are < 0. If a vertex has a cull distance of NaN, that
2578 vertex counts as "out" (as if its < 0);
2579 The limits on both clip and cull distances are bound
2580 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
2581 the maximum number of components that can be used to hold the
2582 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
2583 which specifies the maximum number of registers which can be
2584 annotated with those semantics.
2585
2586
2587 TGSI_SEMANTIC_CLIPDIST
2588 """"""""""""""""""""""
2589
2590 When components of vertex elements are identified this way, these
2591 values are each assumed to be a float32 signed distance to a plane.
2592 Primitive setup only invokes rasterization on pixels for which
2593 the interpolated plane distances are >= 0. Multiple clip planes
2594 can be implemented simultaneously, by annotating multiple
2595 components of one or more vertex elements with the above specified
2596 semantic. The limits on both clip and cull distances are bound
2597 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
2598 the maximum number of components that can be used to hold the
2599 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
2600 which specifies the maximum number of registers which can be
2601 annotated with those semantics.
2602
2603
2604 Declaration Interpolate
2605 ^^^^^^^^^^^^^^^^^^^^^^^
2606
2607 This token is only valid for fragment shader INPUT declarations.
2608
2609 The Interpolate field specifes the way input is being interpolated by
2610 the rasteriser and is one of TGSI_INTERPOLATE_*.
2611
2612 The CylindricalWrap bitfield specifies which register components
2613 should be subject to cylindrical wrapping when interpolating by the
2614 rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
2615 should be interpolated according to cylindrical wrapping rules.
2616
2617
2618 Declaration Sampler View
2619 ^^^^^^^^^^^^^^^^^^^^^^^^
2620
2621 Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
2622
2623 DCL SVIEW[#], resource, type(s)
2624
2625 Declares a shader input sampler view and assigns it to a SVIEW[#]
2626 register.
2627
2628 resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
2629
2630 type must be 1 or 4 entries (if specifying on a per-component
2631 level) out of UNORM, SNORM, SINT, UINT and FLOAT.
2632
2633
2634 Declaration Resource
2635 ^^^^^^^^^^^^^^^^^^^^
2636
2637 Follows Declaration token if file is TGSI_FILE_RESOURCE.
2638
2639 DCL RES[#], resource [, WR] [, RAW]
2640
2641 Declares a shader input resource and assigns it to a RES[#]
2642 register.
2643
2644 resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
2645 2DArray.
2646
2647 If the RAW keyword is not specified, the texture data will be
2648 subject to conversion, swizzling and scaling as required to yield
2649 the specified data type from the physical data format of the bound
2650 resource.
2651
2652 If the RAW keyword is specified, no channel conversion will be
2653 performed: the values read for each of the channels (X,Y,Z,W) will
2654 correspond to consecutive words in the same order and format
2655 they're found in memory. No element-to-address conversion will be
2656 performed either: the value of the provided X coordinate will be
2657 interpreted in byte units instead of texel units. The result of
2658 accessing a misaligned address is undefined.
2659
2660 Usage of the STORE opcode is only allowed if the WR (writable) flag
2661 is set.
2662
2663
2664 Properties
2665 ^^^^^^^^^^^^^^^^^^^^^^^^
2666
2667
2668 Properties are general directives that apply to the whole TGSI program.
2669
2670 FS_COORD_ORIGIN
2671 """""""""""""""
2672
2673 Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
2674 The default value is UPPER_LEFT.
2675
2676 If UPPER_LEFT, the position will be (0,0) at the upper left corner and
2677 increase downward and rightward.
2678 If LOWER_LEFT, the position will be (0,0) at the lower left corner and
2679 increase upward and rightward.
2680
2681 OpenGL defaults to LOWER_LEFT, and is configurable with the
2682 GL_ARB_fragment_coord_conventions extension.
2683
2684 DirectX 9/10 use UPPER_LEFT.
2685
2686 FS_COORD_PIXEL_CENTER
2687 """""""""""""""""""""
2688
2689 Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
2690 The default value is HALF_INTEGER.
2691
2692 If HALF_INTEGER, the fractionary part of the position will be 0.5
2693 If INTEGER, the fractionary part of the position will be 0.0
2694
2695 Note that this does not affect the set of fragments generated by
2696 rasterization, which is instead controlled by half_pixel_center in the
2697 rasterizer.
2698
2699 OpenGL defaults to HALF_INTEGER, and is configurable with the
2700 GL_ARB_fragment_coord_conventions extension.
2701
2702 DirectX 9 uses INTEGER.
2703 DirectX 10 uses HALF_INTEGER.
2704
2705 FS_COLOR0_WRITES_ALL_CBUFS
2706 """"""""""""""""""""""""""
2707 Specifies that writes to the fragment shader color 0 are replicated to all
2708 bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
2709 fragData is directed to a single color buffer, but fragColor is broadcast.
2710
2711 VS_PROHIBIT_UCPS
2712 """"""""""""""""""""""""""
2713 If this property is set on the program bound to the shader stage before the
2714 fragment shader, user clip planes should have no effect (be disabled) even if
2715 that shader does not write to any clip distance outputs and the rasterizer's
2716 clip_plane_enable is non-zero.
2717 This property is only supported by drivers that also support shader clip
2718 distance outputs.
2719 This is useful for APIs that don't have UCPs and where clip distances written
2720 by a shader cannot be disabled.
2721
2722
2723 Texture Sampling and Texture Formats
2724 ------------------------------------
2725
2726 This table shows how texture image components are returned as (x,y,z,w) tuples
2727 by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
2728 :opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
2729 well.
2730
2731 +--------------------+--------------+--------------------+--------------+
2732 | Texture Components | Gallium | OpenGL | Direct3D 9 |
2733 +====================+==============+====================+==============+
2734 | R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
2735 +--------------------+--------------+--------------------+--------------+
2736 | RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
2737 +--------------------+--------------+--------------------+--------------+
2738 | RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
2739 +--------------------+--------------+--------------------+--------------+
2740 | RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
2741 +--------------------+--------------+--------------------+--------------+
2742 | A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
2743 +--------------------+--------------+--------------------+--------------+
2744 | L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
2745 +--------------------+--------------+--------------------+--------------+
2746 | LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
2747 +--------------------+--------------+--------------------+--------------+
2748 | I | (i, i, i, i) | (i, i, i, i) | N/A |
2749 +--------------------+--------------+--------------------+--------------+
2750 | UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
2751 | | | [#envmap-bumpmap]_ | |
2752 +--------------------+--------------+--------------------+--------------+
2753 | Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
2754 | | | [#depth-tex-mode]_ | |
2755 +--------------------+--------------+--------------------+--------------+
2756 | S | (s, s, s, s) | unknown | unknown |
2757 +--------------------+--------------+--------------------+--------------+
2758
2759 .. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
2760 .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
2761 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.