gallium: remove TGSI opcode DP2A
[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:`doubleopcodes`.
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 and precise modifier
30 on instructions).
31
32 For arithmetic instruction having a precise modifier certain optimizations
33 which may alter the result are disallowed. Example: *add(mul(a,b),c)* can't be
34 optimized to TGSI_OPCODE_MAD, because some hardware only supports the fused
35 MAD instruction.
36
37 For inputs which have a floating point type, both absolute value and
38 negation modifiers are supported (with absolute value being applied
39 first). The only source of TGSI_OPCODE_MOV and the second and third
40 sources of TGSI_OPCODE_UCMP are considered to have float type for
41 applying modifiers.
42
43 For inputs which have signed or unsigned type only the negate modifier is
44 supported.
45
46 Instruction Set
47 ---------------
48
49 Core ISA
50 ^^^^^^^^^^^^^^^^^^^^^^^^^
51
52 These opcodes are guaranteed to be available regardless of the driver being
53 used.
54
55 .. opcode:: ARL - Address Register Load
56
57 .. math::
58
59 dst.x = (int) \lfloor src.x\rfloor
60
61 dst.y = (int) \lfloor src.y\rfloor
62
63 dst.z = (int) \lfloor src.z\rfloor
64
65 dst.w = (int) \lfloor src.w\rfloor
66
67
68 .. opcode:: MOV - Move
69
70 .. math::
71
72 dst.x = src.x
73
74 dst.y = src.y
75
76 dst.z = src.z
77
78 dst.w = src.w
79
80
81 .. opcode:: LIT - Light Coefficients
82
83 .. math::
84
85 dst.x &= 1 \\
86 dst.y &= max(src.x, 0) \\
87 dst.z &= (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0 \\
88 dst.w &= 1
89
90
91 .. opcode:: RCP - Reciprocal
92
93 This instruction replicates its result.
94
95 .. math::
96
97 dst = \frac{1}{src.x}
98
99
100 .. opcode:: RSQ - Reciprocal Square Root
101
102 This instruction replicates its result. The results are undefined for src <= 0.
103
104 .. math::
105
106 dst = \frac{1}{\sqrt{src.x}}
107
108
109 .. opcode:: SQRT - Square Root
110
111 This instruction replicates its result. The results are undefined for src < 0.
112
113 .. math::
114
115 dst = {\sqrt{src.x}}
116
117
118 .. opcode:: EXP - Approximate Exponential Base 2
119
120 .. math::
121
122 dst.x &= 2^{\lfloor src.x\rfloor} \\
123 dst.y &= src.x - \lfloor src.x\rfloor \\
124 dst.z &= 2^{src.x} \\
125 dst.w &= 1
126
127
128 .. opcode:: LOG - Approximate Logarithm Base 2
129
130 .. math::
131
132 dst.x &= \lfloor\log_2{|src.x|}\rfloor \\
133 dst.y &= \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}} \\
134 dst.z &= \log_2{|src.x|} \\
135 dst.w &= 1
136
137
138 .. opcode:: MUL - Multiply
139
140 .. math::
141
142 dst.x = src0.x \times src1.x
143
144 dst.y = src0.y \times src1.y
145
146 dst.z = src0.z \times src1.z
147
148 dst.w = src0.w \times src1.w
149
150
151 .. opcode:: ADD - Add
152
153 .. math::
154
155 dst.x = src0.x + src1.x
156
157 dst.y = src0.y + src1.y
158
159 dst.z = src0.z + src1.z
160
161 dst.w = src0.w + src1.w
162
163
164 .. opcode:: DP3 - 3-component Dot Product
165
166 This instruction replicates its result.
167
168 .. math::
169
170 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
171
172
173 .. opcode:: DP4 - 4-component Dot Product
174
175 This instruction replicates its result.
176
177 .. math::
178
179 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
180
181
182 .. opcode:: DST - Distance Vector
183
184 .. math::
185
186 dst.x &= 1\\
187 dst.y &= src0.y \times src1.y\\
188 dst.z &= src0.z\\
189 dst.w &= src1.w
190
191
192 .. opcode:: MIN - Minimum
193
194 .. math::
195
196 dst.x = min(src0.x, src1.x)
197
198 dst.y = min(src0.y, src1.y)
199
200 dst.z = min(src0.z, src1.z)
201
202 dst.w = min(src0.w, src1.w)
203
204
205 .. opcode:: MAX - Maximum
206
207 .. math::
208
209 dst.x = max(src0.x, src1.x)
210
211 dst.y = max(src0.y, src1.y)
212
213 dst.z = max(src0.z, src1.z)
214
215 dst.w = max(src0.w, src1.w)
216
217
218 .. opcode:: SLT - Set On Less Than
219
220 .. math::
221
222 dst.x = (src0.x < src1.x) ? 1.0F : 0.0F
223
224 dst.y = (src0.y < src1.y) ? 1.0F : 0.0F
225
226 dst.z = (src0.z < src1.z) ? 1.0F : 0.0F
227
228 dst.w = (src0.w < src1.w) ? 1.0F : 0.0F
229
230
231 .. opcode:: SGE - Set On Greater Equal Than
232
233 .. math::
234
235 dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F
236
237 dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F
238
239 dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F
240
241 dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F
242
243
244 .. opcode:: MAD - Multiply And Add
245
246 Perform a * b + c. The implementation is free to decide whether there is an
247 intermediate rounding step or not.
248
249 .. math::
250
251 dst.x = src0.x \times src1.x + src2.x
252
253 dst.y = src0.y \times src1.y + src2.y
254
255 dst.z = src0.z \times src1.z + src2.z
256
257 dst.w = src0.w \times src1.w + src2.w
258
259
260 .. opcode:: LRP - Linear Interpolate
261
262 .. math::
263
264 dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
265
266 dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
267
268 dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
269
270 dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
271
272
273 .. opcode:: FMA - Fused Multiply-Add
274
275 Perform a * b + c with no intermediate rounding step.
276
277 .. math::
278
279 dst.x = src0.x \times src1.x + src2.x
280
281 dst.y = src0.y \times src1.y + src2.y
282
283 dst.z = src0.z \times src1.z + src2.z
284
285 dst.w = src0.w \times src1.w + src2.w
286
287
288 .. opcode:: FRC - Fraction
289
290 .. math::
291
292 dst.x = src.x - \lfloor src.x\rfloor
293
294 dst.y = src.y - \lfloor src.y\rfloor
295
296 dst.z = src.z - \lfloor src.z\rfloor
297
298 dst.w = src.w - \lfloor src.w\rfloor
299
300
301 .. opcode:: FLR - Floor
302
303 .. math::
304
305 dst.x = \lfloor src.x\rfloor
306
307 dst.y = \lfloor src.y\rfloor
308
309 dst.z = \lfloor src.z\rfloor
310
311 dst.w = \lfloor src.w\rfloor
312
313
314 .. opcode:: ROUND - Round
315
316 .. math::
317
318 dst.x = round(src.x)
319
320 dst.y = round(src.y)
321
322 dst.z = round(src.z)
323
324 dst.w = round(src.w)
325
326
327 .. opcode:: EX2 - Exponential Base 2
328
329 This instruction replicates its result.
330
331 .. math::
332
333 dst = 2^{src.x}
334
335
336 .. opcode:: LG2 - Logarithm Base 2
337
338 This instruction replicates its result.
339
340 .. math::
341
342 dst = \log_2{src.x}
343
344
345 .. opcode:: POW - Power
346
347 This instruction replicates its result.
348
349 .. math::
350
351 dst = src0.x^{src1.x}
352
353 .. opcode:: XPD - Cross Product
354
355 .. math::
356
357 dst.x = src0.y \times src1.z - src1.y \times src0.z
358
359 dst.y = src0.z \times src1.x - src1.z \times src0.x
360
361 dst.z = src0.x \times src1.y - src1.x \times src0.y
362
363 dst.w = 1
364
365
366 .. opcode:: DPH - Homogeneous Dot Product
367
368 This instruction replicates its result.
369
370 .. math::
371
372 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
373
374
375 .. opcode:: COS - Cosine
376
377 This instruction replicates its result.
378
379 .. math::
380
381 dst = \cos{src.x}
382
383
384 .. opcode:: DDX, DDX_FINE - Derivative Relative To X
385
386 The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
387 advertised. When it is, the fine version guarantees one derivative per row
388 while DDX is allowed to be the same for the entire 2x2 quad.
389
390 .. math::
391
392 dst.x = partialx(src.x)
393
394 dst.y = partialx(src.y)
395
396 dst.z = partialx(src.z)
397
398 dst.w = partialx(src.w)
399
400
401 .. opcode:: DDY, DDY_FINE - Derivative Relative To Y
402
403 The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
404 advertised. When it is, the fine version guarantees one derivative per column
405 while DDY is allowed to be the same for the entire 2x2 quad.
406
407 .. math::
408
409 dst.x = partialy(src.x)
410
411 dst.y = partialy(src.y)
412
413 dst.z = partialy(src.z)
414
415 dst.w = partialy(src.w)
416
417
418 .. opcode:: PK2H - Pack Two 16-bit Floats
419
420 This instruction replicates its result.
421
422 .. math::
423
424 dst = f32\_to\_f16(src.x) | f32\_to\_f16(src.y) << 16
425
426
427 .. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars
428
429 TBD
430
431
432 .. opcode:: PK4B - Pack Four Signed 8-bit Scalars
433
434 TBD
435
436
437 .. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars
438
439 TBD
440
441
442 .. opcode:: SEQ - Set On Equal
443
444 .. math::
445
446 dst.x = (src0.x == src1.x) ? 1.0F : 0.0F
447
448 dst.y = (src0.y == src1.y) ? 1.0F : 0.0F
449
450 dst.z = (src0.z == src1.z) ? 1.0F : 0.0F
451
452 dst.w = (src0.w == src1.w) ? 1.0F : 0.0F
453
454
455 .. opcode:: SGT - Set On Greater Than
456
457 .. math::
458
459 dst.x = (src0.x > src1.x) ? 1.0F : 0.0F
460
461 dst.y = (src0.y > src1.y) ? 1.0F : 0.0F
462
463 dst.z = (src0.z > src1.z) ? 1.0F : 0.0F
464
465 dst.w = (src0.w > src1.w) ? 1.0F : 0.0F
466
467
468 .. opcode:: SIN - Sine
469
470 This instruction replicates its result.
471
472 .. math::
473
474 dst = \sin{src.x}
475
476
477 .. opcode:: SLE - Set On Less Equal Than
478
479 .. math::
480
481 dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F
482
483 dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F
484
485 dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F
486
487 dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F
488
489
490 .. opcode:: SNE - Set On Not Equal
491
492 .. math::
493
494 dst.x = (src0.x != src1.x) ? 1.0F : 0.0F
495
496 dst.y = (src0.y != src1.y) ? 1.0F : 0.0F
497
498 dst.z = (src0.z != src1.z) ? 1.0F : 0.0F
499
500 dst.w = (src0.w != src1.w) ? 1.0F : 0.0F
501
502
503 .. opcode:: TEX - Texture Lookup
504
505 for array textures src0.y contains the slice for 1D,
506 and src0.z contain the slice for 2D.
507
508 for shadow textures with no arrays (and not cube map),
509 src0.z contains the reference value.
510
511 for shadow textures with arrays, src0.z contains
512 the reference value for 1D arrays, and src0.w contains
513 the reference value for 2D arrays and cube maps.
514
515 for cube map array shadow textures, the reference value
516 cannot be passed in src0.w, and TEX2 must be used instead.
517
518 .. math::
519
520 coord = src0
521
522 shadow_ref = src0.z or src0.w (optional)
523
524 unit = src1
525
526 dst = texture\_sample(unit, coord, shadow_ref)
527
528
529 .. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)
530
531 this is the same as TEX, but uses another reg to encode the
532 reference value.
533
534 .. math::
535
536 coord = src0
537
538 shadow_ref = src1.x
539
540 unit = src2
541
542 dst = texture\_sample(unit, coord, shadow_ref)
543
544
545
546
547 .. opcode:: TXD - Texture Lookup with Derivatives
548
549 .. math::
550
551 coord = src0
552
553 ddx = src1
554
555 ddy = src2
556
557 unit = src3
558
559 dst = texture\_sample\_deriv(unit, coord, ddx, ddy)
560
561
562 .. opcode:: TXP - Projective Texture Lookup
563
564 .. math::
565
566 coord.x = src0.x / src0.w
567
568 coord.y = src0.y / src0.w
569
570 coord.z = src0.z / src0.w
571
572 coord.w = src0.w
573
574 unit = src1
575
576 dst = texture\_sample(unit, coord)
577
578
579 .. opcode:: UP2H - Unpack Two 16-Bit Floats
580
581 .. math::
582
583 dst.x = f16\_to\_f32(src0.x \& 0xffff)
584
585 dst.y = f16\_to\_f32(src0.x >> 16)
586
587 dst.z = f16\_to\_f32(src0.x \& 0xffff)
588
589 dst.w = f16\_to\_f32(src0.x >> 16)
590
591 .. note::
592
593 Considered for removal.
594
595 .. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
596
597 TBD
598
599 .. note::
600
601 Considered for removal.
602
603 .. opcode:: UP4B - Unpack Four Signed 8-Bit Values
604
605 TBD
606
607 .. note::
608
609 Considered for removal.
610
611 .. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
612
613 TBD
614
615 .. note::
616
617 Considered for removal.
618
619
620 .. opcode:: ARR - Address Register Load With Round
621
622 .. math::
623
624 dst.x = (int) round(src.x)
625
626 dst.y = (int) round(src.y)
627
628 dst.z = (int) round(src.z)
629
630 dst.w = (int) round(src.w)
631
632
633 .. opcode:: SSG - Set Sign
634
635 .. math::
636
637 dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
638
639 dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
640
641 dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
642
643 dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
644
645
646 .. opcode:: CMP - Compare
647
648 .. math::
649
650 dst.x = (src0.x < 0) ? src1.x : src2.x
651
652 dst.y = (src0.y < 0) ? src1.y : src2.y
653
654 dst.z = (src0.z < 0) ? src1.z : src2.z
655
656 dst.w = (src0.w < 0) ? src1.w : src2.w
657
658
659 .. opcode:: KILL_IF - Conditional Discard
660
661 Conditional discard. Allowed in fragment shaders only.
662
663 .. math::
664
665 if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
666 discard
667 endif
668
669
670 .. opcode:: KILL - Discard
671
672 Unconditional discard. Allowed in fragment shaders only.
673
674
675 .. opcode:: SCS - Sine Cosine
676
677 .. math::
678
679 dst.x = \cos{src.x}
680
681 dst.y = \sin{src.x}
682
683 dst.z = 0
684
685 dst.w = 1
686
687
688 .. opcode:: TXB - Texture Lookup With Bias
689
690 for cube map array textures and shadow cube maps, the bias value
691 cannot be passed in src0.w, and TXB2 must be used instead.
692
693 if the target is a shadow texture, the reference value is always
694 in src.z (this prevents shadow 3d and shadow 2d arrays from
695 using this instruction, but this is not needed).
696
697 .. math::
698
699 coord.x = src0.x
700
701 coord.y = src0.y
702
703 coord.z = src0.z
704
705 coord.w = none
706
707 bias = src0.w
708
709 unit = src1
710
711 dst = texture\_sample(unit, coord, bias)
712
713
714 .. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
715
716 this is the same as TXB, but uses another reg to encode the
717 lod bias value for cube map arrays and shadow cube maps.
718 Presumably shadow 2d arrays and shadow 3d targets could use
719 this encoding too, but this is not legal.
720
721 shadow cube map arrays are neither possible nor required.
722
723 .. math::
724
725 coord = src0
726
727 bias = src1.x
728
729 unit = src2
730
731 dst = texture\_sample(unit, coord, bias)
732
733
734 .. opcode:: DIV - Divide
735
736 .. math::
737
738 dst.x = \frac{src0.x}{src1.x}
739
740 dst.y = \frac{src0.y}{src1.y}
741
742 dst.z = \frac{src0.z}{src1.z}
743
744 dst.w = \frac{src0.w}{src1.w}
745
746
747 .. opcode:: DP2 - 2-component Dot Product
748
749 This instruction replicates its result.
750
751 .. math::
752
753 dst = src0.x \times src1.x + src0.y \times src1.y
754
755
756 .. opcode:: TEX_LZ - Texture Lookup With LOD = 0
757
758 This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
759 pipe_sampler_view::u.tex.first_level and pipe_sampler_state::min_lod.
760 There is no way to override those two in shaders.
761
762 .. math::
763
764 coord.x = src0.x
765
766 coord.y = src0.y
767
768 coord.z = src0.z
769
770 coord.w = none
771
772 lod = 0
773
774 unit = src1
775
776 dst = texture\_sample(unit, coord, lod)
777
778
779 .. opcode:: TXL - Texture Lookup With explicit LOD
780
781 for cube map array textures, the explicit lod value
782 cannot be passed in src0.w, and TXL2 must be used instead.
783
784 if the target is a shadow texture, the reference value is always
785 in src.z (this prevents shadow 3d / 2d array / cube targets from
786 using this instruction, but this is not needed).
787
788 .. math::
789
790 coord.x = src0.x
791
792 coord.y = src0.y
793
794 coord.z = src0.z
795
796 coord.w = none
797
798 lod = src0.w
799
800 unit = src1
801
802 dst = texture\_sample(unit, coord, lod)
803
804
805 .. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
806
807 this is the same as TXL, but uses another reg to encode the
808 explicit lod value.
809 Presumably shadow 3d / 2d array / cube targets could use
810 this encoding too, but this is not legal.
811
812 shadow cube map arrays are neither possible nor required.
813
814 .. math::
815
816 coord = src0
817
818 lod = src1.x
819
820 unit = src2
821
822 dst = texture\_sample(unit, coord, lod)
823
824
825 Compute ISA
826 ^^^^^^^^^^^^^^^^^^^^^^^^
827
828 These opcodes are primarily provided for special-use computational shaders.
829 Support for these opcodes indicated by a special pipe capability bit (TBD).
830
831 XXX doesn't look like most of the opcodes really belong here.
832
833 .. opcode:: CEIL - Ceiling
834
835 .. math::
836
837 dst.x = \lceil src.x\rceil
838
839 dst.y = \lceil src.y\rceil
840
841 dst.z = \lceil src.z\rceil
842
843 dst.w = \lceil src.w\rceil
844
845
846 .. opcode:: TRUNC - Truncate
847
848 .. math::
849
850 dst.x = trunc(src.x)
851
852 dst.y = trunc(src.y)
853
854 dst.z = trunc(src.z)
855
856 dst.w = trunc(src.w)
857
858
859 .. opcode:: MOD - Modulus
860
861 .. math::
862
863 dst.x = src0.x \bmod src1.x
864
865 dst.y = src0.y \bmod src1.y
866
867 dst.z = src0.z \bmod src1.z
868
869 dst.w = src0.w \bmod src1.w
870
871
872 .. opcode:: UARL - Integer Address Register Load
873
874 Moves the contents of the source register, assumed to be an integer, into the
875 destination register, which is assumed to be an address (ADDR) register.
876
877
878 .. opcode:: TXF - Texel Fetch
879
880 As per NV_gpu_shader4, extract a single texel from a specified texture
881 image or PIPE_BUFFER resource. The source sampler may not be a CUBE or
882 SHADOW. src 0 is a
883 four-component signed integer vector used to identify the single texel
884 accessed. 3 components + level. If the texture is multisampled, then
885 the fourth component indicates the sample, not the mipmap level.
886 Just like texture instructions, an optional
887 offset vector is provided, which is subject to various driver restrictions
888 (regarding range, source of offsets). This instruction ignores the sampler
889 state.
890
891 TXF(uint_vec coord, int_vec offset).
892
893
894 .. opcode:: TXQ - Texture Size Query
895
896 As per NV_gpu_program4, retrieve the dimensions of the texture depending on
897 the target. For 1D (width), 2D/RECT/CUBE (width, height), 3D (width, height,
898 depth), 1D array (width, layers), 2D array (width, height, layers).
899 Also return the number of accessible levels (last_level - first_level + 1)
900 in W.
901
902 For components which don't return a resource dimension, their value
903 is undefined.
904
905 .. math::
906
907 lod = src0.x
908
909 dst.x = texture\_width(unit, lod)
910
911 dst.y = texture\_height(unit, lod)
912
913 dst.z = texture\_depth(unit, lod)
914
915 dst.w = texture\_levels(unit)
916
917
918 .. opcode:: TXQS - Texture Samples Query
919
920 This retrieves the number of samples in the texture, and stores it
921 into the x component as an unsigned integer. The other components are
922 undefined. If the texture is not multisampled, this function returns
923 (1, undef, undef, undef).
924
925 .. math::
926
927 dst.x = texture\_samples(unit)
928
929
930 .. opcode:: TG4 - Texture Gather
931
932 As per ARB_texture_gather, gathers the four texels to be used in a bi-linear
933 filtering operation and packs them into a single register. Only works with
934 2D, 2D array, cubemaps, and cubemaps arrays. For 2D textures, only the
935 addressing modes of the sampler and the top level of any mip pyramid are
936 used. Set W to zero. It behaves like the TEX instruction, but a filtered
937 sample is not generated. The four samples that contribute to filtering are
938 placed into xyzw in clockwise order, starting with the (u,v) texture
939 coordinate delta at the following locations (-, +), (+, +), (+, -), (-, -),
940 where the magnitude of the deltas are half a texel.
941
942 PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample
943 depth compares, single component selection, and a non-constant offset. It
944 doesn't allow support for the GL independent offset to get i0,j0. This would
945 require another CAP is hw can do it natively. For now we lower that before
946 TGSI.
947
948 .. math::
949
950 coord = src0
951
952 component = src1
953
954 dst = texture\_gather4 (unit, coord, component)
955
956 (with SM5 - cube array shadow)
957
958 .. math::
959
960 coord = src0
961
962 compare = src1
963
964 dst = texture\_gather (uint, coord, compare)
965
966 .. opcode:: LODQ - level of detail query
967
968 Compute the LOD information that the texture pipe would use to access the
969 texture. The Y component contains the computed LOD lambda_prime. The X
970 component contains the LOD that will be accessed, based on min/max lod's
971 and mipmap filters.
972
973 .. math::
974
975 coord = src0
976
977 dst.xy = lodq(uint, coord);
978
979 .. opcode:: CLOCK - retrieve the current shader time
980
981 Invoking this instruction multiple times in the same shader should
982 cause monotonically increasing values to be returned. The values
983 are implicitly 64-bit, so if fewer than 64 bits of precision are
984 available, to provide expected wraparound semantics, the value
985 should be shifted up so that the most significant bit of the time
986 is the most significant bit of the 64-bit value.
987
988 .. math::
989
990 dst.xy = clock()
991
992
993 Integer ISA
994 ^^^^^^^^^^^^^^^^^^^^^^^^
995 These opcodes are used for integer operations.
996 Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
997
998
999 .. opcode:: I2F - Signed Integer To Float
1000
1001 Rounding is unspecified (round to nearest even suggested).
1002
1003 .. math::
1004
1005 dst.x = (float) src.x
1006
1007 dst.y = (float) src.y
1008
1009 dst.z = (float) src.z
1010
1011 dst.w = (float) src.w
1012
1013
1014 .. opcode:: U2F - Unsigned Integer To Float
1015
1016 Rounding is unspecified (round to nearest even suggested).
1017
1018 .. math::
1019
1020 dst.x = (float) src.x
1021
1022 dst.y = (float) src.y
1023
1024 dst.z = (float) src.z
1025
1026 dst.w = (float) src.w
1027
1028
1029 .. opcode:: F2I - Float to Signed Integer
1030
1031 Rounding is towards zero (truncate).
1032 Values outside signed range (including NaNs) produce undefined results.
1033
1034 .. math::
1035
1036 dst.x = (int) src.x
1037
1038 dst.y = (int) src.y
1039
1040 dst.z = (int) src.z
1041
1042 dst.w = (int) src.w
1043
1044
1045 .. opcode:: F2U - Float to Unsigned Integer
1046
1047 Rounding is towards zero (truncate).
1048 Values outside unsigned range (including NaNs) produce undefined results.
1049
1050 .. math::
1051
1052 dst.x = (unsigned) src.x
1053
1054 dst.y = (unsigned) src.y
1055
1056 dst.z = (unsigned) src.z
1057
1058 dst.w = (unsigned) src.w
1059
1060
1061 .. opcode:: UADD - Integer Add
1062
1063 This instruction works the same for signed and unsigned integers.
1064 The low 32bit of the result is returned.
1065
1066 .. math::
1067
1068 dst.x = src0.x + src1.x
1069
1070 dst.y = src0.y + src1.y
1071
1072 dst.z = src0.z + src1.z
1073
1074 dst.w = src0.w + src1.w
1075
1076
1077 .. opcode:: UMAD - Integer Multiply And Add
1078
1079 This instruction works the same for signed and unsigned integers.
1080 The multiplication returns the low 32bit (as does the result itself).
1081
1082 .. math::
1083
1084 dst.x = src0.x \times src1.x + src2.x
1085
1086 dst.y = src0.y \times src1.y + src2.y
1087
1088 dst.z = src0.z \times src1.z + src2.z
1089
1090 dst.w = src0.w \times src1.w + src2.w
1091
1092
1093 .. opcode:: UMUL - Integer Multiply
1094
1095 This instruction works the same for signed and unsigned integers.
1096 The low 32bit of the result is returned.
1097
1098 .. math::
1099
1100 dst.x = src0.x \times src1.x
1101
1102 dst.y = src0.y \times src1.y
1103
1104 dst.z = src0.z \times src1.z
1105
1106 dst.w = src0.w \times src1.w
1107
1108
1109 .. opcode:: IMUL_HI - Signed Integer Multiply High Bits
1110
1111 The high 32bits of the multiplication of 2 signed integers are returned.
1112
1113 .. math::
1114
1115 dst.x = (src0.x \times src1.x) >> 32
1116
1117 dst.y = (src0.y \times src1.y) >> 32
1118
1119 dst.z = (src0.z \times src1.z) >> 32
1120
1121 dst.w = (src0.w \times src1.w) >> 32
1122
1123
1124 .. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits
1125
1126 The high 32bits of the multiplication of 2 unsigned integers are returned.
1127
1128 .. math::
1129
1130 dst.x = (src0.x \times src1.x) >> 32
1131
1132 dst.y = (src0.y \times src1.y) >> 32
1133
1134 dst.z = (src0.z \times src1.z) >> 32
1135
1136 dst.w = (src0.w \times src1.w) >> 32
1137
1138
1139 .. opcode:: IDIV - Signed Integer Division
1140
1141 TBD: behavior for division by zero.
1142
1143 .. math::
1144
1145 dst.x = \frac{src0.x}{src1.x}
1146
1147 dst.y = \frac{src0.y}{src1.y}
1148
1149 dst.z = \frac{src0.z}{src1.z}
1150
1151 dst.w = \frac{src0.w}{src1.w}
1152
1153
1154 .. opcode:: UDIV - Unsigned Integer Division
1155
1156 For division by zero, 0xffffffff is returned.
1157
1158 .. math::
1159
1160 dst.x = \frac{src0.x}{src1.x}
1161
1162 dst.y = \frac{src0.y}{src1.y}
1163
1164 dst.z = \frac{src0.z}{src1.z}
1165
1166 dst.w = \frac{src0.w}{src1.w}
1167
1168
1169 .. opcode:: UMOD - Unsigned Integer Remainder
1170
1171 If second arg is zero, 0xffffffff is returned.
1172
1173 .. math::
1174
1175 dst.x = src0.x \bmod src1.x
1176
1177 dst.y = src0.y \bmod src1.y
1178
1179 dst.z = src0.z \bmod src1.z
1180
1181 dst.w = src0.w \bmod src1.w
1182
1183
1184 .. opcode:: NOT - Bitwise Not
1185
1186 .. math::
1187
1188 dst.x = \sim src.x
1189
1190 dst.y = \sim src.y
1191
1192 dst.z = \sim src.z
1193
1194 dst.w = \sim src.w
1195
1196
1197 .. opcode:: AND - Bitwise And
1198
1199 .. math::
1200
1201 dst.x = src0.x \& src1.x
1202
1203 dst.y = src0.y \& src1.y
1204
1205 dst.z = src0.z \& src1.z
1206
1207 dst.w = src0.w \& src1.w
1208
1209
1210 .. opcode:: OR - Bitwise Or
1211
1212 .. math::
1213
1214 dst.x = src0.x | src1.x
1215
1216 dst.y = src0.y | src1.y
1217
1218 dst.z = src0.z | src1.z
1219
1220 dst.w = src0.w | src1.w
1221
1222
1223 .. opcode:: XOR - Bitwise Xor
1224
1225 .. math::
1226
1227 dst.x = src0.x \oplus src1.x
1228
1229 dst.y = src0.y \oplus src1.y
1230
1231 dst.z = src0.z \oplus src1.z
1232
1233 dst.w = src0.w \oplus src1.w
1234
1235
1236 .. opcode:: IMAX - Maximum of Signed Integers
1237
1238 .. math::
1239
1240 dst.x = max(src0.x, src1.x)
1241
1242 dst.y = max(src0.y, src1.y)
1243
1244 dst.z = max(src0.z, src1.z)
1245
1246 dst.w = max(src0.w, src1.w)
1247
1248
1249 .. opcode:: UMAX - Maximum of Unsigned Integers
1250
1251 .. math::
1252
1253 dst.x = max(src0.x, src1.x)
1254
1255 dst.y = max(src0.y, src1.y)
1256
1257 dst.z = max(src0.z, src1.z)
1258
1259 dst.w = max(src0.w, src1.w)
1260
1261
1262 .. opcode:: IMIN - Minimum of Signed Integers
1263
1264 .. math::
1265
1266 dst.x = min(src0.x, src1.x)
1267
1268 dst.y = min(src0.y, src1.y)
1269
1270 dst.z = min(src0.z, src1.z)
1271
1272 dst.w = min(src0.w, src1.w)
1273
1274
1275 .. opcode:: UMIN - Minimum of Unsigned Integers
1276
1277 .. math::
1278
1279 dst.x = min(src0.x, src1.x)
1280
1281 dst.y = min(src0.y, src1.y)
1282
1283 dst.z = min(src0.z, src1.z)
1284
1285 dst.w = min(src0.w, src1.w)
1286
1287
1288 .. opcode:: SHL - Shift Left
1289
1290 The shift count is masked with 0x1f before the shift is applied.
1291
1292 .. math::
1293
1294 dst.x = src0.x << (0x1f \& src1.x)
1295
1296 dst.y = src0.y << (0x1f \& src1.y)
1297
1298 dst.z = src0.z << (0x1f \& src1.z)
1299
1300 dst.w = src0.w << (0x1f \& src1.w)
1301
1302
1303 .. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)
1304
1305 The shift count is masked with 0x1f before the shift is applied.
1306
1307 .. math::
1308
1309 dst.x = src0.x >> (0x1f \& src1.x)
1310
1311 dst.y = src0.y >> (0x1f \& src1.y)
1312
1313 dst.z = src0.z >> (0x1f \& src1.z)
1314
1315 dst.w = src0.w >> (0x1f \& src1.w)
1316
1317
1318 .. opcode:: USHR - Logical Shift Right
1319
1320 The shift count is masked with 0x1f before the shift is applied.
1321
1322 .. math::
1323
1324 dst.x = src0.x >> (unsigned) (0x1f \& src1.x)
1325
1326 dst.y = src0.y >> (unsigned) (0x1f \& src1.y)
1327
1328 dst.z = src0.z >> (unsigned) (0x1f \& src1.z)
1329
1330 dst.w = src0.w >> (unsigned) (0x1f \& src1.w)
1331
1332
1333 .. opcode:: UCMP - Integer Conditional Move
1334
1335 .. math::
1336
1337 dst.x = src0.x ? src1.x : src2.x
1338
1339 dst.y = src0.y ? src1.y : src2.y
1340
1341 dst.z = src0.z ? src1.z : src2.z
1342
1343 dst.w = src0.w ? src1.w : src2.w
1344
1345
1346
1347 .. opcode:: ISSG - Integer Set Sign
1348
1349 .. math::
1350
1351 dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0
1352
1353 dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0
1354
1355 dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0
1356
1357 dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0
1358
1359
1360
1361 .. opcode:: FSLT - Float Set On Less Than (ordered)
1362
1363 Same comparison as SLT but returns integer instead of 1.0/0.0 float
1364
1365 .. math::
1366
1367 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1368
1369 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1370
1371 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1372
1373 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1374
1375
1376 .. opcode:: ISLT - Signed Integer Set On Less Than
1377
1378 .. math::
1379
1380 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1381
1382 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1383
1384 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1385
1386 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1387
1388
1389 .. opcode:: USLT - Unsigned Integer Set On Less Than
1390
1391 .. math::
1392
1393 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1394
1395 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1396
1397 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1398
1399 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1400
1401
1402 .. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
1403
1404 Same comparison as SGE but returns integer instead of 1.0/0.0 float
1405
1406 .. math::
1407
1408 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1409
1410 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1411
1412 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1413
1414 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1415
1416
1417 .. opcode:: ISGE - Signed Integer Set On Greater Equal Than
1418
1419 .. math::
1420
1421 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1422
1423 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1424
1425 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1426
1427 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1428
1429
1430 .. opcode:: USGE - Unsigned Integer Set On Greater Equal Than
1431
1432 .. math::
1433
1434 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1435
1436 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1437
1438 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1439
1440 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1441
1442
1443 .. opcode:: FSEQ - Float Set On Equal (ordered)
1444
1445 Same comparison as SEQ but returns integer instead of 1.0/0.0 float
1446
1447 .. math::
1448
1449 dst.x = (src0.x == src1.x) ? \sim 0 : 0
1450
1451 dst.y = (src0.y == src1.y) ? \sim 0 : 0
1452
1453 dst.z = (src0.z == src1.z) ? \sim 0 : 0
1454
1455 dst.w = (src0.w == src1.w) ? \sim 0 : 0
1456
1457
1458 .. opcode:: USEQ - Integer Set On Equal
1459
1460 .. math::
1461
1462 dst.x = (src0.x == src1.x) ? \sim 0 : 0
1463
1464 dst.y = (src0.y == src1.y) ? \sim 0 : 0
1465
1466 dst.z = (src0.z == src1.z) ? \sim 0 : 0
1467
1468 dst.w = (src0.w == src1.w) ? \sim 0 : 0
1469
1470
1471 .. opcode:: FSNE - Float Set On Not Equal (unordered)
1472
1473 Same comparison as SNE but returns integer instead of 1.0/0.0 float
1474
1475 .. math::
1476
1477 dst.x = (src0.x != src1.x) ? \sim 0 : 0
1478
1479 dst.y = (src0.y != src1.y) ? \sim 0 : 0
1480
1481 dst.z = (src0.z != src1.z) ? \sim 0 : 0
1482
1483 dst.w = (src0.w != src1.w) ? \sim 0 : 0
1484
1485
1486 .. opcode:: USNE - Integer Set On Not Equal
1487
1488 .. math::
1489
1490 dst.x = (src0.x != src1.x) ? \sim 0 : 0
1491
1492 dst.y = (src0.y != src1.y) ? \sim 0 : 0
1493
1494 dst.z = (src0.z != src1.z) ? \sim 0 : 0
1495
1496 dst.w = (src0.w != src1.w) ? \sim 0 : 0
1497
1498
1499 .. opcode:: INEG - Integer Negate
1500
1501 Two's complement.
1502
1503 .. math::
1504
1505 dst.x = -src.x
1506
1507 dst.y = -src.y
1508
1509 dst.z = -src.z
1510
1511 dst.w = -src.w
1512
1513
1514 .. opcode:: IABS - Integer Absolute Value
1515
1516 .. math::
1517
1518 dst.x = |src.x|
1519
1520 dst.y = |src.y|
1521
1522 dst.z = |src.z|
1523
1524 dst.w = |src.w|
1525
1526 Bitwise ISA
1527 ^^^^^^^^^^^
1528 These opcodes are used for bit-level manipulation of integers.
1529
1530 .. opcode:: IBFE - Signed Bitfield Extract
1531
1532 Like GLSL bitfieldExtract. Extracts a set of bits from the input, and
1533 sign-extends them if the high bit of the extracted window is set.
1534
1535 Pseudocode::
1536
1537 def ibfe(value, offset, bits):
1538 if offset < 0 or bits < 0 or offset + bits > 32:
1539 return undefined
1540 if bits == 0: return 0
1541 # Note: >> sign-extends
1542 return (value << (32 - offset - bits)) >> (32 - bits)
1543
1544 .. opcode:: UBFE - Unsigned Bitfield Extract
1545
1546 Like GLSL bitfieldExtract. Extracts a set of bits from the input, without
1547 any sign-extension.
1548
1549 Pseudocode::
1550
1551 def ubfe(value, offset, bits):
1552 if offset < 0 or bits < 0 or offset + bits > 32:
1553 return undefined
1554 if bits == 0: return 0
1555 # Note: >> does not sign-extend
1556 return (value << (32 - offset - bits)) >> (32 - bits)
1557
1558 .. opcode:: BFI - Bitfield Insert
1559
1560 Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits
1561 of 'insert'.
1562
1563 Pseudocode::
1564
1565 def bfi(base, insert, offset, bits):
1566 if offset < 0 or bits < 0 or offset + bits > 32:
1567 return undefined
1568 # << defined such that mask == ~0 when bits == 32, offset == 0
1569 mask = ((1 << bits) - 1) << offset
1570 return ((insert << offset) & mask) | (base & ~mask)
1571
1572 .. opcode:: BREV - Bitfield Reverse
1573
1574 See SM5 instruction BFREV. Reverses the bits of the argument.
1575
1576 .. opcode:: POPC - Population Count
1577
1578 See SM5 instruction COUNTBITS. Counts the number of set bits in the argument.
1579
1580 .. opcode:: LSB - Index of lowest set bit
1581
1582 See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set
1583 bit of the argument. Returns -1 if none are set.
1584
1585 .. opcode:: IMSB - Index of highest non-sign bit
1586
1587 See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest
1588 non-sign bit of the argument (i.e. highest 0 bit for negative numbers,
1589 highest 1 bit for positive numbers). Returns -1 if all bits are the same
1590 (i.e. for inputs 0 and -1).
1591
1592 .. opcode:: UMSB - Index of highest set bit
1593
1594 See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest
1595 set bit of the argument. Returns -1 if none are set.
1596
1597 Geometry ISA
1598 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1599
1600 These opcodes are only supported in geometry shaders; they have no meaning
1601 in any other type of shader.
1602
1603 .. opcode:: EMIT - Emit
1604
1605 Generate a new vertex for the current primitive into the specified vertex
1606 stream using the values in the output registers.
1607
1608
1609 .. opcode:: ENDPRIM - End Primitive
1610
1611 Complete the current primitive in the specified vertex stream (consisting of
1612 the emitted vertices), and start a new one.
1613
1614
1615 GLSL ISA
1616 ^^^^^^^^^^
1617
1618 These opcodes are part of :term:`GLSL`'s opcode set. Support for these
1619 opcodes is determined by a special capability bit, ``GLSL``.
1620 Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH).
1621
1622 .. opcode:: CAL - Subroutine Call
1623
1624 push(pc)
1625 pc = target
1626
1627
1628 .. opcode:: RET - Subroutine Call Return
1629
1630 pc = pop()
1631
1632
1633 .. opcode:: CONT - Continue
1634
1635 Unconditionally moves the point of execution to the instruction after the
1636 last bgnloop. The instruction must appear within a bgnloop/endloop.
1637
1638 .. note::
1639
1640 Support for CONT is determined by a special capability bit,
1641 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
1642
1643
1644 .. opcode:: BGNLOOP - Begin a Loop
1645
1646 Start a loop. Must have a matching endloop.
1647
1648
1649 .. opcode:: BGNSUB - Begin Subroutine
1650
1651 Starts definition of a subroutine. Must have a matching endsub.
1652
1653
1654 .. opcode:: ENDLOOP - End a Loop
1655
1656 End a loop started with bgnloop.
1657
1658
1659 .. opcode:: ENDSUB - End Subroutine
1660
1661 Ends definition of a subroutine.
1662
1663
1664 .. opcode:: NOP - No Operation
1665
1666 Do nothing.
1667
1668
1669 .. opcode:: BRK - Break
1670
1671 Unconditionally moves the point of execution to the instruction after the
1672 next endloop or endswitch. The instruction must appear within a loop/endloop
1673 or switch/endswitch.
1674
1675
1676 .. opcode:: BREAKC - Break Conditional
1677
1678 Conditionally moves the point of execution to the instruction after the
1679 next endloop or endswitch. The instruction must appear within a loop/endloop
1680 or switch/endswitch.
1681 Condition evaluates to true if src0.x != 0 where src0.x is interpreted
1682 as an integer register.
1683
1684 .. note::
1685
1686 Considered for removal as it's quite inconsistent wrt other opcodes
1687 (could emulate with UIF/BRK/ENDIF).
1688
1689
1690 .. opcode:: IF - Float If
1691
1692 Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
1693
1694 src0.x != 0.0
1695
1696 where src0.x is interpreted as a floating point register.
1697
1698
1699 .. opcode:: UIF - Bitwise If
1700
1701 Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
1702
1703 src0.x != 0
1704
1705 where src0.x is interpreted as an integer register.
1706
1707
1708 .. opcode:: ELSE - Else
1709
1710 Starts an else block, after an IF or UIF statement.
1711
1712
1713 .. opcode:: ENDIF - End If
1714
1715 Ends an IF or UIF block.
1716
1717
1718 .. opcode:: SWITCH - Switch
1719
1720 Starts a C-style switch expression. The switch consists of one or multiple
1721 CASE statements, and at most one DEFAULT statement. Execution of a statement
1722 ends when a BRK is hit, but just like in C falling through to other cases
1723 without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
1724 just as last statement, and fallthrough is allowed into/from it.
1725 CASE src arguments are evaluated at bit level against the SWITCH src argument.
1726
1727 Example::
1728
1729 SWITCH src[0].x
1730 CASE src[0].x
1731 (some instructions here)
1732 (optional BRK here)
1733 DEFAULT
1734 (some instructions here)
1735 (optional BRK here)
1736 CASE src[0].x
1737 (some instructions here)
1738 (optional BRK here)
1739 ENDSWITCH
1740
1741
1742 .. opcode:: CASE - Switch case
1743
1744 This represents a switch case label. The src arg must be an integer immediate.
1745
1746
1747 .. opcode:: DEFAULT - Switch default
1748
1749 This represents the default case in the switch, which is taken if no other
1750 case matches.
1751
1752
1753 .. opcode:: ENDSWITCH - End of switch
1754
1755 Ends a switch expression.
1756
1757
1758 Interpolation ISA
1759 ^^^^^^^^^^^^^^^^^
1760
1761 The interpolation instructions allow an input to be interpolated in a
1762 different way than its declaration. This corresponds to the GLSL 4.00
1763 interpolateAt* functions. The first argument of each of these must come from
1764 ``TGSI_FILE_INPUT``.
1765
1766 .. opcode:: INTERP_CENTROID - Interpolate at the centroid
1767
1768 Interpolates the varying specified by src0 at the centroid
1769
1770 .. opcode:: INTERP_SAMPLE - Interpolate at the specified sample
1771
1772 Interpolates the varying specified by src0 at the sample id specified by
1773 src1.x (interpreted as an integer)
1774
1775 .. opcode:: INTERP_OFFSET - Interpolate at the specified offset
1776
1777 Interpolates the varying specified by src0 at the offset src1.xy from the
1778 pixel center (interpreted as floats)
1779
1780
1781 .. _doubleopcodes:
1782
1783 Double ISA
1784 ^^^^^^^^^^^^^^^
1785
1786 The double-precision opcodes reinterpret four-component vectors into
1787 two-component vectors with doubled precision in each component.
1788
1789 .. opcode:: DABS - Absolute
1790
1791 .. math::
1792
1793 dst.xy = |src0.xy|
1794
1795 dst.zw = |src0.zw|
1796
1797 .. opcode:: DADD - Add
1798
1799 .. math::
1800
1801 dst.xy = src0.xy + src1.xy
1802
1803 dst.zw = src0.zw + src1.zw
1804
1805 .. opcode:: DSEQ - Set on Equal
1806
1807 .. math::
1808
1809 dst.x = src0.xy == src1.xy ? \sim 0 : 0
1810
1811 dst.z = src0.zw == src1.zw ? \sim 0 : 0
1812
1813 .. opcode:: DSNE - Set on Equal
1814
1815 .. math::
1816
1817 dst.x = src0.xy != src1.xy ? \sim 0 : 0
1818
1819 dst.z = src0.zw != src1.zw ? \sim 0 : 0
1820
1821 .. opcode:: DSLT - Set on Less than
1822
1823 .. math::
1824
1825 dst.x = src0.xy < src1.xy ? \sim 0 : 0
1826
1827 dst.z = src0.zw < src1.zw ? \sim 0 : 0
1828
1829 .. opcode:: DSGE - Set on Greater equal
1830
1831 .. math::
1832
1833 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
1834
1835 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
1836
1837 .. opcode:: DFRAC - Fraction
1838
1839 .. math::
1840
1841 dst.xy = src.xy - \lfloor src.xy\rfloor
1842
1843 dst.zw = src.zw - \lfloor src.zw\rfloor
1844
1845 .. opcode:: DTRUNC - Truncate
1846
1847 .. math::
1848
1849 dst.xy = trunc(src.xy)
1850
1851 dst.zw = trunc(src.zw)
1852
1853 .. opcode:: DCEIL - Ceiling
1854
1855 .. math::
1856
1857 dst.xy = \lceil src.xy\rceil
1858
1859 dst.zw = \lceil src.zw\rceil
1860
1861 .. opcode:: DFLR - Floor
1862
1863 .. math::
1864
1865 dst.xy = \lfloor src.xy\rfloor
1866
1867 dst.zw = \lfloor src.zw\rfloor
1868
1869 .. opcode:: DROUND - Fraction
1870
1871 .. math::
1872
1873 dst.xy = round(src.xy)
1874
1875 dst.zw = round(src.zw)
1876
1877 .. opcode:: DSSG - Set Sign
1878
1879 .. math::
1880
1881 dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0
1882
1883 dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0
1884
1885 .. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
1886
1887 Like the ``frexp()`` routine in many math libraries, this opcode stores the
1888 exponent of its source to ``dst0``, and the significand to ``dst1``, such that
1889 :math:`dst1 \times 2^{dst0} = src` .
1890
1891 .. math::
1892
1893 dst0.xy = exp(src.xy)
1894
1895 dst1.xy = frac(src.xy)
1896
1897 dst0.zw = exp(src.zw)
1898
1899 dst1.zw = frac(src.zw)
1900
1901 .. opcode:: DLDEXP - Multiply Number by Integral Power of 2
1902
1903 This opcode is the inverse of :opcode:`DFRACEXP`. The second
1904 source is an integer.
1905
1906 .. math::
1907
1908 dst.xy = src0.xy \times 2^{src1.x}
1909
1910 dst.zw = src0.zw \times 2^{src1.y}
1911
1912 .. opcode:: DMIN - Minimum
1913
1914 .. math::
1915
1916 dst.xy = min(src0.xy, src1.xy)
1917
1918 dst.zw = min(src0.zw, src1.zw)
1919
1920 .. opcode:: DMAX - Maximum
1921
1922 .. math::
1923
1924 dst.xy = max(src0.xy, src1.xy)
1925
1926 dst.zw = max(src0.zw, src1.zw)
1927
1928 .. opcode:: DMUL - Multiply
1929
1930 .. math::
1931
1932 dst.xy = src0.xy \times src1.xy
1933
1934 dst.zw = src0.zw \times src1.zw
1935
1936
1937 .. opcode:: DMAD - Multiply And Add
1938
1939 .. math::
1940
1941 dst.xy = src0.xy \times src1.xy + src2.xy
1942
1943 dst.zw = src0.zw \times src1.zw + src2.zw
1944
1945
1946 .. opcode:: DFMA - Fused Multiply-Add
1947
1948 Perform a * b + c with no intermediate rounding step.
1949
1950 .. math::
1951
1952 dst.xy = src0.xy \times src1.xy + src2.xy
1953
1954 dst.zw = src0.zw \times src1.zw + src2.zw
1955
1956
1957 .. opcode:: DDIV - Divide
1958
1959 .. math::
1960
1961 dst.xy = \frac{src0.xy}{src1.xy}
1962
1963 dst.zw = \frac{src0.zw}{src1.zw}
1964
1965
1966 .. opcode:: DRCP - Reciprocal
1967
1968 .. math::
1969
1970 dst.xy = \frac{1}{src.xy}
1971
1972 dst.zw = \frac{1}{src.zw}
1973
1974 .. opcode:: DSQRT - Square Root
1975
1976 .. math::
1977
1978 dst.xy = \sqrt{src.xy}
1979
1980 dst.zw = \sqrt{src.zw}
1981
1982 .. opcode:: DRSQ - Reciprocal Square Root
1983
1984 .. math::
1985
1986 dst.xy = \frac{1}{\sqrt{src.xy}}
1987
1988 dst.zw = \frac{1}{\sqrt{src.zw}}
1989
1990 .. opcode:: F2D - Float to Double
1991
1992 .. math::
1993
1994 dst.xy = double(src0.x)
1995
1996 dst.zw = double(src0.y)
1997
1998 .. opcode:: D2F - Double to Float
1999
2000 .. math::
2001
2002 dst.x = float(src0.xy)
2003
2004 dst.y = float(src0.zw)
2005
2006 .. opcode:: I2D - Int to Double
2007
2008 .. math::
2009
2010 dst.xy = double(src0.x)
2011
2012 dst.zw = double(src0.y)
2013
2014 .. opcode:: D2I - Double to Int
2015
2016 .. math::
2017
2018 dst.x = int(src0.xy)
2019
2020 dst.y = int(src0.zw)
2021
2022 .. opcode:: U2D - Unsigned Int to Double
2023
2024 .. math::
2025
2026 dst.xy = double(src0.x)
2027
2028 dst.zw = double(src0.y)
2029
2030 .. opcode:: D2U - Double to Unsigned Int
2031
2032 .. math::
2033
2034 dst.x = unsigned(src0.xy)
2035
2036 dst.y = unsigned(src0.zw)
2037
2038 64-bit Integer ISA
2039 ^^^^^^^^^^^^^^^^^^
2040
2041 The 64-bit integer opcodes reinterpret four-component vectors into
2042 two-component vectors with 64-bits in each component.
2043
2044 .. opcode:: I64ABS - 64-bit Integer Absolute Value
2045
2046 .. math::
2047
2048 dst.xy = |src0.xy|
2049
2050 dst.zw = |src0.zw|
2051
2052 .. opcode:: I64NEG - 64-bit Integer Negate
2053
2054 Two's complement.
2055
2056 .. math::
2057
2058 dst.xy = -src.xy
2059
2060 dst.zw = -src.zw
2061
2062 .. opcode:: I64SSG - 64-bit Integer Set Sign
2063
2064 .. math::
2065
2066 dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0
2067
2068 dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0
2069
2070 .. opcode:: U64ADD - 64-bit Integer Add
2071
2072 .. math::
2073
2074 dst.xy = src0.xy + src1.xy
2075
2076 dst.zw = src0.zw + src1.zw
2077
2078 .. opcode:: U64MUL - 64-bit Integer Multiply
2079
2080 .. math::
2081
2082 dst.xy = src0.xy * src1.xy
2083
2084 dst.zw = src0.zw * src1.zw
2085
2086 .. opcode:: U64SEQ - 64-bit Integer Set on Equal
2087
2088 .. math::
2089
2090 dst.x = src0.xy == src1.xy ? \sim 0 : 0
2091
2092 dst.z = src0.zw == src1.zw ? \sim 0 : 0
2093
2094 .. opcode:: U64SNE - 64-bit Integer Set on Not Equal
2095
2096 .. math::
2097
2098 dst.x = src0.xy != src1.xy ? \sim 0 : 0
2099
2100 dst.z = src0.zw != src1.zw ? \sim 0 : 0
2101
2102 .. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than
2103
2104 .. math::
2105
2106 dst.x = src0.xy < src1.xy ? \sim 0 : 0
2107
2108 dst.z = src0.zw < src1.zw ? \sim 0 : 0
2109
2110 .. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal
2111
2112 .. math::
2113
2114 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
2115
2116 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
2117
2118 .. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than
2119
2120 .. math::
2121
2122 dst.x = src0.xy < src1.xy ? \sim 0 : 0
2123
2124 dst.z = src0.zw < src1.zw ? \sim 0 : 0
2125
2126 .. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal
2127
2128 .. math::
2129
2130 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
2131
2132 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
2133
2134 .. opcode:: I64MIN - Minimum of 64-bit Signed Integers
2135
2136 .. math::
2137
2138 dst.xy = min(src0.xy, src1.xy)
2139
2140 dst.zw = min(src0.zw, src1.zw)
2141
2142 .. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers
2143
2144 .. math::
2145
2146 dst.xy = min(src0.xy, src1.xy)
2147
2148 dst.zw = min(src0.zw, src1.zw)
2149
2150 .. opcode:: I64MAX - Maximum of 64-bit Signed Integers
2151
2152 .. math::
2153
2154 dst.xy = max(src0.xy, src1.xy)
2155
2156 dst.zw = max(src0.zw, src1.zw)
2157
2158 .. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers
2159
2160 .. math::
2161
2162 dst.xy = max(src0.xy, src1.xy)
2163
2164 dst.zw = max(src0.zw, src1.zw)
2165
2166 .. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer
2167
2168 The shift count is masked with 0x3f before the shift is applied.
2169
2170 .. math::
2171
2172 dst.xy = src0.xy << (0x3f \& src1.x)
2173
2174 dst.zw = src0.zw << (0x3f \& src1.y)
2175
2176 .. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer)
2177
2178 The shift count is masked with 0x3f before the shift is applied.
2179
2180 .. math::
2181
2182 dst.xy = src0.xy >> (0x3f \& src1.x)
2183
2184 dst.zw = src0.zw >> (0x3f \& src1.y)
2185
2186 .. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer)
2187
2188 The shift count is masked with 0x3f before the shift is applied.
2189
2190 .. math::
2191
2192 dst.xy = src0.xy >> (unsigned) (0x3f \& src1.x)
2193
2194 dst.zw = src0.zw >> (unsigned) (0x3f \& src1.y)
2195
2196 .. opcode:: I64DIV - 64-bit Signed Integer Division
2197
2198 .. math::
2199
2200 dst.xy = \frac{src0.xy}{src1.xy}
2201
2202 dst.zw = \frac{src0.zw}{src1.zw}
2203
2204 .. opcode:: U64DIV - 64-bit Unsigned Integer Division
2205
2206 .. math::
2207
2208 dst.xy = \frac{src0.xy}{src1.xy}
2209
2210 dst.zw = \frac{src0.zw}{src1.zw}
2211
2212 .. opcode:: U64MOD - 64-bit Unsigned Integer Remainder
2213
2214 .. math::
2215
2216 dst.xy = src0.xy \bmod src1.xy
2217
2218 dst.zw = src0.zw \bmod src1.zw
2219
2220 .. opcode:: I64MOD - 64-bit Signed Integer Remainder
2221
2222 .. math::
2223
2224 dst.xy = src0.xy \bmod src1.xy
2225
2226 dst.zw = src0.zw \bmod src1.zw
2227
2228 .. opcode:: F2U64 - Float to 64-bit Unsigned Int
2229
2230 .. math::
2231
2232 dst.xy = (uint64_t) src0.x
2233
2234 dst.zw = (uint64_t) src0.y
2235
2236 .. opcode:: F2I64 - Float to 64-bit Int
2237
2238 .. math::
2239
2240 dst.xy = (int64_t) src0.x
2241
2242 dst.zw = (int64_t) src0.y
2243
2244 .. opcode:: U2I64 - Unsigned Integer to 64-bit Integer
2245
2246 This is a zero extension.
2247
2248 .. math::
2249
2250 dst.xy = (uint64_t) src0.x
2251
2252 dst.zw = (uint64_t) src0.y
2253
2254 .. opcode:: I2I64 - Signed Integer to 64-bit Integer
2255
2256 This is a sign extension.
2257
2258 .. math::
2259
2260 dst.xy = (int64_t) src0.x
2261
2262 dst.zw = (int64_t) src0.y
2263
2264 .. opcode:: D2U64 - Double to 64-bit Unsigned Int
2265
2266 .. math::
2267
2268 dst.xy = (uint64_t) src0.xy
2269
2270 dst.zw = (uint64_t) src0.zw
2271
2272 .. opcode:: D2I64 - Double to 64-bit Int
2273
2274 .. math::
2275
2276 dst.xy = (int64_t) src0.xy
2277
2278 dst.zw = (int64_t) src0.zw
2279
2280 .. opcode:: U642F - 64-bit unsigned integer to float
2281
2282 .. math::
2283
2284 dst.x = (float) src0.xy
2285
2286 dst.y = (float) src0.zw
2287
2288 .. opcode:: I642F - 64-bit Int to Float
2289
2290 .. math::
2291
2292 dst.x = (float) src0.xy
2293
2294 dst.y = (float) src0.zw
2295
2296 .. opcode:: U642D - 64-bit unsigned integer to double
2297
2298 .. math::
2299
2300 dst.xy = (double) src0.xy
2301
2302 dst.zw = (double) src0.zw
2303
2304 .. opcode:: I642D - 64-bit Int to double
2305
2306 .. math::
2307
2308 dst.xy = (double) src0.xy
2309
2310 dst.zw = (double) src0.zw
2311
2312 .. _samplingopcodes:
2313
2314 Resource Sampling Opcodes
2315 ^^^^^^^^^^^^^^^^^^^^^^^^^
2316
2317 Those opcodes follow very closely semantics of the respective Direct3D
2318 instructions. If in doubt double check Direct3D documentation.
2319 Note that the swizzle on SVIEW (src1) determines texel swizzling
2320 after lookup.
2321
2322 .. opcode:: SAMPLE
2323
2324 Using provided address, sample data from the specified texture using the
2325 filtering mode identified by the given sampler. The source data may come from
2326 any resource type other than buffers.
2327
2328 Syntax: ``SAMPLE dst, address, sampler_view, sampler``
2329
2330 Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]``
2331
2332 .. opcode:: SAMPLE_I
2333
2334 Simplified alternative to the SAMPLE instruction. Using the provided
2335 integer address, SAMPLE_I fetches data from the specified sampler view
2336 without any filtering. The source data may come from any resource type
2337 other than CUBE.
2338
2339 Syntax: ``SAMPLE_I dst, address, sampler_view``
2340
2341 Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]``
2342
2343 The 'address' is specified as unsigned integers. If the 'address' is out of
2344 range [0...(# texels - 1)] the result of the fetch is always 0 in all
2345 components. As such the instruction doesn't honor address wrap modes, in
2346 cases where that behavior is desirable 'SAMPLE' instruction should be used.
2347 address.w always provides an unsigned integer mipmap level. If the value is
2348 out of the range then the instruction always returns 0 in all components.
2349 address.yz are ignored for buffers and 1d textures. address.z is ignored
2350 for 1d texture arrays and 2d textures.
2351
2352 For 1D texture arrays address.y provides the array index (also as unsigned
2353 integer). If the value is out of the range of available array indices
2354 [0... (array size - 1)] then the opcode always returns 0 in all components.
2355 For 2D texture arrays address.z provides the array index, otherwise it
2356 exhibits the same behavior as in the case for 1D texture arrays. The exact
2357 semantics of the source address are presented in the table below:
2358
2359 +---------------------------+----+-----+-----+---------+
2360 | resource type | X | Y | Z | W |
2361 +===========================+====+=====+=====+=========+
2362 | ``PIPE_BUFFER`` | x | | | ignored |
2363 +---------------------------+----+-----+-----+---------+
2364 | ``PIPE_TEXTURE_1D`` | x | | | mpl |
2365 +---------------------------+----+-----+-----+---------+
2366 | ``PIPE_TEXTURE_2D`` | x | y | | mpl |
2367 +---------------------------+----+-----+-----+---------+
2368 | ``PIPE_TEXTURE_3D`` | x | y | z | mpl |
2369 +---------------------------+----+-----+-----+---------+
2370 | ``PIPE_TEXTURE_RECT`` | x | y | | mpl |
2371 +---------------------------+----+-----+-----+---------+
2372 | ``PIPE_TEXTURE_CUBE`` | not allowed as source |
2373 +---------------------------+----+-----+-----+---------+
2374 | ``PIPE_TEXTURE_1D_ARRAY`` | x | idx | | mpl |
2375 +---------------------------+----+-----+-----+---------+
2376 | ``PIPE_TEXTURE_2D_ARRAY`` | x | y | idx | mpl |
2377 +---------------------------+----+-----+-----+---------+
2378
2379 Where 'mpl' is a mipmap level and 'idx' is the array index.
2380
2381 .. opcode:: SAMPLE_I_MS
2382
2383 Just like SAMPLE_I but allows fetch data from multi-sampled surfaces.
2384
2385 Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample``
2386
2387 .. opcode:: SAMPLE_B
2388
2389 Just like the SAMPLE instruction with the exception that an additional bias
2390 is applied to the level of detail computed as part of the instruction
2391 execution.
2392
2393 Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias``
2394
2395 Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
2396
2397 .. opcode:: SAMPLE_C
2398
2399 Similar to the SAMPLE instruction but it performs a comparison filter. The
2400 operands to SAMPLE_C are identical to SAMPLE, except that there is an
2401 additional float32 operand, reference value, which must be a register with
2402 single-component, or a scalar literal. SAMPLE_C makes the hardware use the
2403 current samplers compare_func (in pipe_sampler_state) to compare reference
2404 value against the red component value for the surce resource at each texel
2405 that the currently configured texture filter covers based on the provided
2406 coordinates.
2407
2408 Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value``
2409
2410 Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
2411
2412 .. opcode:: SAMPLE_C_LZ
2413
2414 Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands
2415 for level-zero.
2416
2417 Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value``
2418
2419 Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
2420
2421
2422 .. opcode:: SAMPLE_D
2423
2424 SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for
2425 the source address in the x direction and the y direction are provided by
2426 extra parameters.
2427
2428 Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y``
2429
2430 Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]``
2431
2432 .. opcode:: SAMPLE_L
2433
2434 SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided
2435 directly as a scalar value, representing no anisotropy.
2436
2437 Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod``
2438
2439 Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
2440
2441 .. opcode:: GATHER4
2442
2443 Gathers the four texels to be used in a bi-linear filtering operation and
2444 packs them into a single register. Only works with 2D, 2D array, cubemaps,
2445 and cubemaps arrays. For 2D textures, only the addressing modes of the
2446 sampler and the top level of any mip pyramid are used. Set W to zero. It
2447 behaves like the SAMPLE instruction, but a filtered sample is not
2448 generated. The four samples that contribute to filtering are placed into
2449 xyzw in counter-clockwise order, starting with the (u,v) texture coordinate
2450 delta at the following locations (-, +), (+, +), (+, -), (-, -), where the
2451 magnitude of the deltas are half a texel.
2452
2453
2454 .. opcode:: SVIEWINFO
2455
2456 Query the dimensions of a given sampler view. dst receives width, height,
2457 depth or array size and number of mipmap levels as int4. The dst can have a
2458 writemask which will specify what info is the caller interested in.
2459
2460 Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view``
2461
2462 Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]``
2463
2464 src_mip_level is an unsigned integer scalar. If it's out of range then
2465 returns 0 for width, height and depth/array size but the total number of
2466 mipmap is still returned correctly for the given sampler view. The returned
2467 width, height and depth values are for the mipmap level selected by the
2468 src_mip_level and are in the number of texels. For 1d texture array width
2469 is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is
2470 still in dst.w. In contrast to d3d10 resinfo, there's no way in the tgsi
2471 instruction encoding to specify the return type (float/rcpfloat/uint), hence
2472 always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1
2473 resinfo allowing swizzling dst values is ignored (due to the interaction
2474 with rcpfloat modifier which requires some swizzle handling in the state
2475 tracker anyway).
2476
2477 .. opcode:: SAMPLE_POS
2478
2479 Query the position of a sample in the given resource or render target
2480 when per-sample fragment shading is in effect.
2481
2482 Syntax: ``SAMPLE_POS dst, source, sample_index``
2483
2484 dst receives float4 (x, y, undef, undef) indicated where the sample is
2485 located. Sample locations are in the range [0, 1] where 0.5 is the center
2486 of the fragment.
2487
2488 source is either a sampler view (to indicate a shader resource) or temp
2489 register (to indicate the render target). The source register may have
2490 an optional swizzle to apply to the returned result
2491
2492 sample_index is an integer scalar indicating which sample position is to
2493 be queried.
2494
2495 If per-sample shading is not in effect or the source resource or render
2496 target is not multisampled, the result is (0.5, 0.5, undef, undef).
2497
2498 NOTE: no driver has implemented this opcode yet (and no state tracker
2499 emits it). This information is subject to change.
2500
2501 .. opcode:: SAMPLE_INFO
2502
2503 Query the number of samples in a multisampled resource or render target.
2504
2505 Syntax: ``SAMPLE_INFO dst, source``
2506
2507 dst receives int4 (n, 0, 0, 0) where n is the number of samples in a
2508 resource or the render target.
2509
2510 source is either a sampler view (to indicate a shader resource) or temp
2511 register (to indicate the render target). The source register may have
2512 an optional swizzle to apply to the returned result
2513
2514 If per-sample shading is not in effect or the source resource or render
2515 target is not multisampled, the result is (1, 0, 0, 0).
2516
2517 NOTE: no driver has implemented this opcode yet (and no state tracker
2518 emits it). This information is subject to change.
2519
2520 .. _resourceopcodes:
2521
2522 Resource Access Opcodes
2523 ^^^^^^^^^^^^^^^^^^^^^^^
2524
2525 For these opcodes, the resource can be a BUFFER, IMAGE, or MEMORY.
2526
2527 .. opcode:: LOAD - Fetch data from a shader buffer or image
2528
2529 Syntax: ``LOAD dst, resource, address``
2530
2531 Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]``
2532
2533 Using the provided integer address, LOAD fetches data
2534 from the specified buffer or texture without any
2535 filtering.
2536
2537 The 'address' is specified as a vector of unsigned
2538 integers. If the 'address' is out of range the result
2539 is unspecified.
2540
2541 Only the first mipmap level of a resource can be read
2542 from using this instruction.
2543
2544 For 1D or 2D texture arrays, the array index is
2545 provided as an unsigned integer in address.y or
2546 address.z, respectively. address.yz are ignored for
2547 buffers and 1D textures. address.z is ignored for 1D
2548 texture arrays and 2D textures. address.w is always
2549 ignored.
2550
2551 A swizzle suffix may be added to the resource argument
2552 this will cause the resource data to be swizzled accordingly.
2553
2554 .. opcode:: STORE - Write data to a shader resource
2555
2556 Syntax: ``STORE resource, address, src``
2557
2558 Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]``
2559
2560 Using the provided integer address, STORE writes data
2561 to the specified buffer or texture.
2562
2563 The 'address' is specified as a vector of unsigned
2564 integers. If the 'address' is out of range the result
2565 is unspecified.
2566
2567 Only the first mipmap level of a resource can be
2568 written to using this instruction.
2569
2570 For 1D or 2D texture arrays, the array index is
2571 provided as an unsigned integer in address.y or
2572 address.z, respectively. address.yz are ignored for
2573 buffers and 1D textures. address.z is ignored for 1D
2574 texture arrays and 2D textures. address.w is always
2575 ignored.
2576
2577 .. opcode:: RESQ - Query information about a resource
2578
2579 Syntax: ``RESQ dst, resource``
2580
2581 Example: ``RESQ TEMP[0], BUFFER[0]``
2582
2583 Returns information about the buffer or image resource. For buffer
2584 resources, the size (in bytes) is returned in the x component. For
2585 image resources, .xyz will contain the width/height/layers of the
2586 image, while .w will contain the number of samples for multi-sampled
2587 images.
2588
2589 .. opcode:: FBFETCH - Load data from framebuffer
2590
2591 Syntax: ``FBFETCH dst, output``
2592
2593 Example: ``FBFETCH TEMP[0], OUT[0]``
2594
2595 This is only valid on ``COLOR`` semantic outputs. Returns the color
2596 of the current position in the framebuffer from before this fragment
2597 shader invocation. May return the same value from multiple calls for
2598 a particular output within a single invocation. Note that result may
2599 be undefined if a fragment is drawn multiple times without a blend
2600 barrier in between.
2601
2602
2603 .. _threadsyncopcodes:
2604
2605 Inter-thread synchronization opcodes
2606 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
2607
2608 These opcodes are intended for communication between threads running
2609 within the same compute grid. For now they're only valid in compute
2610 programs.
2611
2612 .. opcode:: BARRIER - Thread group barrier
2613
2614 ``BARRIER``
2615
2616 This opcode suspends the execution of the current thread until all
2617 the remaining threads in the working group reach the same point of
2618 the program. Results are unspecified if any of the remaining
2619 threads terminates or never reaches an executed BARRIER instruction.
2620
2621 .. opcode:: MEMBAR - Memory barrier
2622
2623 ``MEMBAR type``
2624
2625 This opcode waits for the completion of all memory accesses based on
2626 the type passed in. The type is an immediate bitfield with the following
2627 meaning:
2628
2629 Bit 0: Shader storage buffers
2630 Bit 1: Atomic buffers
2631 Bit 2: Images
2632 Bit 3: Shared memory
2633 Bit 4: Thread group
2634
2635 These may be passed in in any combination. An implementation is free to not
2636 distinguish between these as it sees fit. However these map to all the
2637 possibilities made available by GLSL.
2638
2639 .. _atomopcodes:
2640
2641 Atomic opcodes
2642 ^^^^^^^^^^^^^^
2643
2644 These opcodes provide atomic variants of some common arithmetic and
2645 logical operations. In this context atomicity means that another
2646 concurrent memory access operation that affects the same memory
2647 location is guaranteed to be performed strictly before or after the
2648 entire execution of the atomic operation. The resource may be a BUFFER,
2649 IMAGE, or MEMORY. In the case of an image, the offset works the same as for
2650 ``LOAD`` and ``STORE``, specified above. These atomic operations may
2651 only be used with 32-bit integer image formats.
2652
2653 .. opcode:: ATOMUADD - Atomic integer addition
2654
2655 Syntax: ``ATOMUADD dst, resource, offset, src``
2656
2657 Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2658
2659 The following operation is performed atomically:
2660
2661 .. math::
2662
2663 dst_x = resource[offset]
2664
2665 resource[offset] = dst_x + src_x
2666
2667
2668 .. opcode:: ATOMXCHG - Atomic exchange
2669
2670 Syntax: ``ATOMXCHG dst, resource, offset, src``
2671
2672 Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2673
2674 The following operation is performed atomically:
2675
2676 .. math::
2677
2678 dst_x = resource[offset]
2679
2680 resource[offset] = src_x
2681
2682
2683 .. opcode:: ATOMCAS - Atomic compare-and-exchange
2684
2685 Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
2686
2687 Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]``
2688
2689 The following operation is performed atomically:
2690
2691 .. math::
2692
2693 dst_x = resource[offset]
2694
2695 resource[offset] = (dst_x == cmp_x ? src_x : dst_x)
2696
2697
2698 .. opcode:: ATOMAND - Atomic bitwise And
2699
2700 Syntax: ``ATOMAND dst, resource, offset, src``
2701
2702 Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2703
2704 The following operation is performed atomically:
2705
2706 .. math::
2707
2708 dst_x = resource[offset]
2709
2710 resource[offset] = dst_x \& src_x
2711
2712
2713 .. opcode:: ATOMOR - Atomic bitwise Or
2714
2715 Syntax: ``ATOMOR dst, resource, offset, src``
2716
2717 Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2718
2719 The following operation is performed atomically:
2720
2721 .. math::
2722
2723 dst_x = resource[offset]
2724
2725 resource[offset] = dst_x | src_x
2726
2727
2728 .. opcode:: ATOMXOR - Atomic bitwise Xor
2729
2730 Syntax: ``ATOMXOR dst, resource, offset, src``
2731
2732 Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2733
2734 The following operation is performed atomically:
2735
2736 .. math::
2737
2738 dst_x = resource[offset]
2739
2740 resource[offset] = dst_x \oplus src_x
2741
2742
2743 .. opcode:: ATOMUMIN - Atomic unsigned minimum
2744
2745 Syntax: ``ATOMUMIN dst, resource, offset, src``
2746
2747 Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2748
2749 The following operation is performed atomically:
2750
2751 .. math::
2752
2753 dst_x = resource[offset]
2754
2755 resource[offset] = (dst_x < src_x ? dst_x : src_x)
2756
2757
2758 .. opcode:: ATOMUMAX - Atomic unsigned maximum
2759
2760 Syntax: ``ATOMUMAX dst, resource, offset, src``
2761
2762 Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2763
2764 The following operation is performed atomically:
2765
2766 .. math::
2767
2768 dst_x = resource[offset]
2769
2770 resource[offset] = (dst_x > src_x ? dst_x : src_x)
2771
2772
2773 .. opcode:: ATOMIMIN - Atomic signed minimum
2774
2775 Syntax: ``ATOMIMIN dst, resource, offset, src``
2776
2777 Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2778
2779 The following operation is performed atomically:
2780
2781 .. math::
2782
2783 dst_x = resource[offset]
2784
2785 resource[offset] = (dst_x < src_x ? dst_x : src_x)
2786
2787
2788 .. opcode:: ATOMIMAX - Atomic signed maximum
2789
2790 Syntax: ``ATOMIMAX dst, resource, offset, src``
2791
2792 Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2793
2794 The following operation is performed atomically:
2795
2796 .. math::
2797
2798 dst_x = resource[offset]
2799
2800 resource[offset] = (dst_x > src_x ? dst_x : src_x)
2801
2802
2803 .. _interlaneopcodes:
2804
2805 Inter-lane opcodes
2806 ^^^^^^^^^^^^^^^^^^
2807
2808 These opcodes reduce the given value across the shader invocations
2809 running in the current SIMD group. Every thread in the subgroup will receive
2810 the same result. The BALLOT operations accept a single-channel argument that
2811 is treated as a boolean and produce a 64-bit value.
2812
2813 .. opcode:: VOTE_ANY - Value is set in any of the active invocations
2814
2815 Syntax: ``VOTE_ANY dst, value``
2816
2817 Example: ``VOTE_ANY TEMP[0].x, TEMP[1].x``
2818
2819
2820 .. opcode:: VOTE_ALL - Value is set in all of the active invocations
2821
2822 Syntax: ``VOTE_ALL dst, value``
2823
2824 Example: ``VOTE_ALL TEMP[0].x, TEMP[1].x``
2825
2826
2827 .. opcode:: VOTE_EQ - Value is the same in all of the active invocations
2828
2829 Syntax: ``VOTE_EQ dst, value``
2830
2831 Example: ``VOTE_EQ TEMP[0].x, TEMP[1].x``
2832
2833
2834 .. opcode:: BALLOT - Lanemask of whether the value is set in each active
2835 invocation
2836
2837 Syntax: ``BALLOT dst, value``
2838
2839 Example: ``BALLOT TEMP[0].xy, TEMP[1].x``
2840
2841 When the argument is a constant true, this produces a bitmask of active
2842 invocations. In fragment shaders, this can include helper invocations
2843 (invocations whose outputs and writes to memory are discarded, but which
2844 are used to compute derivatives).
2845
2846
2847 .. opcode:: READ_FIRST - Broadcast the value from the first active
2848 invocation to all active lanes
2849
2850 Syntax: ``READ_FIRST dst, value``
2851
2852 Example: ``READ_FIRST TEMP[0], TEMP[1]``
2853
2854
2855 .. opcode:: READ_INVOC - Retrieve the value from the given invocation
2856 (need not be uniform)
2857
2858 Syntax: ``READ_INVOC dst, value, invocation``
2859
2860 Example: ``READ_INVOC TEMP[0].xy, TEMP[1].xy, TEMP[2].x``
2861
2862 invocation.x controls the invocation number to read from for all channels.
2863 The invocation number must be the same across all active invocations in a
2864 sub-group; otherwise, the results are undefined.
2865
2866
2867 Explanation of symbols used
2868 ------------------------------
2869
2870
2871 Functions
2872 ^^^^^^^^^^^^^^
2873
2874
2875 :math:`|x|` Absolute value of `x`.
2876
2877 :math:`\lceil x \rceil` Ceiling of `x`.
2878
2879 clamp(x,y,z) Clamp x between y and z.
2880 (x < y) ? y : (x > z) ? z : x
2881
2882 :math:`\lfloor x\rfloor` Floor of `x`.
2883
2884 :math:`\log_2{x}` Logarithm of `x`, base 2.
2885
2886 max(x,y) Maximum of x and y.
2887 (x > y) ? x : y
2888
2889 min(x,y) Minimum of x and y.
2890 (x < y) ? x : y
2891
2892 partialx(x) Derivative of x relative to fragment's X.
2893
2894 partialy(x) Derivative of x relative to fragment's Y.
2895
2896 pop() Pop from stack.
2897
2898 :math:`x^y` `x` to the power `y`.
2899
2900 push(x) Push x on stack.
2901
2902 round(x) Round x.
2903
2904 trunc(x) Truncate x, i.e. drop the fraction bits.
2905
2906
2907 Keywords
2908 ^^^^^^^^^^^^^
2909
2910
2911 discard Discard fragment.
2912
2913 pc Program counter.
2914
2915 target Label of target instruction.
2916
2917
2918 Other tokens
2919 ---------------
2920
2921
2922 Declaration
2923 ^^^^^^^^^^^
2924
2925
2926 Declares a register that is will be referenced as an operand in Instruction
2927 tokens.
2928
2929 File field contains register file that is being declared and is one
2930 of TGSI_FILE.
2931
2932 UsageMask field specifies which of the register components can be accessed
2933 and is one of TGSI_WRITEMASK.
2934
2935 The Local flag specifies that a given value isn't intended for
2936 subroutine parameter passing and, as a result, the implementation
2937 isn't required to give any guarantees of it being preserved across
2938 subroutine boundaries. As it's merely a compiler hint, the
2939 implementation is free to ignore it.
2940
2941 If Dimension flag is set to 1, a Declaration Dimension token follows.
2942
2943 If Semantic flag is set to 1, a Declaration Semantic token follows.
2944
2945 If Interpolate flag is set to 1, a Declaration Interpolate token follows.
2946
2947 If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
2948
2949 If Array flag is set to 1, a Declaration Array token follows.
2950
2951 Array Declaration
2952 ^^^^^^^^^^^^^^^^^^^^^^^^
2953
2954 Declarations can optional have an ArrayID attribute which can be referred by
2955 indirect addressing operands. An ArrayID of zero is reserved and treated as
2956 if no ArrayID is specified.
2957
2958 If an indirect addressing operand refers to a specific declaration by using
2959 an ArrayID only the registers in this declaration are guaranteed to be
2960 accessed, accessing any register outside this declaration results in undefined
2961 behavior. Note that for compatibility the effective index is zero-based and
2962 not relative to the specified declaration
2963
2964 If no ArrayID is specified with an indirect addressing operand the whole
2965 register file might be accessed by this operand. This is strongly discouraged
2966 and will prevent packing of scalar/vec2 arrays and effective alias analysis.
2967 This is only legal for TEMP and CONST register files.
2968
2969 Declaration Semantic
2970 ^^^^^^^^^^^^^^^^^^^^^^^^
2971
2972 Vertex and fragment shader input and output registers may be labeled
2973 with semantic information consisting of a name and index.
2974
2975 Follows Declaration token if Semantic bit is set.
2976
2977 Since its purpose is to link a shader with other stages of the pipeline,
2978 it is valid to follow only those Declaration tokens that declare a register
2979 either in INPUT or OUTPUT file.
2980
2981 SemanticName field contains the semantic name of the register being declared.
2982 There is no default value.
2983
2984 SemanticIndex is an optional subscript that can be used to distinguish
2985 different register declarations with the same semantic name. The default value
2986 is 0.
2987
2988 The meanings of the individual semantic names are explained in the following
2989 sections.
2990
2991 TGSI_SEMANTIC_POSITION
2992 """"""""""""""""""""""
2993
2994 For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
2995 output register which contains the homogeneous vertex position in the clip
2996 space coordinate system. After clipping, the X, Y and Z components of the
2997 vertex will be divided by the W value to get normalized device coordinates.
2998
2999 For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
3000 fragment shader input (or system value, depending on which one is
3001 supported by the driver) contains the fragment's window position. The X
3002 component starts at zero and always increases from left to right.
3003 The Y component starts at zero and always increases but Y=0 may either
3004 indicate the top of the window or the bottom depending on the fragment
3005 coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
3006 The Z coordinate ranges from 0 to 1 to represent depth from the front
3007 to the back of the Z buffer. The W component contains the interpolated
3008 reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
3009 but unlike d3d10 which interpolates the same 1/w but then gives back
3010 the reciprocal of the interpolated value).
3011
3012 Fragment shaders may also declare an output register with
3013 TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
3014 the fragment shader to change the fragment's Z position.
3015
3016
3017
3018 TGSI_SEMANTIC_COLOR
3019 """""""""""""""""""
3020
3021 For vertex shader outputs or fragment shader inputs/outputs, this
3022 label indicates that the register contains an R,G,B,A color.
3023
3024 Several shader inputs/outputs may contain colors so the semantic index
3025 is used to distinguish them. For example, color[0] may be the diffuse
3026 color while color[1] may be the specular color.
3027
3028 This label is needed so that the flat/smooth shading can be applied
3029 to the right interpolants during rasterization.
3030
3031
3032
3033 TGSI_SEMANTIC_BCOLOR
3034 """"""""""""""""""""
3035
3036 Back-facing colors are only used for back-facing polygons, and are only valid
3037 in vertex shader outputs. After rasterization, all polygons are front-facing
3038 and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
3039 so all BCOLORs effectively become regular COLORs in the fragment shader.
3040
3041
3042 TGSI_SEMANTIC_FOG
3043 """""""""""""""""
3044
3045 Vertex shader inputs and outputs and fragment shader inputs may be
3046 labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
3047 a fog coordinate. Typically, the fragment shader will use the fog coordinate
3048 to compute a fog blend factor which is used to blend the normal fragment color
3049 with a constant fog color. But fog coord really is just an ordinary vec4
3050 register like regular semantics.
3051
3052
3053 TGSI_SEMANTIC_PSIZE
3054 """""""""""""""""""
3055
3056 Vertex shader input and output registers may be labeled with
3057 TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
3058 in the form (S, 0, 0, 1). The point size controls the width or diameter
3059 of points for rasterization. This label cannot be used in fragment
3060 shaders.
3061
3062 When using this semantic, be sure to set the appropriate state in the
3063 :ref:`rasterizer` first.
3064
3065
3066 TGSI_SEMANTIC_TEXCOORD
3067 """"""""""""""""""""""
3068
3069 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
3070
3071 Vertex shader outputs and fragment shader inputs may be labeled with
3072 this semantic to make them replaceable by sprite coordinates via the
3073 sprite_coord_enable state in the :ref:`rasterizer`.
3074 The semantic index permitted with this semantic is limited to <= 7.
3075
3076 If the driver does not support TEXCOORD, sprite coordinate replacement
3077 applies to inputs with the GENERIC semantic instead.
3078
3079 The intended use case for this semantic is gl_TexCoord.
3080
3081
3082 TGSI_SEMANTIC_PCOORD
3083 """"""""""""""""""""
3084
3085 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
3086
3087 Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
3088 that the register contains sprite coordinates in the form (x, y, 0, 1), if
3089 the current primitive is a point and point sprites are enabled. Otherwise,
3090 the contents of the register are undefined.
3091
3092 The intended use case for this semantic is gl_PointCoord.
3093
3094
3095 TGSI_SEMANTIC_GENERIC
3096 """""""""""""""""""""
3097
3098 All vertex/fragment shader inputs/outputs not labeled with any other
3099 semantic label can be considered to be generic attributes. Typical
3100 uses of generic inputs/outputs are texcoords and user-defined values.
3101
3102
3103 TGSI_SEMANTIC_NORMAL
3104 """"""""""""""""""""
3105
3106 Indicates that a vertex shader input is a normal vector. This is
3107 typically only used for legacy graphics APIs.
3108
3109
3110 TGSI_SEMANTIC_FACE
3111 """"""""""""""""""
3112
3113 This label applies to fragment shader inputs (or system values,
3114 depending on which one is supported by the driver) and indicates that
3115 the register contains front/back-face information.
3116
3117 If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1),
3118 where F will be positive when the fragment belongs to a front-facing polygon,
3119 and negative when the fragment belongs to a back-facing polygon.
3120
3121 If it is a system value, it will be an integer vector in the form (F, 0, 0, 1),
3122 where F is 0xffffffff when the fragment belongs to a front-facing polygon and
3123 0 when the fragment belongs to a back-facing polygon.
3124
3125
3126 TGSI_SEMANTIC_EDGEFLAG
3127 """"""""""""""""""""""
3128
3129 For vertex shaders, this sematic label indicates that an input or
3130 output is a boolean edge flag. The register layout is [F, x, x, x]
3131 where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
3132 simply copies the edge flag input to the edgeflag output.
3133
3134 Edge flags are used to control which lines or points are actually
3135 drawn when the polygon mode converts triangles/quads/polygons into
3136 points or lines.
3137
3138
3139 TGSI_SEMANTIC_STENCIL
3140 """""""""""""""""""""
3141
3142 For fragment shaders, this semantic label indicates that an output
3143 is a writable stencil reference value. Only the Y component is writable.
3144 This allows the fragment shader to change the fragments stencilref value.
3145
3146
3147 TGSI_SEMANTIC_VIEWPORT_INDEX
3148 """"""""""""""""""""""""""""
3149
3150 For geometry shaders, this semantic label indicates that an output
3151 contains the index of the viewport (and scissor) to use.
3152 This is an integer value, and only the X component is used.
3153
3154 If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
3155 supported, then this semantic label can also be used in vertex or
3156 tessellation evaluation shaders, respectively. Only the value written in the
3157 last vertex processing stage is used.
3158
3159
3160 TGSI_SEMANTIC_LAYER
3161 """""""""""""""""""
3162
3163 For geometry shaders, this semantic label indicates that an output
3164 contains the layer value to use for the color and depth/stencil surfaces.
3165 This is an integer value, and only the X component is used.
3166 (Also known as rendertarget array index.)
3167
3168 If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
3169 supported, then this semantic label can also be used in vertex or
3170 tessellation evaluation shaders, respectively. Only the value written in the
3171 last vertex processing stage is used.
3172
3173
3174 TGSI_SEMANTIC_CULLDIST
3175 """"""""""""""""""""""
3176
3177 Used as distance to plane for performing application-defined culling
3178 of individual primitives against a plane. When components of vertex
3179 elements are given this label, these values are assumed to be a
3180 float32 signed distance to a plane. Primitives will be completely
3181 discarded if the plane distance for all of the vertices in the
3182 primitive are < 0. If a vertex has a cull distance of NaN, that
3183 vertex counts as "out" (as if its < 0);
3184 The limits on both clip and cull distances are bound
3185 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
3186 the maximum number of components that can be used to hold the
3187 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
3188 which specifies the maximum number of registers which can be
3189 annotated with those semantics.
3190
3191
3192 TGSI_SEMANTIC_CLIPDIST
3193 """"""""""""""""""""""
3194
3195 Note this covers clipping and culling distances.
3196
3197 When components of vertex elements are identified this way, these
3198 values are each assumed to be a float32 signed distance to a plane.
3199
3200 For clip distances:
3201 Primitive setup only invokes rasterization on pixels for which
3202 the interpolated plane distances are >= 0.
3203
3204 For cull distances:
3205 Primitives will be completely discarded if the plane distance
3206 for all of the vertices in the primitive are < 0.
3207 If a vertex has a cull distance of NaN, that vertex counts as "out"
3208 (as if its < 0);
3209
3210 Multiple clip/cull planes can be implemented simultaneously, by
3211 annotating multiple components of one or more vertex elements with
3212 the above specified semantic.
3213 The limits on both clip and cull distances are bound
3214 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
3215 the maximum number of components that can be used to hold the
3216 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
3217 which specifies the maximum number of registers which can be
3218 annotated with those semantics.
3219 The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED
3220 are used to divide up the 2 x vec4 space between clipping and culling.
3221
3222 TGSI_SEMANTIC_SAMPLEID
3223 """"""""""""""""""""""
3224
3225 For fragment shaders, this semantic label indicates that a system value
3226 contains the current sample id (i.e. gl_SampleID) as an unsigned int.
3227 Only the X component is used. If per-sample shading is not enabled,
3228 the result is (0, undef, undef, undef).
3229
3230 Note that if the fragment shader uses this system value, the fragment
3231 shader is automatically executed at per sample frequency.
3232
3233 TGSI_SEMANTIC_SAMPLEPOS
3234 """""""""""""""""""""""
3235
3236 For fragment shaders, this semantic label indicates that a system
3237 value contains the current sample's position as float4(x, y, undef, undef)
3238 in the render target (i.e. gl_SamplePosition) when per-fragment shading
3239 is in effect. Position values are in the range [0, 1] where 0.5 is
3240 the center of the fragment.
3241
3242 Note that if the fragment shader uses this system value, the fragment
3243 shader is automatically executed at per sample frequency.
3244
3245 TGSI_SEMANTIC_SAMPLEMASK
3246 """"""""""""""""""""""""
3247
3248 For fragment shaders, this semantic label can be applied to either a
3249 shader system value input or output.
3250
3251 For a system value, the sample mask indicates the set of samples covered by
3252 the current primitive. If MSAA is not enabled, the value is (1, 0, 0, 0).
3253
3254 For an output, the sample mask is used to disable further sample processing.
3255
3256 For both, the register type is uint[4] but only the X component is used
3257 (i.e. gl_SampleMask[0]). Each bit corresponds to one sample position (up
3258 to 32x MSAA is supported).
3259
3260 TGSI_SEMANTIC_INVOCATIONID
3261 """"""""""""""""""""""""""
3262
3263 For geometry shaders, this semantic label indicates that a system value
3264 contains the current invocation id (i.e. gl_InvocationID).
3265 This is an integer value, and only the X component is used.
3266
3267 TGSI_SEMANTIC_INSTANCEID
3268 """"""""""""""""""""""""
3269
3270 For vertex shaders, this semantic label indicates that a system value contains
3271 the current instance id (i.e. gl_InstanceID). It does not include the base
3272 instance. This is an integer value, and only the X component is used.
3273
3274 TGSI_SEMANTIC_VERTEXID
3275 """"""""""""""""""""""
3276
3277 For vertex shaders, this semantic label indicates that a system value contains
3278 the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the
3279 base vertex. This is an integer value, and only the X component is used.
3280
3281 TGSI_SEMANTIC_VERTEXID_NOBASE
3282 """""""""""""""""""""""""""""""
3283
3284 For vertex shaders, this semantic label indicates that a system value contains
3285 the current vertex id without including the base vertex (this corresponds to
3286 d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX
3287 == TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component
3288 is used.
3289
3290 TGSI_SEMANTIC_BASEVERTEX
3291 """"""""""""""""""""""""
3292
3293 For vertex shaders, this semantic label indicates that a system value contains
3294 the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls,
3295 this contains the first (or start) value instead.
3296 This is an integer value, and only the X component is used.
3297
3298 TGSI_SEMANTIC_PRIMID
3299 """"""""""""""""""""
3300
3301 For geometry and fragment shaders, this semantic label indicates the value
3302 contains the primitive id (i.e. gl_PrimitiveID). This is an integer value,
3303 and only the X component is used.
3304 FIXME: This right now can be either a ordinary input or a system value...
3305
3306
3307 TGSI_SEMANTIC_PATCH
3308 """""""""""""""""""
3309
3310 For tessellation evaluation/control shaders, this semantic label indicates a
3311 generic per-patch attribute. Such semantics will not implicitly be per-vertex
3312 arrays.
3313
3314 TGSI_SEMANTIC_TESSCOORD
3315 """""""""""""""""""""""
3316
3317 For tessellation evaluation shaders, this semantic label indicates the
3318 coordinates of the vertex being processed. This is available in XYZ; W is
3319 undefined.
3320
3321 TGSI_SEMANTIC_TESSOUTER
3322 """""""""""""""""""""""
3323
3324 For tessellation evaluation/control shaders, this semantic label indicates the
3325 outer tessellation levels of the patch. Isoline tessellation will only have XY
3326 defined, triangle will have XYZ and quads will have XYZW defined. This
3327 corresponds to gl_TessLevelOuter.
3328
3329 TGSI_SEMANTIC_TESSINNER
3330 """""""""""""""""""""""
3331
3332 For tessellation evaluation/control shaders, this semantic label indicates the
3333 inner tessellation levels of the patch. The X value is only defined for
3334 triangle tessellation, while quads will have XY defined. This is entirely
3335 undefined for isoline tessellation.
3336
3337 TGSI_SEMANTIC_VERTICESIN
3338 """"""""""""""""""""""""
3339
3340 For tessellation evaluation/control shaders, this semantic label indicates the
3341 number of vertices provided in the input patch. Only the X value is defined.
3342
3343 TGSI_SEMANTIC_HELPER_INVOCATION
3344 """""""""""""""""""""""""""""""
3345
3346 For fragment shaders, this semantic indicates whether the current
3347 invocation is covered or not. Helper invocations are created in order
3348 to properly compute derivatives, however it may be desirable to skip
3349 some of the logic in those cases. See ``gl_HelperInvocation`` documentation.
3350
3351 TGSI_SEMANTIC_BASEINSTANCE
3352 """"""""""""""""""""""""""
3353
3354 For vertex shaders, the base instance argument supplied for this
3355 draw. This is an integer value, and only the X component is used.
3356
3357 TGSI_SEMANTIC_DRAWID
3358 """"""""""""""""""""
3359
3360 For vertex shaders, the zero-based index of the current draw in a
3361 ``glMultiDraw*`` invocation. This is an integer value, and only the X
3362 component is used.
3363
3364
3365 TGSI_SEMANTIC_WORK_DIM
3366 """"""""""""""""""""""
3367
3368 For compute shaders started via opencl this retrieves the work_dim
3369 parameter to the clEnqueueNDRangeKernel call with which the shader
3370 was started.
3371
3372
3373 TGSI_SEMANTIC_GRID_SIZE
3374 """""""""""""""""""""""
3375
3376 For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
3377 of a grid of thread blocks.
3378
3379
3380 TGSI_SEMANTIC_BLOCK_ID
3381 """"""""""""""""""""""
3382
3383 For compute shaders, this semantic indicates the (x, y, z) coordinates of the
3384 current block inside of the grid.
3385
3386
3387 TGSI_SEMANTIC_BLOCK_SIZE
3388 """"""""""""""""""""""""
3389
3390 For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
3391 of a block in threads.
3392
3393
3394 TGSI_SEMANTIC_THREAD_ID
3395 """""""""""""""""""""""
3396
3397 For compute shaders, this semantic indicates the (x, y, z) coordinates of the
3398 current thread inside of the block.
3399
3400
3401 TGSI_SEMANTIC_SUBGROUP_SIZE
3402 """""""""""""""""""""""""""
3403
3404 This semantic indicates the subgroup size for the current invocation. This is
3405 an integer of at most 64, as it indicates the width of lanemasks. It does not
3406 depend on the number of invocations that are active.
3407
3408
3409 TGSI_SEMANTIC_SUBGROUP_INVOCATION
3410 """""""""""""""""""""""""""""""""
3411
3412 The index of the current invocation within its subgroup.
3413
3414
3415 TGSI_SEMANTIC_SUBGROUP_EQ_MASK
3416 """"""""""""""""""""""""""""""
3417
3418 A bit mask of ``bit index == TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3419 ``1 << subgroup_invocation`` in arbitrary precision arithmetic.
3420
3421
3422 TGSI_SEMANTIC_SUBGROUP_GE_MASK
3423 """"""""""""""""""""""""""""""
3424
3425 A bit mask of ``bit index >= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3426 ``((1 << (subgroup_size - subgroup_invocation)) - 1) << subgroup_invocation``
3427 in arbitrary precision arithmetic.
3428
3429
3430 TGSI_SEMANTIC_SUBGROUP_GT_MASK
3431 """"""""""""""""""""""""""""""
3432
3433 A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3434 ``((1 << (subgroup_size - subgroup_invocation - 1)) - 1) << (subgroup_invocation + 1)``
3435 in arbitrary precision arithmetic.
3436
3437
3438 TGSI_SEMANTIC_SUBGROUP_LE_MASK
3439 """"""""""""""""""""""""""""""
3440
3441 A bit mask of ``bit index <= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3442 ``(1 << (subgroup_invocation + 1)) - 1`` in arbitrary precision arithmetic.
3443
3444
3445 TGSI_SEMANTIC_SUBGROUP_LT_MASK
3446 """"""""""""""""""""""""""""""
3447
3448 A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3449 ``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic.
3450
3451
3452 Declaration Interpolate
3453 ^^^^^^^^^^^^^^^^^^^^^^^
3454
3455 This token is only valid for fragment shader INPUT declarations.
3456
3457 The Interpolate field specifes the way input is being interpolated by
3458 the rasteriser and is one of TGSI_INTERPOLATE_*.
3459
3460 The Location field specifies the location inside the pixel that the
3461 interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that
3462 when per-sample shading is enabled, the implementation may choose to
3463 interpolate at the sample irrespective of the Location field.
3464
3465 The CylindricalWrap bitfield specifies which register components
3466 should be subject to cylindrical wrapping when interpolating by the
3467 rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
3468 should be interpolated according to cylindrical wrapping rules.
3469
3470
3471 Declaration Sampler View
3472 ^^^^^^^^^^^^^^^^^^^^^^^^
3473
3474 Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
3475
3476 DCL SVIEW[#], resource, type(s)
3477
3478 Declares a shader input sampler view and assigns it to a SVIEW[#]
3479 register.
3480
3481 resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
3482
3483 type must be 1 or 4 entries (if specifying on a per-component
3484 level) out of UNORM, SNORM, SINT, UINT and FLOAT.
3485
3486 For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
3487 which take an explicit SVIEW[#] source register), there may be optionally
3488 SVIEW[#] declarations. In this case, the SVIEW index is implied by the
3489 SAMP index, and there must be a corresponding SVIEW[#] declaration for
3490 each SAMP[#] declaration. Drivers are free to ignore this if they wish.
3491 But note in particular that some drivers need to know the sampler type
3492 (float/int/unsigned) in order to generate the correct code, so cases
3493 where integer textures are sampled, SVIEW[#] declarations should be
3494 used.
3495
3496 NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
3497 in the same shader.
3498
3499 Declaration Resource
3500 ^^^^^^^^^^^^^^^^^^^^
3501
3502 Follows Declaration token if file is TGSI_FILE_RESOURCE.
3503
3504 DCL RES[#], resource [, WR] [, RAW]
3505
3506 Declares a shader input resource and assigns it to a RES[#]
3507 register.
3508
3509 resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
3510 2DArray.
3511
3512 If the RAW keyword is not specified, the texture data will be
3513 subject to conversion, swizzling and scaling as required to yield
3514 the specified data type from the physical data format of the bound
3515 resource.
3516
3517 If the RAW keyword is specified, no channel conversion will be
3518 performed: the values read for each of the channels (X,Y,Z,W) will
3519 correspond to consecutive words in the same order and format
3520 they're found in memory. No element-to-address conversion will be
3521 performed either: the value of the provided X coordinate will be
3522 interpreted in byte units instead of texel units. The result of
3523 accessing a misaligned address is undefined.
3524
3525 Usage of the STORE opcode is only allowed if the WR (writable) flag
3526 is set.
3527
3528
3529 Properties
3530 ^^^^^^^^^^^^^^^^^^^^^^^^
3531
3532 Properties are general directives that apply to the whole TGSI program.
3533
3534 FS_COORD_ORIGIN
3535 """""""""""""""
3536
3537 Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
3538 The default value is UPPER_LEFT.
3539
3540 If UPPER_LEFT, the position will be (0,0) at the upper left corner and
3541 increase downward and rightward.
3542 If LOWER_LEFT, the position will be (0,0) at the lower left corner and
3543 increase upward and rightward.
3544
3545 OpenGL defaults to LOWER_LEFT, and is configurable with the
3546 GL_ARB_fragment_coord_conventions extension.
3547
3548 DirectX 9/10 use UPPER_LEFT.
3549
3550 FS_COORD_PIXEL_CENTER
3551 """""""""""""""""""""
3552
3553 Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
3554 The default value is HALF_INTEGER.
3555
3556 If HALF_INTEGER, the fractionary part of the position will be 0.5
3557 If INTEGER, the fractionary part of the position will be 0.0
3558
3559 Note that this does not affect the set of fragments generated by
3560 rasterization, which is instead controlled by half_pixel_center in the
3561 rasterizer.
3562
3563 OpenGL defaults to HALF_INTEGER, and is configurable with the
3564 GL_ARB_fragment_coord_conventions extension.
3565
3566 DirectX 9 uses INTEGER.
3567 DirectX 10 uses HALF_INTEGER.
3568
3569 FS_COLOR0_WRITES_ALL_CBUFS
3570 """"""""""""""""""""""""""
3571 Specifies that writes to the fragment shader color 0 are replicated to all
3572 bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
3573 fragData is directed to a single color buffer, but fragColor is broadcast.
3574
3575 VS_PROHIBIT_UCPS
3576 """"""""""""""""""""""""""
3577 If this property is set on the program bound to the shader stage before the
3578 fragment shader, user clip planes should have no effect (be disabled) even if
3579 that shader does not write to any clip distance outputs and the rasterizer's
3580 clip_plane_enable is non-zero.
3581 This property is only supported by drivers that also support shader clip
3582 distance outputs.
3583 This is useful for APIs that don't have UCPs and where clip distances written
3584 by a shader cannot be disabled.
3585
3586 GS_INVOCATIONS
3587 """"""""""""""
3588
3589 Specifies the number of times a geometry shader should be executed for each
3590 input primitive. Each invocation will have a different
3591 TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to
3592 be 1.
3593
3594 VS_WINDOW_SPACE_POSITION
3595 """"""""""""""""""""""""""
3596 If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output
3597 is assumed to contain window space coordinates.
3598 Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is
3599 directly taken from the 4-th component of the shader output.
3600 Naturally, clipping is not performed on window coordinates either.
3601 The effect of this property is undefined if a geometry or tessellation shader
3602 are in use.
3603
3604 TCS_VERTICES_OUT
3605 """"""""""""""""
3606
3607 The number of vertices written by the tessellation control shader. This
3608 effectively defines the patch input size of the tessellation evaluation shader
3609 as well.
3610
3611 TES_PRIM_MODE
3612 """""""""""""
3613
3614 This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``,
3615 ``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no
3616 separate isolines settings, the regular lines is assumed to mean isolines.)
3617
3618 TES_SPACING
3619 """""""""""
3620
3621 This sets the spacing mode of the tessellation generator, one of
3622 ``PIPE_TESS_SPACING_*``.
3623
3624 TES_VERTEX_ORDER_CW
3625 """""""""""""""""""
3626
3627 This sets the vertex order to be clockwise if the value is 1, or
3628 counter-clockwise if set to 0.
3629
3630 TES_POINT_MODE
3631 """"""""""""""
3632
3633 If set to a non-zero value, this turns on point mode for the tessellator,
3634 which means that points will be generated instead of primitives.
3635
3636 NUM_CLIPDIST_ENABLED
3637 """"""""""""""""""""
3638
3639 How many clip distance scalar outputs are enabled.
3640
3641 NUM_CULLDIST_ENABLED
3642 """"""""""""""""""""
3643
3644 How many cull distance scalar outputs are enabled.
3645
3646 FS_EARLY_DEPTH_STENCIL
3647 """"""""""""""""""""""
3648
3649 Whether depth test, stencil test, and occlusion query should run before
3650 the fragment shader (regardless of fragment shader side effects). Corresponds
3651 to GLSL early_fragment_tests.
3652
3653 NEXT_SHADER
3654 """""""""""
3655
3656 Which shader stage will MOST LIKELY follow after this shader when the shader
3657 is bound. This is only a hint to the driver and doesn't have to be precise.
3658 Only set for VS and TES.
3659
3660 CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
3661 """""""""""""""""""""""""""""""""""""
3662
3663 Threads per block in each dimension, if known at compile time. If the block size
3664 is known all three should be at least 1. If it is unknown they should all be set
3665 to 0 or not set.
3666
3667 MUL_ZERO_WINS
3668 """""""""""""
3669
3670 The MUL TGSI operation (FP32 multiplication) will return 0 if either
3671 of the operands are equal to 0. That means that 0 * Inf = 0. This
3672 should be set the same way for an entire pipeline. Note that this
3673 applies not only to the literal MUL TGSI opcode, but all FP32
3674 multiplications implied by other operations, such as MAD, FMA, DP2,
3675 DP3, DP4, DPH, DST, LOG, LRP, XPD, and possibly others. If there is a
3676 mismatch between shaders, then it is unspecified whether this behavior
3677 will be enabled.
3678
3679 FS_POST_DEPTH_COVERAGE
3680 """"""""""""""""""""""
3681
3682 When enabled, the input for TGSI_SEMANTIC_SAMPLEMASK will exclude samples
3683 that have failed the depth/stencil tests. This is only valid when
3684 FS_EARLY_DEPTH_STENCIL is also specified.
3685
3686
3687 Texture Sampling and Texture Formats
3688 ------------------------------------
3689
3690 This table shows how texture image components are returned as (x,y,z,w) tuples
3691 by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
3692 :opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
3693 well.
3694
3695 +--------------------+--------------+--------------------+--------------+
3696 | Texture Components | Gallium | OpenGL | Direct3D 9 |
3697 +====================+==============+====================+==============+
3698 | R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
3699 +--------------------+--------------+--------------------+--------------+
3700 | RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
3701 +--------------------+--------------+--------------------+--------------+
3702 | RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
3703 +--------------------+--------------+--------------------+--------------+
3704 | RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
3705 +--------------------+--------------+--------------------+--------------+
3706 | A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
3707 +--------------------+--------------+--------------------+--------------+
3708 | L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
3709 +--------------------+--------------+--------------------+--------------+
3710 | LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
3711 +--------------------+--------------+--------------------+--------------+
3712 | I | (i, i, i, i) | (i, i, i, i) | N/A |
3713 +--------------------+--------------+--------------------+--------------+
3714 | UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
3715 | | | [#envmap-bumpmap]_ | |
3716 +--------------------+--------------+--------------------+--------------+
3717 | Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
3718 | | | [#depth-tex-mode]_ | |
3719 +--------------------+--------------+--------------------+--------------+
3720 | S | (s, s, s, s) | unknown | unknown |
3721 +--------------------+--------------+--------------------+--------------+
3722
3723 .. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
3724 .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
3725 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.