gallivm/tgsi: fix src modifier fetching with non-float types.
[mesa.git] / src / gallium / docs / source / tgsi.rst
1 TGSI
2 ====
3
4 TGSI, Tungsten Graphics Shader Infrastructure, is an intermediate language
5 for describing shaders. Since Gallium is inherently shaderful, shaders are
6 an important part of the API. TGSI is the only intermediate representation
7 used by all drivers.
8
9 Basics
10 ------
11
12 All TGSI instructions, known as *opcodes*, operate on arbitrary-precision
13 floating-point four-component vectors. An opcode may have up to one
14 destination register, known as *dst*, and between zero and three source
15 registers, called *src0* through *src2*, or simply *src* if there is only
16 one.
17
18 Some instructions, like :opcode:`I2F`, permit re-interpretation of vector
19 components as integers. Other instructions permit using registers as
20 two-component vectors with double precision; see :ref:`Double Opcodes`.
21
22 When an instruction has a scalar result, the result is usually copied into
23 each of the components of *dst*. When this happens, the result is said to be
24 *replicated* to *dst*. :opcode:`RCP` is one such instruction.
25
26 Modifiers
27 ^^^^^^^^^^^^^^^
28
29 TGSI supports modifiers on inputs (as well as saturate modifier on instructions).
30
31 For inputs which have a floating point type, both absolute value and negation
32 modifiers are supported (with absolute value being applied first).
33 TGSI_OPCODE_MOV is considered to have float input type for applying modifiers.
34
35 For inputs which have signed type only the negate modifier is supported. This
36 includes instructions which are otherwise ignorant if the type is signed or
37 unsigned, such as TGSI_OPCODE_UADD.
38
39 For inputs with unsigned type no modifiers are allowed.
40
41 Instruction Set
42 ---------------
43
44 Core ISA
45 ^^^^^^^^^^^^^^^^^^^^^^^^^
46
47 These opcodes are guaranteed to be available regardless of the driver being
48 used.
49
50 .. opcode:: ARL - Address Register Load
51
52 .. math::
53
54 dst.x = \lfloor src.x\rfloor
55
56 dst.y = \lfloor src.y\rfloor
57
58 dst.z = \lfloor src.z\rfloor
59
60 dst.w = \lfloor src.w\rfloor
61
62
63 .. opcode:: MOV - Move
64
65 .. math::
66
67 dst.x = src.x
68
69 dst.y = src.y
70
71 dst.z = src.z
72
73 dst.w = src.w
74
75
76 .. opcode:: LIT - Light Coefficients
77
78 .. math::
79
80 dst.x = 1
81
82 dst.y = max(src.x, 0)
83
84 dst.z = (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0
85
86 dst.w = 1
87
88
89 .. opcode:: RCP - Reciprocal
90
91 This instruction replicates its result.
92
93 .. math::
94
95 dst = \frac{1}{src.x}
96
97
98 .. opcode:: RSQ - Reciprocal Square Root
99
100 This instruction replicates its result.
101
102 .. math::
103
104 dst = \frac{1}{\sqrt{|src.x|}}
105
106
107 .. opcode:: SQRT - Square Root
108
109 This instruction replicates its result.
110
111 .. math::
112
113 dst = {\sqrt{src.x}}
114
115
116 .. opcode:: EXP - Approximate Exponential Base 2
117
118 .. math::
119
120 dst.x = 2^{\lfloor src.x\rfloor}
121
122 dst.y = src.x - \lfloor src.x\rfloor
123
124 dst.z = 2^{src.x}
125
126 dst.w = 1
127
128
129 .. opcode:: LOG - Approximate Logarithm Base 2
130
131 .. math::
132
133 dst.x = \lfloor\log_2{|src.x|}\rfloor
134
135 dst.y = \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}}
136
137 dst.z = \log_2{|src.x|}
138
139 dst.w = 1
140
141
142 .. opcode:: MUL - Multiply
143
144 .. math::
145
146 dst.x = src0.x \times src1.x
147
148 dst.y = src0.y \times src1.y
149
150 dst.z = src0.z \times src1.z
151
152 dst.w = src0.w \times src1.w
153
154
155 .. opcode:: ADD - Add
156
157 .. math::
158
159 dst.x = src0.x + src1.x
160
161 dst.y = src0.y + src1.y
162
163 dst.z = src0.z + src1.z
164
165 dst.w = src0.w + src1.w
166
167
168 .. opcode:: DP3 - 3-component Dot Product
169
170 This instruction replicates its result.
171
172 .. math::
173
174 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
175
176
177 .. opcode:: DP4 - 4-component Dot Product
178
179 This instruction replicates its result.
180
181 .. math::
182
183 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
184
185
186 .. opcode:: DST - Distance Vector
187
188 .. math::
189
190 dst.x = 1
191
192 dst.y = src0.y \times src1.y
193
194 dst.z = src0.z
195
196 dst.w = src1.w
197
198
199 .. opcode:: MIN - Minimum
200
201 .. math::
202
203 dst.x = min(src0.x, src1.x)
204
205 dst.y = min(src0.y, src1.y)
206
207 dst.z = min(src0.z, src1.z)
208
209 dst.w = min(src0.w, src1.w)
210
211
212 .. opcode:: MAX - Maximum
213
214 .. math::
215
216 dst.x = max(src0.x, src1.x)
217
218 dst.y = max(src0.y, src1.y)
219
220 dst.z = max(src0.z, src1.z)
221
222 dst.w = max(src0.w, src1.w)
223
224
225 .. opcode:: SLT - Set On Less Than
226
227 .. math::
228
229 dst.x = (src0.x < src1.x) ? 1 : 0
230
231 dst.y = (src0.y < src1.y) ? 1 : 0
232
233 dst.z = (src0.z < src1.z) ? 1 : 0
234
235 dst.w = (src0.w < src1.w) ? 1 : 0
236
237
238 .. opcode:: SGE - Set On Greater Equal Than
239
240 .. math::
241
242 dst.x = (src0.x >= src1.x) ? 1 : 0
243
244 dst.y = (src0.y >= src1.y) ? 1 : 0
245
246 dst.z = (src0.z >= src1.z) ? 1 : 0
247
248 dst.w = (src0.w >= src1.w) ? 1 : 0
249
250
251 .. opcode:: MAD - Multiply And Add
252
253 .. math::
254
255 dst.x = src0.x \times src1.x + src2.x
256
257 dst.y = src0.y \times src1.y + src2.y
258
259 dst.z = src0.z \times src1.z + src2.z
260
261 dst.w = src0.w \times src1.w + src2.w
262
263
264 .. opcode:: SUB - Subtract
265
266 .. math::
267
268 dst.x = src0.x - src1.x
269
270 dst.y = src0.y - src1.y
271
272 dst.z = src0.z - src1.z
273
274 dst.w = src0.w - src1.w
275
276
277 .. opcode:: LRP - Linear Interpolate
278
279 .. math::
280
281 dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
282
283 dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
284
285 dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
286
287 dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
288
289
290 .. opcode:: CND - Condition
291
292 .. math::
293
294 dst.x = (src2.x > 0.5) ? src0.x : src1.x
295
296 dst.y = (src2.y > 0.5) ? src0.y : src1.y
297
298 dst.z = (src2.z > 0.5) ? src0.z : src1.z
299
300 dst.w = (src2.w > 0.5) ? src0.w : src1.w
301
302
303 .. opcode:: DP2A - 2-component Dot Product And Add
304
305 .. math::
306
307 dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x
308
309 dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x
310
311 dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x
312
313 dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x
314
315
316 .. opcode:: FRC - Fraction
317
318 .. math::
319
320 dst.x = src.x - \lfloor src.x\rfloor
321
322 dst.y = src.y - \lfloor src.y\rfloor
323
324 dst.z = src.z - \lfloor src.z\rfloor
325
326 dst.w = src.w - \lfloor src.w\rfloor
327
328
329 .. opcode:: CLAMP - Clamp
330
331 .. math::
332
333 dst.x = clamp(src0.x, src1.x, src2.x)
334
335 dst.y = clamp(src0.y, src1.y, src2.y)
336
337 dst.z = clamp(src0.z, src1.z, src2.z)
338
339 dst.w = clamp(src0.w, src1.w, src2.w)
340
341
342 .. opcode:: FLR - Floor
343
344 This is identical to :opcode:`ARL`.
345
346 .. math::
347
348 dst.x = \lfloor src.x\rfloor
349
350 dst.y = \lfloor src.y\rfloor
351
352 dst.z = \lfloor src.z\rfloor
353
354 dst.w = \lfloor src.w\rfloor
355
356
357 .. opcode:: ROUND - Round
358
359 .. math::
360
361 dst.x = round(src.x)
362
363 dst.y = round(src.y)
364
365 dst.z = round(src.z)
366
367 dst.w = round(src.w)
368
369
370 .. opcode:: EX2 - Exponential Base 2
371
372 This instruction replicates its result.
373
374 .. math::
375
376 dst = 2^{src.x}
377
378
379 .. opcode:: LG2 - Logarithm Base 2
380
381 This instruction replicates its result.
382
383 .. math::
384
385 dst = \log_2{src.x}
386
387
388 .. opcode:: POW - Power
389
390 This instruction replicates its result.
391
392 .. math::
393
394 dst = src0.x^{src1.x}
395
396 .. opcode:: XPD - Cross Product
397
398 .. math::
399
400 dst.x = src0.y \times src1.z - src1.y \times src0.z
401
402 dst.y = src0.z \times src1.x - src1.z \times src0.x
403
404 dst.z = src0.x \times src1.y - src1.x \times src0.y
405
406 dst.w = 1
407
408
409 .. opcode:: ABS - Absolute
410
411 .. math::
412
413 dst.x = |src.x|
414
415 dst.y = |src.y|
416
417 dst.z = |src.z|
418
419 dst.w = |src.w|
420
421
422 .. opcode:: RCC - Reciprocal Clamped
423
424 This instruction replicates its result.
425
426 XXX cleanup on aisle three
427
428 .. math::
429
430 dst = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
431
432
433 .. opcode:: DPH - Homogeneous Dot Product
434
435 This instruction replicates its result.
436
437 .. math::
438
439 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
440
441
442 .. opcode:: COS - Cosine
443
444 This instruction replicates its result.
445
446 .. math::
447
448 dst = \cos{src.x}
449
450
451 .. opcode:: DDX - Derivative Relative To X
452
453 .. math::
454
455 dst.x = partialx(src.x)
456
457 dst.y = partialx(src.y)
458
459 dst.z = partialx(src.z)
460
461 dst.w = partialx(src.w)
462
463
464 .. opcode:: DDY - Derivative Relative To Y
465
466 .. math::
467
468 dst.x = partialy(src.x)
469
470 dst.y = partialy(src.y)
471
472 dst.z = partialy(src.z)
473
474 dst.w = partialy(src.w)
475
476
477 .. opcode:: KILP - Predicated Discard
478
479 discard
480
481
482 .. opcode:: PK2H - Pack Two 16-bit Floats
483
484 TBD
485
486
487 .. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars
488
489 TBD
490
491
492 .. opcode:: PK4B - Pack Four Signed 8-bit Scalars
493
494 TBD
495
496
497 .. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars
498
499 TBD
500
501
502 .. opcode:: RFL - Reflection Vector
503
504 .. math::
505
506 dst.x = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.x - src1.x
507
508 dst.y = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.y - src1.y
509
510 dst.z = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.z - src1.z
511
512 dst.w = 1
513
514 .. note::
515
516 Considered for removal.
517
518
519 .. opcode:: SEQ - Set On Equal
520
521 .. math::
522
523 dst.x = (src0.x == src1.x) ? 1 : 0
524
525 dst.y = (src0.y == src1.y) ? 1 : 0
526
527 dst.z = (src0.z == src1.z) ? 1 : 0
528
529 dst.w = (src0.w == src1.w) ? 1 : 0
530
531
532 .. opcode:: SFL - Set On False
533
534 This instruction replicates its result.
535
536 .. math::
537
538 dst = 0
539
540 .. note::
541
542 Considered for removal.
543
544
545 .. opcode:: SGT - Set On Greater Than
546
547 .. math::
548
549 dst.x = (src0.x > src1.x) ? 1 : 0
550
551 dst.y = (src0.y > src1.y) ? 1 : 0
552
553 dst.z = (src0.z > src1.z) ? 1 : 0
554
555 dst.w = (src0.w > src1.w) ? 1 : 0
556
557
558 .. opcode:: SIN - Sine
559
560 This instruction replicates its result.
561
562 .. math::
563
564 dst = \sin{src.x}
565
566
567 .. opcode:: SLE - Set On Less Equal Than
568
569 .. math::
570
571 dst.x = (src0.x <= src1.x) ? 1 : 0
572
573 dst.y = (src0.y <= src1.y) ? 1 : 0
574
575 dst.z = (src0.z <= src1.z) ? 1 : 0
576
577 dst.w = (src0.w <= src1.w) ? 1 : 0
578
579
580 .. opcode:: SNE - Set On Not Equal
581
582 .. math::
583
584 dst.x = (src0.x != src1.x) ? 1 : 0
585
586 dst.y = (src0.y != src1.y) ? 1 : 0
587
588 dst.z = (src0.z != src1.z) ? 1 : 0
589
590 dst.w = (src0.w != src1.w) ? 1 : 0
591
592
593 .. opcode:: STR - Set On True
594
595 This instruction replicates its result.
596
597 .. math::
598
599 dst = 1
600
601
602 .. opcode:: TEX - Texture Lookup
603
604 .. math::
605
606 coord = src0
607
608 bias = 0.0
609
610 dst = texture_sample(unit, coord, bias)
611
612 for array textures src0.y contains the slice for 1D,
613 and src0.z contain the slice for 2D.
614 for shadow textures with no arrays, src0.z contains
615 the reference value.
616 for shadow textures with arrays, src0.z contains
617 the reference value for 1D arrays, and src0.w contains
618 the reference value for 2D arrays.
619 There is no way to pass a bias in the .w value for
620 shadow arrays, and GLSL doesn't allow this.
621 GLSL does allow cube shadows maps to take a bias value,
622 and we have to determine how this will look in TGSI.
623
624 .. opcode:: TXD - Texture Lookup with Derivatives
625
626 .. math::
627
628 coord = src0
629
630 ddx = src1
631
632 ddy = src2
633
634 bias = 0.0
635
636 dst = texture_sample_deriv(unit, coord, bias, ddx, ddy)
637
638
639 .. opcode:: TXP - Projective Texture Lookup
640
641 .. math::
642
643 coord.x = src0.x / src.w
644
645 coord.y = src0.y / src.w
646
647 coord.z = src0.z / src.w
648
649 coord.w = src0.w
650
651 bias = 0.0
652
653 dst = texture_sample(unit, coord, bias)
654
655
656 .. opcode:: UP2H - Unpack Two 16-Bit Floats
657
658 TBD
659
660 .. note::
661
662 Considered for removal.
663
664 .. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
665
666 TBD
667
668 .. note::
669
670 Considered for removal.
671
672 .. opcode:: UP4B - Unpack Four Signed 8-Bit Values
673
674 TBD
675
676 .. note::
677
678 Considered for removal.
679
680 .. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
681
682 TBD
683
684 .. note::
685
686 Considered for removal.
687
688 .. opcode:: X2D - 2D Coordinate Transformation
689
690 .. math::
691
692 dst.x = src0.x + src1.x \times src2.x + src1.y \times src2.y
693
694 dst.y = src0.y + src1.x \times src2.z + src1.y \times src2.w
695
696 dst.z = src0.x + src1.x \times src2.x + src1.y \times src2.y
697
698 dst.w = src0.y + src1.x \times src2.z + src1.y \times src2.w
699
700 .. note::
701
702 Considered for removal.
703
704
705 .. opcode:: ARA - Address Register Add
706
707 TBD
708
709 .. note::
710
711 Considered for removal.
712
713 .. opcode:: ARR - Address Register Load With Round
714
715 .. math::
716
717 dst.x = round(src.x)
718
719 dst.y = round(src.y)
720
721 dst.z = round(src.z)
722
723 dst.w = round(src.w)
724
725
726 .. opcode:: BRA - Branch
727
728 pc = target
729
730 .. note::
731
732 Considered for removal.
733
734 .. opcode:: CAL - Subroutine Call
735
736 push(pc)
737 pc = target
738
739
740 .. opcode:: RET - Subroutine Call Return
741
742 pc = pop()
743
744
745 .. opcode:: SSG - Set Sign
746
747 .. math::
748
749 dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
750
751 dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
752
753 dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
754
755 dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
756
757
758 .. opcode:: CMP - Compare
759
760 .. math::
761
762 dst.x = (src0.x < 0) ? src1.x : src2.x
763
764 dst.y = (src0.y < 0) ? src1.y : src2.y
765
766 dst.z = (src0.z < 0) ? src1.z : src2.z
767
768 dst.w = (src0.w < 0) ? src1.w : src2.w
769
770
771 .. opcode:: KIL - Conditional Discard
772
773 .. math::
774
775 if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
776 discard
777 endif
778
779
780 .. opcode:: SCS - Sine Cosine
781
782 .. math::
783
784 dst.x = \cos{src.x}
785
786 dst.y = \sin{src.x}
787
788 dst.z = 0
789
790 dst.w = 1
791
792
793 .. opcode:: TXB - Texture Lookup With Bias
794
795 .. math::
796
797 coord.x = src.x
798
799 coord.y = src.y
800
801 coord.z = src.z
802
803 coord.w = 1.0
804
805 bias = src.z
806
807 dst = texture_sample(unit, coord, bias)
808
809
810 .. opcode:: NRM - 3-component Vector Normalise
811
812 .. math::
813
814 dst.x = src.x / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
815
816 dst.y = src.y / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
817
818 dst.z = src.z / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
819
820 dst.w = 1
821
822
823 .. opcode:: DIV - Divide
824
825 .. math::
826
827 dst.x = \frac{src0.x}{src1.x}
828
829 dst.y = \frac{src0.y}{src1.y}
830
831 dst.z = \frac{src0.z}{src1.z}
832
833 dst.w = \frac{src0.w}{src1.w}
834
835
836 .. opcode:: DP2 - 2-component Dot Product
837
838 This instruction replicates its result.
839
840 .. math::
841
842 dst = src0.x \times src1.x + src0.y \times src1.y
843
844
845 .. opcode:: TXL - Texture Lookup With explicit LOD
846
847 .. math::
848
849 coord.x = src0.x
850
851 coord.y = src0.y
852
853 coord.z = src0.z
854
855 coord.w = 1.0
856
857 lod = src0.w
858
859 dst = texture_sample(unit, coord, lod)
860
861
862 .. opcode:: BRK - Break
863
864 TBD
865
866
867 .. opcode:: IF - If
868
869 TBD
870
871
872 .. opcode:: ELSE - Else
873
874 TBD
875
876
877 .. opcode:: ENDIF - End If
878
879 TBD
880
881
882 .. opcode:: PUSHA - Push Address Register On Stack
883
884 push(src.x)
885 push(src.y)
886 push(src.z)
887 push(src.w)
888
889 .. note::
890
891 Considered for cleanup.
892
893 .. note::
894
895 Considered for removal.
896
897 .. opcode:: POPA - Pop Address Register From Stack
898
899 dst.w = pop()
900 dst.z = pop()
901 dst.y = pop()
902 dst.x = pop()
903
904 .. note::
905
906 Considered for cleanup.
907
908 .. note::
909
910 Considered for removal.
911
912
913 Compute ISA
914 ^^^^^^^^^^^^^^^^^^^^^^^^
915
916 These opcodes are primarily provided for special-use computational shaders.
917 Support for these opcodes indicated by a special pipe capability bit (TBD).
918
919 XXX so let's discuss it, yeah?
920
921 .. opcode:: CEIL - Ceiling
922
923 .. math::
924
925 dst.x = \lceil src.x\rceil
926
927 dst.y = \lceil src.y\rceil
928
929 dst.z = \lceil src.z\rceil
930
931 dst.w = \lceil src.w\rceil
932
933
934 .. opcode:: I2F - Integer To Float
935
936 .. math::
937
938 dst.x = (float) src.x
939
940 dst.y = (float) src.y
941
942 dst.z = (float) src.z
943
944 dst.w = (float) src.w
945
946
947 .. opcode:: NOT - Bitwise Not
948
949 .. math::
950
951 dst.x = ~src.x
952
953 dst.y = ~src.y
954
955 dst.z = ~src.z
956
957 dst.w = ~src.w
958
959
960 .. opcode:: TRUNC - Truncate
961
962 .. math::
963
964 dst.x = trunc(src.x)
965
966 dst.y = trunc(src.y)
967
968 dst.z = trunc(src.z)
969
970 dst.w = trunc(src.w)
971
972
973 .. opcode:: SHL - Shift Left
974
975 .. math::
976
977 dst.x = src0.x << src1.x
978
979 dst.y = src0.y << src1.x
980
981 dst.z = src0.z << src1.x
982
983 dst.w = src0.w << src1.x
984
985
986 .. opcode:: SHR - Shift Right
987
988 .. math::
989
990 dst.x = src0.x >> src1.x
991
992 dst.y = src0.y >> src1.x
993
994 dst.z = src0.z >> src1.x
995
996 dst.w = src0.w >> src1.x
997
998
999 .. opcode:: AND - Bitwise And
1000
1001 .. math::
1002
1003 dst.x = src0.x & src1.x
1004
1005 dst.y = src0.y & src1.y
1006
1007 dst.z = src0.z & src1.z
1008
1009 dst.w = src0.w & src1.w
1010
1011
1012 .. opcode:: OR - Bitwise Or
1013
1014 .. math::
1015
1016 dst.x = src0.x | src1.x
1017
1018 dst.y = src0.y | src1.y
1019
1020 dst.z = src0.z | src1.z
1021
1022 dst.w = src0.w | src1.w
1023
1024
1025 .. opcode:: MOD - Modulus
1026
1027 .. math::
1028
1029 dst.x = src0.x \bmod src1.x
1030
1031 dst.y = src0.y \bmod src1.y
1032
1033 dst.z = src0.z \bmod src1.z
1034
1035 dst.w = src0.w \bmod src1.w
1036
1037
1038 .. opcode:: XOR - Bitwise Xor
1039
1040 .. math::
1041
1042 dst.x = src0.x \oplus src1.x
1043
1044 dst.y = src0.y \oplus src1.y
1045
1046 dst.z = src0.z \oplus src1.z
1047
1048 dst.w = src0.w \oplus src1.w
1049
1050
1051 .. opcode:: UCMP - Integer Conditional Move
1052
1053 .. math::
1054
1055 dst.x = src0.x ? src1.x : src2.x
1056
1057 dst.y = src0.y ? src1.y : src2.y
1058
1059 dst.z = src0.z ? src1.z : src2.z
1060
1061 dst.w = src0.w ? src1.w : src2.w
1062
1063
1064 .. opcode:: UARL - Integer Address Register Load
1065
1066 Moves the contents of the source register, assumed to be an integer, into the
1067 destination register, which is assumed to be an address (ADDR) register.
1068
1069
1070 .. opcode:: IABS - Integer Absolute Value
1071
1072 .. math::
1073
1074 dst.x = |src.x|
1075
1076 dst.y = |src.y|
1077
1078 dst.z = |src.z|
1079
1080 dst.w = |src.w|
1081
1082
1083 .. opcode:: SAD - Sum Of Absolute Differences
1084
1085 .. math::
1086
1087 dst.x = |src0.x - src1.x| + src2.x
1088
1089 dst.y = |src0.y - src1.y| + src2.y
1090
1091 dst.z = |src0.z - src1.z| + src2.z
1092
1093 dst.w = |src0.w - src1.w| + src2.w
1094
1095
1096 .. opcode:: TXF - Texel Fetch (as per NV_gpu_shader4), extract a single texel
1097 from a specified texture image. The source sampler may
1098 not be a CUBE or SHADOW.
1099 src 0 is a four-component signed integer vector used to
1100 identify the single texel accessed. 3 components + level.
1101 src 1 is a 3 component constant signed integer vector,
1102 with each component only have a range of
1103 -8..+8 (hw only seems to deal with this range, interface
1104 allows for up to unsigned int).
1105 TXF(uint_vec coord, int_vec offset).
1106
1107
1108 .. opcode:: TXQ - Texture Size Query (as per NV_gpu_program4)
1109 retrieve the dimensions of the texture
1110 depending on the target. For 1D (width), 2D/RECT/CUBE
1111 (width, height), 3D (width, height, depth),
1112 1D array (width, layers), 2D array (width, height, layers)
1113
1114 .. math::
1115
1116 lod = src0
1117
1118 dst.x = texture_width(unit, lod)
1119
1120 dst.y = texture_height(unit, lod)
1121
1122 dst.z = texture_depth(unit, lod)
1123
1124
1125 .. opcode:: CONT - Continue
1126
1127 TBD
1128
1129 .. note::
1130
1131 Support for CONT is determined by a special capability bit,
1132 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
1133
1134
1135 Geometry ISA
1136 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1137
1138 These opcodes are only supported in geometry shaders; they have no meaning
1139 in any other type of shader.
1140
1141 .. opcode:: EMIT - Emit
1142
1143 TBD
1144
1145
1146 .. opcode:: ENDPRIM - End Primitive
1147
1148 TBD
1149
1150
1151 GLSL ISA
1152 ^^^^^^^^^^
1153
1154 These opcodes are part of :term:`GLSL`'s opcode set. Support for these
1155 opcodes is determined by a special capability bit, ``GLSL``.
1156
1157 .. opcode:: BGNLOOP - Begin a Loop
1158
1159 TBD
1160
1161
1162 .. opcode:: BGNSUB - Begin Subroutine
1163
1164 TBD
1165
1166
1167 .. opcode:: ENDLOOP - End a Loop
1168
1169 TBD
1170
1171
1172 .. opcode:: ENDSUB - End Subroutine
1173
1174 TBD
1175
1176
1177 .. opcode:: NOP - No Operation
1178
1179 Do nothing.
1180
1181
1182 .. opcode:: NRM4 - 4-component Vector Normalise
1183
1184 This instruction replicates its result.
1185
1186 .. math::
1187
1188 dst = \frac{src.x}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
1189
1190
1191 ps_2_x
1192 ^^^^^^^^^^^^
1193
1194 XXX wait what
1195
1196 .. opcode:: CALLNZ - Subroutine Call If Not Zero
1197
1198 TBD
1199
1200
1201 .. opcode:: IFC - If
1202
1203 TBD
1204
1205
1206 .. opcode:: BREAKC - Break Conditional
1207
1208 TBD
1209
1210 .. _doubleopcodes:
1211
1212 Double ISA
1213 ^^^^^^^^^^^^^^^
1214
1215 The double-precision opcodes reinterpret four-component vectors into
1216 two-component vectors with doubled precision in each component.
1217
1218 Support for these opcodes is XXX undecided. :T
1219
1220 .. opcode:: DADD - Add
1221
1222 .. math::
1223
1224 dst.xy = src0.xy + src1.xy
1225
1226 dst.zw = src0.zw + src1.zw
1227
1228
1229 .. opcode:: DDIV - Divide
1230
1231 .. math::
1232
1233 dst.xy = src0.xy / src1.xy
1234
1235 dst.zw = src0.zw / src1.zw
1236
1237 .. opcode:: DSEQ - Set on Equal
1238
1239 .. math::
1240
1241 dst.xy = src0.xy == src1.xy ? 1.0F : 0.0F
1242
1243 dst.zw = src0.zw == src1.zw ? 1.0F : 0.0F
1244
1245 .. opcode:: DSLT - Set on Less than
1246
1247 .. math::
1248
1249 dst.xy = src0.xy < src1.xy ? 1.0F : 0.0F
1250
1251 dst.zw = src0.zw < src1.zw ? 1.0F : 0.0F
1252
1253 .. opcode:: DFRAC - Fraction
1254
1255 .. math::
1256
1257 dst.xy = src.xy - \lfloor src.xy\rfloor
1258
1259 dst.zw = src.zw - \lfloor src.zw\rfloor
1260
1261
1262 .. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
1263
1264 Like the ``frexp()`` routine in many math libraries, this opcode stores the
1265 exponent of its source to ``dst0``, and the significand to ``dst1``, such that
1266 :math:`dst1 \times 2^{dst0} = src` .
1267
1268 .. math::
1269
1270 dst0.xy = exp(src.xy)
1271
1272 dst1.xy = frac(src.xy)
1273
1274 dst0.zw = exp(src.zw)
1275
1276 dst1.zw = frac(src.zw)
1277
1278 .. opcode:: DLDEXP - Multiply Number by Integral Power of 2
1279
1280 This opcode is the inverse of :opcode:`DFRACEXP`.
1281
1282 .. math::
1283
1284 dst.xy = src0.xy \times 2^{src1.xy}
1285
1286 dst.zw = src0.zw \times 2^{src1.zw}
1287
1288 .. opcode:: DMIN - Minimum
1289
1290 .. math::
1291
1292 dst.xy = min(src0.xy, src1.xy)
1293
1294 dst.zw = min(src0.zw, src1.zw)
1295
1296 .. opcode:: DMAX - Maximum
1297
1298 .. math::
1299
1300 dst.xy = max(src0.xy, src1.xy)
1301
1302 dst.zw = max(src0.zw, src1.zw)
1303
1304 .. opcode:: DMUL - Multiply
1305
1306 .. math::
1307
1308 dst.xy = src0.xy \times src1.xy
1309
1310 dst.zw = src0.zw \times src1.zw
1311
1312
1313 .. opcode:: DMAD - Multiply And Add
1314
1315 .. math::
1316
1317 dst.xy = src0.xy \times src1.xy + src2.xy
1318
1319 dst.zw = src0.zw \times src1.zw + src2.zw
1320
1321
1322 .. opcode:: DRCP - Reciprocal
1323
1324 .. math::
1325
1326 dst.xy = \frac{1}{src.xy}
1327
1328 dst.zw = \frac{1}{src.zw}
1329
1330 .. opcode:: DSQRT - Square Root
1331
1332 .. math::
1333
1334 dst.xy = \sqrt{src.xy}
1335
1336 dst.zw = \sqrt{src.zw}
1337
1338
1339 .. _samplingopcodes:
1340
1341 Resource Sampling Opcodes
1342 ^^^^^^^^^^^^^^^^^^^^^^^^^
1343
1344 Those opcodes follow very closely semantics of the respective Direct3D
1345 instructions. If in doubt double check Direct3D documentation.
1346
1347 .. opcode:: SAMPLE - Using provided address, sample data from the
1348 specified texture using the filtering mode identified
1349 by the gven sampler. The source data may come from
1350 any resource type other than buffers.
1351 SAMPLE dst, address, sampler_view, sampler
1352 e.g.
1353 SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]
1354
1355 .. opcode:: SAMPLE_I - Simplified alternative to the SAMPLE instruction.
1356 Using the provided integer address, SAMPLE_I fetches data
1357 from the specified sampler view without any filtering.
1358 The source data may come from any resource type other
1359 than CUBE.
1360 SAMPLE_I dst, address, sampler_view
1361 e.g.
1362 SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]
1363 The 'address' is specified as unsigned integers. If the
1364 'address' is out of range [0...(# texels - 1)] the
1365 result of the fetch is always 0 in all components.
1366 As such the instruction doesn't honor address wrap
1367 modes, in cases where that behavior is desirable
1368 'SAMPLE' instruction should be used.
1369 address.w always provides an unsigned integer mipmap
1370 level. If the value is out of the range then the
1371 instruction always returns 0 in all components.
1372 address.yz are ignored for buffers and 1d textures.
1373 address.z is ignored for 1d texture arrays and 2d
1374 textures.
1375 For 1D texture arrays address.y provides the array
1376 index (also as unsigned integer). If the value is
1377 out of the range of available array indices
1378 [0... (array size - 1)] then the opcode always returns
1379 0 in all components.
1380 For 2D texture arrays address.z provides the array
1381 index, otherwise it exhibits the same behavior as in
1382 the case for 1D texture arrays.
1383 The exact semantics of the source address are presented
1384 in the table below:
1385 resource type X Y Z W
1386 ------------- ------------------------
1387 PIPE_BUFFER x ignored
1388 PIPE_TEXTURE_1D x mpl
1389 PIPE_TEXTURE_2D x y mpl
1390 PIPE_TEXTURE_3D x y z mpl
1391 PIPE_TEXTURE_RECT x y mpl
1392 PIPE_TEXTURE_CUBE not allowed as source
1393 PIPE_TEXTURE_1D_ARRAY x idx mpl
1394 PIPE_TEXTURE_2D_ARRAY x y idx mpl
1395
1396 Where 'mpl' is a mipmap level and 'idx' is the
1397 array index.
1398
1399 .. opcode:: SAMPLE_I_MS - Just like SAMPLE_I but allows fetch data from
1400 multi-sampled surfaces.
1401 SAMPLE_I_MS dst, address, sampler_view, sample
1402
1403 .. opcode:: SAMPLE_B - Just like the SAMPLE instruction with the
1404 exception that an additional bias is applied to the
1405 level of detail computed as part of the instruction
1406 execution.
1407 SAMPLE_B dst, address, sampler_view, sampler, lod_bias
1408 e.g.
1409 SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x
1410
1411 .. opcode:: SAMPLE_C - Similar to the SAMPLE instruction but it
1412 performs a comparison filter. The operands to SAMPLE_C
1413 are identical to SAMPLE, except that there is an additional
1414 float32 operand, reference value, which must be a register
1415 with single-component, or a scalar literal.
1416 SAMPLE_C makes the hardware use the current samplers
1417 compare_func (in pipe_sampler_state) to compare
1418 reference value against the red component value for the
1419 surce resource at each texel that the currently configured
1420 texture filter covers based on the provided coordinates.
1421 SAMPLE_C dst, address, sampler_view.r, sampler, ref_value
1422 e.g.
1423 SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x
1424
1425 .. opcode:: SAMPLE_C_LZ - Same as SAMPLE_C, but LOD is 0 and derivatives
1426 are ignored. The LZ stands for level-zero.
1427 SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value
1428 e.g.
1429 SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x
1430
1431
1432 .. opcode:: SAMPLE_D - SAMPLE_D is identical to the SAMPLE opcode except
1433 that the derivatives for the source address in the x
1434 direction and the y direction are provided by extra
1435 parameters.
1436 SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y
1437 e.g.
1438 SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]
1439
1440 .. opcode:: SAMPLE_L - SAMPLE_L is identical to the SAMPLE opcode except
1441 that the LOD is provided directly as a scalar value,
1442 representing no anisotropy.
1443 SAMPLE_L dst, address, sampler_view, sampler, explicit_lod
1444 e.g.
1445 SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x
1446
1447 .. opcode:: GATHER4 - Gathers the four texels to be used in a bi-linear
1448 filtering operation and packs them into a single register.
1449 Only works with 2D, 2D array, cubemaps, and cubemaps arrays.
1450 For 2D textures, only the addressing modes of the sampler and
1451 the top level of any mip pyramid are used. Set W to zero.
1452 It behaves like the SAMPLE instruction, but a filtered
1453 sample is not generated. The four samples that contribute
1454 to filtering are placed into xyzw in counter-clockwise order,
1455 starting with the (u,v) texture coordinate delta at the
1456 following locations (-, +), (+, +), (+, -), (-, -), where
1457 the magnitude of the deltas are half a texel.
1458
1459
1460 .. opcode:: SVIEWINFO - query the dimensions of a given sampler view.
1461 dst receives width, height, depth or array size and
1462 number of mipmap levels as int4. The dst can have a writemask
1463 which will specify what info is the caller interested
1464 in.
1465 SVIEWINFO dst, src_mip_level, sampler_view
1466 e.g.
1467 SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]
1468 src_mip_level is an unsigned integer scalar. If it's
1469 out of range then returns 0 for width, height and
1470 depth/array size but the total number of mipmap is
1471 still returned correctly for the given sampler view.
1472 The returned width, height and depth values are for
1473 the mipmap level selected by the src_mip_level and
1474 are in the number of texels.
1475 For 1d texture array width is in dst.x, array size
1476 is in dst.y and dst.zw are always 0.
1477
1478 .. opcode:: SAMPLE_POS - query the position of a given sample.
1479 dst receives float4 (x, y, 0, 0) indicated where the
1480 sample is located. If the resource is not a multi-sample
1481 resource and not a render target, the result is 0.
1482
1483 .. opcode:: SAMPLE_INFO - dst receives number of samples in x.
1484 If the resource is not a multi-sample resource and
1485 not a render target, the result is 0.
1486
1487
1488 .. _resourceopcodes:
1489
1490 Resource Access Opcodes
1491 ^^^^^^^^^^^^^^^^^^^^^^^
1492
1493 .. opcode:: LOAD - Fetch data from a shader resource
1494
1495 Syntax: ``LOAD dst, resource, address``
1496
1497 Example: ``LOAD TEMP[0], RES[0], TEMP[1]``
1498
1499 Using the provided integer address, LOAD fetches data
1500 from the specified buffer or texture without any
1501 filtering.
1502
1503 The 'address' is specified as a vector of unsigned
1504 integers. If the 'address' is out of range the result
1505 is unspecified.
1506
1507 Only the first mipmap level of a resource can be read
1508 from using this instruction.
1509
1510 For 1D or 2D texture arrays, the array index is
1511 provided as an unsigned integer in address.y or
1512 address.z, respectively. address.yz are ignored for
1513 buffers and 1D textures. address.z is ignored for 1D
1514 texture arrays and 2D textures. address.w is always
1515 ignored.
1516
1517 .. opcode:: STORE - Write data to a shader resource
1518
1519 Syntax: ``STORE resource, address, src``
1520
1521 Example: ``STORE RES[0], TEMP[0], TEMP[1]``
1522
1523 Using the provided integer address, STORE writes data
1524 to the specified buffer or texture.
1525
1526 The 'address' is specified as a vector of unsigned
1527 integers. If the 'address' is out of range the result
1528 is unspecified.
1529
1530 Only the first mipmap level of a resource can be
1531 written to using this instruction.
1532
1533 For 1D or 2D texture arrays, the array index is
1534 provided as an unsigned integer in address.y or
1535 address.z, respectively. address.yz are ignored for
1536 buffers and 1D textures. address.z is ignored for 1D
1537 texture arrays and 2D textures. address.w is always
1538 ignored.
1539
1540
1541 .. _threadsyncopcodes:
1542
1543 Inter-thread synchronization opcodes
1544 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1545
1546 These opcodes are intended for communication between threads running
1547 within the same compute grid. For now they're only valid in compute
1548 programs.
1549
1550 .. opcode:: MFENCE - Memory fence
1551
1552 Syntax: ``MFENCE resource``
1553
1554 Example: ``MFENCE RES[0]``
1555
1556 This opcode forces strong ordering between any memory access
1557 operations that affect the specified resource. This means that
1558 previous loads and stores (and only those) will be performed and
1559 visible to other threads before the program execution continues.
1560
1561
1562 .. opcode:: LFENCE - Load memory fence
1563
1564 Syntax: ``LFENCE resource``
1565
1566 Example: ``LFENCE RES[0]``
1567
1568 Similar to MFENCE, but it only affects the ordering of memory loads.
1569
1570
1571 .. opcode:: SFENCE - Store memory fence
1572
1573 Syntax: ``SFENCE resource``
1574
1575 Example: ``SFENCE RES[0]``
1576
1577 Similar to MFENCE, but it only affects the ordering of memory stores.
1578
1579
1580 .. opcode:: BARRIER - Thread group barrier
1581
1582 ``BARRIER``
1583
1584 This opcode suspends the execution of the current thread until all
1585 the remaining threads in the working group reach the same point of
1586 the program. Results are unspecified if any of the remaining
1587 threads terminates or never reaches an executed BARRIER instruction.
1588
1589
1590 .. _atomopcodes:
1591
1592 Atomic opcodes
1593 ^^^^^^^^^^^^^^
1594
1595 These opcodes provide atomic variants of some common arithmetic and
1596 logical operations. In this context atomicity means that another
1597 concurrent memory access operation that affects the same memory
1598 location is guaranteed to be performed strictly before or after the
1599 entire execution of the atomic operation.
1600
1601 For the moment they're only valid in compute programs.
1602
1603 .. opcode:: ATOMUADD - Atomic integer addition
1604
1605 Syntax: ``ATOMUADD dst, resource, offset, src``
1606
1607 Example: ``ATOMUADD TEMP[0], RES[0], TEMP[1], TEMP[2]``
1608
1609 The following operation is performed atomically on each component:
1610
1611 .. math::
1612
1613 dst_i = resource[offset]_i
1614
1615 resource[offset]_i = dst_i + src_i
1616
1617
1618 .. opcode:: ATOMXCHG - Atomic exchange
1619
1620 Syntax: ``ATOMXCHG dst, resource, offset, src``
1621
1622 Example: ``ATOMXCHG TEMP[0], RES[0], TEMP[1], TEMP[2]``
1623
1624 The following operation is performed atomically on each component:
1625
1626 .. math::
1627
1628 dst_i = resource[offset]_i
1629
1630 resource[offset]_i = src_i
1631
1632
1633 .. opcode:: ATOMCAS - Atomic compare-and-exchange
1634
1635 Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
1636
1637 Example: ``ATOMCAS TEMP[0], RES[0], TEMP[1], TEMP[2], TEMP[3]``
1638
1639 The following operation is performed atomically on each component:
1640
1641 .. math::
1642
1643 dst_i = resource[offset]_i
1644
1645 resource[offset]_i = (dst_i == cmp_i ? src_i : dst_i)
1646
1647
1648 .. opcode:: ATOMAND - Atomic bitwise And
1649
1650 Syntax: ``ATOMAND dst, resource, offset, src``
1651
1652 Example: ``ATOMAND TEMP[0], RES[0], TEMP[1], TEMP[2]``
1653
1654 The following operation is performed atomically on each component:
1655
1656 .. math::
1657
1658 dst_i = resource[offset]_i
1659
1660 resource[offset]_i = dst_i \& src_i
1661
1662
1663 .. opcode:: ATOMOR - Atomic bitwise Or
1664
1665 Syntax: ``ATOMOR dst, resource, offset, src``
1666
1667 Example: ``ATOMOR TEMP[0], RES[0], TEMP[1], TEMP[2]``
1668
1669 The following operation is performed atomically on each component:
1670
1671 .. math::
1672
1673 dst_i = resource[offset]_i
1674
1675 resource[offset]_i = dst_i | src_i
1676
1677
1678 .. opcode:: ATOMXOR - Atomic bitwise Xor
1679
1680 Syntax: ``ATOMXOR dst, resource, offset, src``
1681
1682 Example: ``ATOMXOR TEMP[0], RES[0], TEMP[1], TEMP[2]``
1683
1684 The following operation is performed atomically on each component:
1685
1686 .. math::
1687
1688 dst_i = resource[offset]_i
1689
1690 resource[offset]_i = dst_i \oplus src_i
1691
1692
1693 .. opcode:: ATOMUMIN - Atomic unsigned minimum
1694
1695 Syntax: ``ATOMUMIN dst, resource, offset, src``
1696
1697 Example: ``ATOMUMIN TEMP[0], RES[0], TEMP[1], TEMP[2]``
1698
1699 The following operation is performed atomically on each component:
1700
1701 .. math::
1702
1703 dst_i = resource[offset]_i
1704
1705 resource[offset]_i = (dst_i < src_i ? dst_i : src_i)
1706
1707
1708 .. opcode:: ATOMUMAX - Atomic unsigned maximum
1709
1710 Syntax: ``ATOMUMAX dst, resource, offset, src``
1711
1712 Example: ``ATOMUMAX TEMP[0], RES[0], TEMP[1], TEMP[2]``
1713
1714 The following operation is performed atomically on each component:
1715
1716 .. math::
1717
1718 dst_i = resource[offset]_i
1719
1720 resource[offset]_i = (dst_i > src_i ? dst_i : src_i)
1721
1722
1723 .. opcode:: ATOMIMIN - Atomic signed minimum
1724
1725 Syntax: ``ATOMIMIN dst, resource, offset, src``
1726
1727 Example: ``ATOMIMIN TEMP[0], RES[0], TEMP[1], TEMP[2]``
1728
1729 The following operation is performed atomically on each component:
1730
1731 .. math::
1732
1733 dst_i = resource[offset]_i
1734
1735 resource[offset]_i = (dst_i < src_i ? dst_i : src_i)
1736
1737
1738 .. opcode:: ATOMIMAX - Atomic signed maximum
1739
1740 Syntax: ``ATOMIMAX dst, resource, offset, src``
1741
1742 Example: ``ATOMIMAX TEMP[0], RES[0], TEMP[1], TEMP[2]``
1743
1744 The following operation is performed atomically on each component:
1745
1746 .. math::
1747
1748 dst_i = resource[offset]_i
1749
1750 resource[offset]_i = (dst_i > src_i ? dst_i : src_i)
1751
1752
1753
1754 Explanation of symbols used
1755 ------------------------------
1756
1757
1758 Functions
1759 ^^^^^^^^^^^^^^
1760
1761
1762 :math:`|x|` Absolute value of `x`.
1763
1764 :math:`\lceil x \rceil` Ceiling of `x`.
1765
1766 clamp(x,y,z) Clamp x between y and z.
1767 (x < y) ? y : (x > z) ? z : x
1768
1769 :math:`\lfloor x\rfloor` Floor of `x`.
1770
1771 :math:`\log_2{x}` Logarithm of `x`, base 2.
1772
1773 max(x,y) Maximum of x and y.
1774 (x > y) ? x : y
1775
1776 min(x,y) Minimum of x and y.
1777 (x < y) ? x : y
1778
1779 partialx(x) Derivative of x relative to fragment's X.
1780
1781 partialy(x) Derivative of x relative to fragment's Y.
1782
1783 pop() Pop from stack.
1784
1785 :math:`x^y` `x` to the power `y`.
1786
1787 push(x) Push x on stack.
1788
1789 round(x) Round x.
1790
1791 trunc(x) Truncate x, i.e. drop the fraction bits.
1792
1793
1794 Keywords
1795 ^^^^^^^^^^^^^
1796
1797
1798 discard Discard fragment.
1799
1800 pc Program counter.
1801
1802 target Label of target instruction.
1803
1804
1805 Other tokens
1806 ---------------
1807
1808
1809 Declaration
1810 ^^^^^^^^^^^
1811
1812
1813 Declares a register that is will be referenced as an operand in Instruction
1814 tokens.
1815
1816 File field contains register file that is being declared and is one
1817 of TGSI_FILE.
1818
1819 UsageMask field specifies which of the register components can be accessed
1820 and is one of TGSI_WRITEMASK.
1821
1822 The Local flag specifies that a given value isn't intended for
1823 subroutine parameter passing and, as a result, the implementation
1824 isn't required to give any guarantees of it being preserved across
1825 subroutine boundaries. As it's merely a compiler hint, the
1826 implementation is free to ignore it.
1827
1828 If Dimension flag is set to 1, a Declaration Dimension token follows.
1829
1830 If Semantic flag is set to 1, a Declaration Semantic token follows.
1831
1832 If Interpolate flag is set to 1, a Declaration Interpolate token follows.
1833
1834 If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
1835
1836
1837 Declaration Semantic
1838 ^^^^^^^^^^^^^^^^^^^^^^^^
1839
1840 Vertex and fragment shader input and output registers may be labeled
1841 with semantic information consisting of a name and index.
1842
1843 Follows Declaration token if Semantic bit is set.
1844
1845 Since its purpose is to link a shader with other stages of the pipeline,
1846 it is valid to follow only those Declaration tokens that declare a register
1847 either in INPUT or OUTPUT file.
1848
1849 SemanticName field contains the semantic name of the register being declared.
1850 There is no default value.
1851
1852 SemanticIndex is an optional subscript that can be used to distinguish
1853 different register declarations with the same semantic name. The default value
1854 is 0.
1855
1856 The meanings of the individual semantic names are explained in the following
1857 sections.
1858
1859 TGSI_SEMANTIC_POSITION
1860 """"""""""""""""""""""
1861
1862 For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
1863 output register which contains the homogeneous vertex position in the clip
1864 space coordinate system. After clipping, the X, Y and Z components of the
1865 vertex will be divided by the W value to get normalized device coordinates.
1866
1867 For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
1868 fragment shader input contains the fragment's window position. The X
1869 component starts at zero and always increases from left to right.
1870 The Y component starts at zero and always increases but Y=0 may either
1871 indicate the top of the window or the bottom depending on the fragment
1872 coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
1873 The Z coordinate ranges from 0 to 1 to represent depth from the front
1874 to the back of the Z buffer. The W component contains the reciprocol
1875 of the interpolated vertex position W component.
1876
1877 Fragment shaders may also declare an output register with
1878 TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
1879 the fragment shader to change the fragment's Z position.
1880
1881
1882
1883 TGSI_SEMANTIC_COLOR
1884 """""""""""""""""""
1885
1886 For vertex shader outputs or fragment shader inputs/outputs, this
1887 label indicates that the resister contains an R,G,B,A color.
1888
1889 Several shader inputs/outputs may contain colors so the semantic index
1890 is used to distinguish them. For example, color[0] may be the diffuse
1891 color while color[1] may be the specular color.
1892
1893 This label is needed so that the flat/smooth shading can be applied
1894 to the right interpolants during rasterization.
1895
1896
1897
1898 TGSI_SEMANTIC_BCOLOR
1899 """"""""""""""""""""
1900
1901 Back-facing colors are only used for back-facing polygons, and are only valid
1902 in vertex shader outputs. After rasterization, all polygons are front-facing
1903 and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
1904 so all BCOLORs effectively become regular COLORs in the fragment shader.
1905
1906
1907 TGSI_SEMANTIC_FOG
1908 """""""""""""""""
1909
1910 Vertex shader inputs and outputs and fragment shader inputs may be
1911 labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
1912 a fog coordinate in the form (F, 0, 0, 1). Typically, the fragment
1913 shader will use the fog coordinate to compute a fog blend factor which
1914 is used to blend the normal fragment color with a constant fog color.
1915
1916 Only the first component matters when writing from the vertex shader;
1917 the driver will ensure that the coordinate is in this format when used
1918 as a fragment shader input.
1919
1920
1921 TGSI_SEMANTIC_PSIZE
1922 """""""""""""""""""
1923
1924 Vertex shader input and output registers may be labeled with
1925 TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
1926 in the form (S, 0, 0, 1). The point size controls the width or diameter
1927 of points for rasterization. This label cannot be used in fragment
1928 shaders.
1929
1930 When using this semantic, be sure to set the appropriate state in the
1931 :ref:`rasterizer` first.
1932
1933
1934 TGSI_SEMANTIC_GENERIC
1935 """""""""""""""""""""
1936
1937 All vertex/fragment shader inputs/outputs not labeled with any other
1938 semantic label can be considered to be generic attributes. Typical
1939 uses of generic inputs/outputs are texcoords and user-defined values.
1940
1941
1942 TGSI_SEMANTIC_NORMAL
1943 """"""""""""""""""""
1944
1945 Indicates that a vertex shader input is a normal vector. This is
1946 typically only used for legacy graphics APIs.
1947
1948
1949 TGSI_SEMANTIC_FACE
1950 """"""""""""""""""
1951
1952 This label applies to fragment shader inputs only and indicates that
1953 the register contains front/back-face information of the form (F, 0,
1954 0, 1). The first component will be positive when the fragment belongs
1955 to a front-facing polygon, and negative when the fragment belongs to a
1956 back-facing polygon.
1957
1958
1959 TGSI_SEMANTIC_EDGEFLAG
1960 """"""""""""""""""""""
1961
1962 For vertex shaders, this sematic label indicates that an input or
1963 output is a boolean edge flag. The register layout is [F, x, x, x]
1964 where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
1965 simply copies the edge flag input to the edgeflag output.
1966
1967 Edge flags are used to control which lines or points are actually
1968 drawn when the polygon mode converts triangles/quads/polygons into
1969 points or lines.
1970
1971 TGSI_SEMANTIC_STENCIL
1972 """"""""""""""""""""""
1973
1974 For fragment shaders, this semantic label indicates than an output
1975 is a writable stencil reference value. Only the Y component is writable.
1976 This allows the fragment shader to change the fragments stencilref value.
1977
1978
1979 Declaration Interpolate
1980 ^^^^^^^^^^^^^^^^^^^^^^^
1981
1982 This token is only valid for fragment shader INPUT declarations.
1983
1984 The Interpolate field specifes the way input is being interpolated by
1985 the rasteriser and is one of TGSI_INTERPOLATE_*.
1986
1987 The CylindricalWrap bitfield specifies which register components
1988 should be subject to cylindrical wrapping when interpolating by the
1989 rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
1990 should be interpolated according to cylindrical wrapping rules.
1991
1992
1993 Declaration Sampler View
1994 ^^^^^^^^^^^^^^^^^^^^^^^^
1995
1996 Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
1997
1998 DCL SVIEW[#], resource, type(s)
1999
2000 Declares a shader input sampler view and assigns it to a SVIEW[#]
2001 register.
2002
2003 resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
2004
2005 type must be 1 or 4 entries (if specifying on a per-component
2006 level) out of UNORM, SNORM, SINT, UINT and FLOAT.
2007
2008
2009 Declaration Resource
2010 ^^^^^^^^^^^^^^^^^^^^
2011
2012 Follows Declaration token if file is TGSI_FILE_RESOURCE.
2013
2014 DCL RES[#], resource [, WR] [, RAW]
2015
2016 Declares a shader input resource and assigns it to a RES[#]
2017 register.
2018
2019 resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
2020 2DArray.
2021
2022 If the RAW keyword is not specified, the texture data will be
2023 subject to conversion, swizzling and scaling as required to yield
2024 the specified data type from the physical data format of the bound
2025 resource.
2026
2027 If the RAW keyword is specified, no channel conversion will be
2028 performed: the values read for each of the channels (X,Y,Z,W) will
2029 correspond to consecutive words in the same order and format
2030 they're found in memory. No element-to-address conversion will be
2031 performed either: the value of the provided X coordinate will be
2032 interpreted in byte units instead of texel units. The result of
2033 accessing a misaligned address is undefined.
2034
2035 Usage of the STORE opcode is only allowed if the WR (writable) flag
2036 is set.
2037
2038
2039 Properties
2040 ^^^^^^^^^^^^^^^^^^^^^^^^
2041
2042
2043 Properties are general directives that apply to the whole TGSI program.
2044
2045 FS_COORD_ORIGIN
2046 """""""""""""""
2047
2048 Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
2049 The default value is UPPER_LEFT.
2050
2051 If UPPER_LEFT, the position will be (0,0) at the upper left corner and
2052 increase downward and rightward.
2053 If LOWER_LEFT, the position will be (0,0) at the lower left corner and
2054 increase upward and rightward.
2055
2056 OpenGL defaults to LOWER_LEFT, and is configurable with the
2057 GL_ARB_fragment_coord_conventions extension.
2058
2059 DirectX 9/10 use UPPER_LEFT.
2060
2061 FS_COORD_PIXEL_CENTER
2062 """""""""""""""""""""
2063
2064 Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
2065 The default value is HALF_INTEGER.
2066
2067 If HALF_INTEGER, the fractionary part of the position will be 0.5
2068 If INTEGER, the fractionary part of the position will be 0.0
2069
2070 Note that this does not affect the set of fragments generated by
2071 rasterization, which is instead controlled by gl_rasterization_rules in the
2072 rasterizer.
2073
2074 OpenGL defaults to HALF_INTEGER, and is configurable with the
2075 GL_ARB_fragment_coord_conventions extension.
2076
2077 DirectX 9 uses INTEGER.
2078 DirectX 10 uses HALF_INTEGER.
2079
2080 FS_COLOR0_WRITES_ALL_CBUFS
2081 """"""""""""""""""""""""""
2082 Specifies that writes to the fragment shader color 0 are replicated to all
2083 bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
2084 fragData is directed to a single color buffer, but fragColor is broadcast.
2085
2086 VS_PROHIBIT_UCPS
2087 """"""""""""""""""""""""""
2088 If this property is set on the program bound to the shader stage before the
2089 fragment shader, user clip planes should have no effect (be disabled) even if
2090 that shader does not write to any clip distance outputs and the rasterizer's
2091 clip_plane_enable is non-zero.
2092 This property is only supported by drivers that also support shader clip
2093 distance outputs.
2094 This is useful for APIs that don't have UCPs and where clip distances written
2095 by a shader cannot be disabled.
2096
2097
2098 Texture Sampling and Texture Formats
2099 ------------------------------------
2100
2101 This table shows how texture image components are returned as (x,y,z,w) tuples
2102 by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
2103 :opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
2104 well.
2105
2106 +--------------------+--------------+--------------------+--------------+
2107 | Texture Components | Gallium | OpenGL | Direct3D 9 |
2108 +====================+==============+====================+==============+
2109 | R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
2110 +--------------------+--------------+--------------------+--------------+
2111 | RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
2112 +--------------------+--------------+--------------------+--------------+
2113 | RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
2114 +--------------------+--------------+--------------------+--------------+
2115 | RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
2116 +--------------------+--------------+--------------------+--------------+
2117 | A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
2118 +--------------------+--------------+--------------------+--------------+
2119 | L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
2120 +--------------------+--------------+--------------------+--------------+
2121 | LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
2122 +--------------------+--------------+--------------------+--------------+
2123 | I | (i, i, i, i) | (i, i, i, i) | N/A |
2124 +--------------------+--------------+--------------------+--------------+
2125 | UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
2126 | | | [#envmap-bumpmap]_ | |
2127 +--------------------+--------------+--------------------+--------------+
2128 | Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
2129 | | | [#depth-tex-mode]_ | |
2130 +--------------------+--------------+--------------------+--------------+
2131 | S | (s, s, s, s) | unknown | unknown |
2132 +--------------------+--------------+--------------------+--------------+
2133
2134 .. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
2135 .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
2136 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.