1.2.6 CND0 - Condition Zero
- dst.x = (src2.x >= 0.0) ? src0.x : src1.x
- dst.y = (src2.y >= 0.0) ? src0.y : src1.y
- dst.z = (src2.z >= 0.0) ? src0.z : src1.z
- dst.w = (src2.w >= 0.0) ? src0.w : src1.w
-
+ Removed. Use (CMP src2, src1, src0) instead.
1.2.7 DOT2ADD - 2-component Dot Product And Add
dst.w = round(src.w)
-1.3.10 EXPBASE2 - Exponent Base 2
+1.3.10 EXPBASE2 - Exponential Base 2
dst.x = pow(2.0, src.x)
dst.y = pow(2.0, src.x)
1.5.7 KILP - Predicated Discard
- TBD
+ discard
1.5.8 LG2 - Logarithm Base 2
1.6.3 BRA - Branch
- TBD
+ pc = target
1.6.4 CAL - Subroutine Call
1.8.2 KIL - Conditional Discard
- TBD
+ if (src.x < 0.0 || src.y < 0.0 || src.z < 0.0 || src.w < 0.0)
+ discard
+ endif
1.8.3 SCS - Sine Cosine
TBD
-1.9.8 LOOP - Loop
+1.9.8 BGNFOR - Begin a For-Loop
- TBD
+ dst.x = floor(src.x)
+ dst.y = floor(src.y)
+ dst.z = floor(src.z)
+
+ if (dst.y <= 0)
+ pc = [matching ENDFOR] + 1
+ endif
+
+ Note: The destination must be a loop register.
+ The source must be a constant register.
1.9.9 REP - Repeat
TBD
-1.9.12 ENDLOOP - End Loop
+1.9.12 ENDFOR - End a For-Loop
- TBD
+ dst.x = dst.x + dst.z
+ dst.y = dst.y - 1.0
+
+ if (dst.y > 0)
+ pc = [matching BGNFOR instruction] + 1
+ endif
+
+ Note: The destination must be a loop register.
1.9.13 ENDREP - End Repeat
TBD
+
+1.13 GLSL
+----------
+
+
+1.13.1 BGNLOOP - Begin a Loop
+
+ TBD
+
+
+1.13.2 BGNSUB - Begin Subroutine
+
+ TBD
+
+
+1.13.3 ENDLOOP - End a Loop
+
+ TBD
+
+
+1.13.4 ENDSUB - End Subroutine
+
+ TBD
+
+
+1.13.5 INT - Truncate
+
+ Alias for TRUNC.
+
+
+1.13.6 NOISE1 - 1D Noise
+
+ TBD
+
+
+1.13.7 NOISE2 - 2D Noise
+
+ TBD
+
+
+1.13.8 NOISE3 - 3D Noise
+
+ TBD
+
+
+1.13.9 NOISE4 - 4D Noise
+
+ TBD
+
+
+1.13.10 NOP - No Operation
+
+ Do nothing.
+
+
+1.14 ps_1_1
+------------
+
+
+1.14.1 TEXKILL - Conditional Discard
+
+ Alias for KIL.
+
+
+1.15 ps_1_4
+------------
+
+
+1.15.1 TEXLD - Texture Lookup
+
+ Alias for TEX.
+
+
+1.16 ps_2_0
+------------
+
+
+1.16.1 M4X4 - Multiply Matrix
+
+ Alias for MULTIPLYMATRIX.
+
+
+1.16.2 M4X3 - Multiply Matrix
+
+ Considered for removal from language.
+
+
+1.16.3 M3X4 - Multiply Matrix
+
+ Considered for removal from language.
+
+
+1.16.4 M3X3 - Multiply Matrix
+
+ Considered for removal from language.
+
+
+1.16.5 M3X2 - Multiply Matrix
+
+ Considered for removal from language.
+
+
+1.16.6 CRS - Cross Product
+
+ Alias for XPD.
+
+
+1.16.7 NRM4 - 4-component Vector Normalise
+
+ dst.x = src.x / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
+ dst.y = src.y / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
+ dst.z = src.z / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
+ dst.w = src.w / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
+
+
+1.16.8 SINCOS - Sine Cosine
+
+ Alias for SCS.
+
+
+1.16.9 TEXLDB - Texture Lookup With Bias
+
+ Alias for TXB.
+
+
+1.16.10 DP2ADD - 2-component Dot Product And Add
+
+ Alias for DP2A.
+
+
+1.17 ps_2_x
+------------
+
+
+1.17.1 CALL - Subroutine Call
+
+ Alias for CAL.
+
+
+1.17.2 CALLNZ - Subroutine Call If Not Zero
+
+ TBD
+
+
+1.17.3 IFC - If
+
+ TBD
+
+
+1.17.4 BREAK - Break
+
+ Alias for BRK.
+
+
+1.17.5 BREAKC - Break Conditional
+
+ TBD
+
+
+1.17.6 DSX - Derivative Relative To X
+
+ Alias for DDX.
+
+
+1.17.7 DSY - Derivative Relative To Y
+
+ Alias for DDY.
+
+
+1.17.8 TEXLDD - Texture Lookup with Derivatives
+
+ Alias for TXD.
+
+
+1.18 vs_1_1
+------------
+
+
+1.18.1 EXPP - Approximate Exponential Base 2
+
+ Use EXP. See also 1.19.3.
+
+
+1.18.2 LOGP - Logarithm Base 2
+
+ Use LOG. See also 1.19.4.
+
+
+1.19 vs_2_0
+------------
+
+
+1.19.1 SGN - Set Sign
+
+ Alias for SSG.
+
+
+1.19.2 MOVA - Move Address Register
+
+ Alias for ARR.
+
+
+1.19.3 EXPP - Approximate Exponential Base 2
+
+ Use EX2.
+
+
+1.19.4 LOGP - Logarithm Base 2
+
+ Use LG2.
+
+
+2 Explanation of symbols used
+==============================
+
+
+2.1 Functions
+--------------
+
+
+ abs(x) Absolute value of x.
+ |x|
+ (x < 0.0) ? -x : x
+
+ ceil(x) Ceiling of x.
+
+ clamp(x,y,z) Clamp x between y and z.
+ (x < y) ? y : (x > z) ? z : x
+
+ cos(x) Cosine of x.
+
+ floor(x) Floor of x.
+
+ lg2(x) Logarithm base 2 of x.
+
+ max(x,y) Maximum of x and y.
+ (x > y) ? x : y
+
+ min(x,y) Minimum of x and y.
+ (x < y) ? x : y
+
+ partialx(x) Derivative of x relative to fragment's X.
+
+ partialy(x) Derivative of x relative to fragment's Y.
+
+ pop() Pop from stack.
+
+ pow(x,y) Raise x to power of y.
+
+ push(x) Push x on stack.
+
+ round(x) Round x.
+
+ sin(x) Sine of x.
+
+ sqrt(x) Square root of x.
+
+ trunc(x) Truncate x.
+
+
+2.2 Keywords
+-------------
+
+
+ discard Discard fragment.
+
+ dst First destination register.
+
+ dst0 First destination register.
+
+ pc Program counter.
+
+ src First source register.
+
+ src0 First source register.
+
+ src1 Second source register.
+
+ src2 Third source register.
+
+ target Label of target instruction.
+
+
+3 Other tokens
+===============
+
+
+3.1 Declaration Semantic
+-------------------------
+
+
+ Follows Declaration token if Semantic bit is set.
+
+ Since its purpose is to link a shader with other stages of the pipeline,
+ it is valid to follow only those Declaration tokens that declare a register
+ either in INPUT or OUTPUT file.
+
+ SemanticName field contains the semantic name of the register being declared.
+ There is no default value.
+
+ SemanticIndex is an optional subscript that can be used to distinguish
+ different register declarations with the same semantic name. The default value
+ is 0.
+
+ The meanings of the individual semantic names are explained in the following
+ sections.
+
+
+3.1.1 FACE
+
+ Valid only in a fragment shader INPUT declaration.
+
+ FACE.x is negative when the primitive is back facing. FACE.x is positive
+ when the primitive is front facing.