dst.w = src0.w \times src1.w + src2.w
-.. opcode:: DP2A - 2-component Dot Product And Add
-
-.. math::
-
- dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x
-
- dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x
-
- dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x
-
- dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x
-
-
.. opcode:: FRC - Fraction
.. math::
dst = src0.x^{src1.x}
-.. opcode:: XPD - Cross Product
-
-.. math::
-
- dst.x = src0.y \times src1.z - src1.y \times src0.z
-
- dst.y = src0.z \times src1.x - src1.z \times src0.x
-
- dst.z = src0.x \times src1.y - src1.x \times src0.y
-
- dst.w = 1
-
-
-.. opcode:: DPH - Homogeneous Dot Product
-
-This instruction replicates its result.
-
-.. math::
-
- dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
-
.. opcode:: COS - Cosine
Unconditional discard. Allowed in fragment shaders only.
-.. opcode:: SCS - Sine Cosine
-
-.. math::
-
- dst.x = \cos{src.x}
-
- dst.y = \sin{src.x}
-
- dst.z = 0
-
- dst.w = 1
-
-
.. opcode:: TXB - Texture Lookup With Bias
for cube map array textures and shadow cube maps, the bias value
dst = texture\_sample(unit, coord, lod)
-.. opcode:: PUSHA - Push Address Register On Stack
-
- push(src.x)
- push(src.y)
- push(src.z)
- push(src.w)
-
-.. note::
-
- Considered for cleanup.
-
-.. note::
-
- Considered for removal.
-
-.. opcode:: POPA - Pop Address Register From Stack
-
- dst.w = pop()
- dst.z = pop()
- dst.y = pop()
- dst.x = pop()
-
-.. note::
-
- Considered for cleanup.
-
-.. note::
-
- Considered for removal.
-
-
-.. opcode:: CALLNZ - Subroutine Call If Not Zero
-
- TBD
-
-.. note::
-
- Considered for cleanup.
-
-.. note::
-
- Considered for removal.
-
-
Compute ISA
^^^^^^^^^^^^^^^^^^^^^^^^
destination register, which is assumed to be an address (ADDR) register.
-.. opcode:: SAD - Sum Of Absolute Differences
-
-.. math::
-
- dst.x = |src0.x - src1.x| + src2.x
-
- dst.y = |src0.y - src1.y| + src2.y
-
- dst.z = |src0.z - src1.z| + src2.z
-
- dst.w = |src0.w - src1.w| + src2.w
-
-
.. opcode:: TXF - Texel Fetch
As per NV_gpu_shader4, extract a single texel from a specified texture
image or PIPE_BUFFER resource. The source sampler may not be a CUBE or
SHADOW. src 0 is a
four-component signed integer vector used to identify the single texel
- accessed. 3 components + level. Just like texture instructions, an optional
+ accessed. 3 components + level. If the texture is multisampled, then
+ the fourth component indicates the sample, not the mipmap level.
+ Just like texture instructions, an optional
offset vector is provided, which is subject to various driver restrictions
(regarding range, source of offsets). This instruction ignores the sampler
state.
TXF(uint_vec coord, int_vec offset).
-.. opcode:: TXF_LZ - Texel Fetch
-
- This is the same as TXF with level = 0. Like TXF, it obeys
- pipe_sampler_view::u.tex.first_level.
-
-
.. opcode:: TXQ - Texture Size Query
As per NV_gpu_program4, retrieve the dimensions of the texture depending on
These opcodes are part of :term:`GLSL`'s opcode set. Support for these
opcodes is determined by a special capability bit, ``GLSL``.
-Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH).
+Some require glsl version 1.30 (UIF/SWITCH/CASE/DEFAULT/ENDSWITCH).
.. opcode:: CAL - Subroutine Call
or switch/endswitch.
-.. opcode:: BREAKC - Break Conditional
-
- Conditionally moves the point of execution to the instruction after the
- next endloop or endswitch. The instruction must appear within a loop/endloop
- or switch/endswitch.
- Condition evaluates to true if src0.x != 0 where src0.x is interpreted
- as an integer register.
-
-.. note::
-
- Considered for removal as it's quite inconsistent wrt other opcodes
- (could emulate with UIF/BRK/ENDIF).
-
-
.. opcode:: IF - Float If
Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
dst.z = src0.zw == src1.zw ? \sim 0 : 0
-.. opcode:: DSNE - Set on Equal
+.. opcode:: DSNE - Set on Not Equal
.. math::
Like the ``frexp()`` routine in many math libraries, this opcode stores the
exponent of its source to ``dst0``, and the significand to ``dst1``, such that
-:math:`dst1 \times 2^{dst0} = src` .
+:math:`dst1 \times 2^{dst0} = src` . The results are replicated across
+channels.
.. math::
- dst0.xy = exp(src.xy)
+ dst0.xy = dst.zw = frac(src.xy)
- dst1.xy = frac(src.xy)
+ dst1 = frac(src.xy)
- dst0.zw = exp(src.zw)
-
- dst1.zw = frac(src.zw)
.. opcode:: DLDEXP - Multiply Number by Integral Power of 2
dst.xy = src0.xy \times 2^{src1.x}
- dst.zw = src0.zw \times 2^{src1.y}
+ dst.zw = src0.zw \times 2^{src1.z}
.. opcode:: DMIN - Minimum
.. math::
- dst.xy = (uint64_t) src0.x
+ dst.xy = (int64_t) src0.x
- dst.zw = (uint64_t) src0.y
+ dst.zw = (int64_t) src0.y
.. opcode:: I2I64 - Signed Integer to 64-bit Integer
within the same compute grid. For now they're only valid in compute
programs.
-.. opcode:: MFENCE - Memory fence
-
- Syntax: ``MFENCE resource``
-
- Example: ``MFENCE RES[0]``
-
- This opcode forces strong ordering between any memory access
- operations that affect the specified resource. This means that
- previous loads and stores (and only those) will be performed and
- visible to other threads before the program execution continues.
-
-
-.. opcode:: LFENCE - Load memory fence
-
- Syntax: ``LFENCE resource``
-
- Example: ``LFENCE RES[0]``
-
- Similar to MFENCE, but it only affects the ordering of memory loads.
-
-
-.. opcode:: SFENCE - Store memory fence
-
- Syntax: ``SFENCE resource``
-
- Example: ``SFENCE RES[0]``
-
- Similar to MFENCE, but it only affects the ordering of memory stores.
-
-
.. opcode:: BARRIER - Thread group barrier
``BARRIER``
TGSI_SEMANTIC_SUBGROUP_LT_MASK
""""""""""""""""""""""""""""""
-A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
+A bit mask of ``bit index < TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic.
should be set the same way for an entire pipeline. Note that this
applies not only to the literal MUL TGSI opcode, but all FP32
multiplications implied by other operations, such as MAD, FMA, DP2,
-DP3, DP4, DPH, DST, LOG, LRP, XPD, and possibly others. If there is a
+DP3, DP4, DST, LOG, LRP, and possibly others. If there is a
mismatch between shaders, then it is unspecified whether this behavior
will be enabled.