/** scalar instruction: dst = 1 / src0.x */
RC_OPCODE_RCP,
+ /** vec4 instruction: dst.c = floor(src0.c + 0.5) */
+ RC_OPCODE_ROUND,
+
/** scalar instruction: dst = 1 / sqrt(src0.x) */
RC_OPCODE_RSQ,
/** Stop execution of the shader (GLSL discard) */
RC_OPCODE_KILP,
+ /* Vertex shader CF Instructions */
+ RC_ME_PRED_SEQ,
+ RC_ME_PRED_SGT,
+ RC_ME_PRED_SGE,
+ RC_ME_PRED_SNEQ,
+ RC_ME_PRED_SET_CLR,
+ RC_ME_PRED_SET_INV,
+ RC_ME_PRED_SET_POP,
+ RC_ME_PRED_SET_RESTORE,
+
+ RC_VE_PRED_SEQ_PUSH,
+ RC_VE_PRED_SGT_PUSH,
+ RC_VE_PRED_SGE_PUSH,
+ RC_VE_PRED_SNEQ_PUSH,
+
MAX_RC_OPCODE
} rc_opcode;