--- /dev/null
+# formatting.py
+# Sphinx extension providing formatting for Gallium-specific data
+# (c) Corbin Simpson 2010
+# Public domain to the extent permitted; contact author for special licensing
+
+import docutils.nodes
+import sphinx.addnodes
+
+def parse_envvar(env, sig, signode):
+ envvar, t, default = sig.split(" ", 2)
+ envvar = envvar.strip().upper()
+ t = " Type: %s" % t.strip(" <>").lower()
+ default = " Default: %s" % default.strip(" ()")
+ signode += sphinx.addnodes.desc_name(envvar, envvar)
+ signode += sphinx.addnodes.desc_type(t, t)
+ signode += sphinx.addnodes.desc_annotation(default, default)
+ return envvar
+
+def parse_opcode(env, sig, signode):
+ opcode, desc = sig.split("-", 1)
+ opcode = opcode.strip().upper()
+ desc = " (%s)" % desc.strip()
+ signode += sphinx.addnodes.desc_name(opcode, opcode)
+ signode += sphinx.addnodes.desc_annotation(desc, desc)
+ return opcode
+
+def setup(app):
+ app.add_object_type("envvar", "envvar", "%s (environment variable)",
+ parse_envvar)
+ app.add_object_type("opcode", "opcode", "%s (TGSI opcode)",
+ parse_opcode)
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
#
-# import os
-# import sys
-# sys.path.insert(0, os.path.abspath('.'))
+import os
+import sys
+
+# If extensions (or modules to document with autodoc) are in another directory,
+# add these directories to sys.path here. If the directory is relative to the
+# documentation root, use os.path.abspath to make it absolute, like shown here.
+sys.path.append(os.path.abspath('_exts'))
# -- General configuration ------------------------------------------------
# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
# ones.
-extensions = []
+extensions = ['sphinx.ext.graphviz', 'formatting']
# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']
release-calendar
sourcedocs
dispatch
+ gallium/index
.. toctree::
:maxdepth: 1
--- /dev/null
+.. _context:
+
+Context
+=======
+
+A Gallium rendering context encapsulates the state which effects 3D
+rendering such as blend state, depth/stencil state, texture samplers,
+etc.
+
+Note that resource/texture allocation is not per-context but per-screen.
+
+
+Methods
+-------
+
+CSO State
+^^^^^^^^^
+
+All Constant State Object (CSO) state is created, bound, and destroyed,
+with triplets of methods that all follow a specific naming scheme.
+For example, ``create_blend_state``, ``bind_blend_state``, and
+``destroy_blend_state``.
+
+CSO objects handled by the context object:
+
+* :ref:`Blend`: ``*_blend_state``
+* :ref:`Sampler`: Texture sampler states are bound separately for fragment,
+ vertex, geometry and compute shaders with the ``bind_sampler_states``
+ function. The ``start`` and ``num_samplers`` parameters indicate a range
+ of samplers to change. NOTE: at this time, start is always zero and
+ the CSO module will always replace all samplers at once (no sub-ranges).
+ This may change in the future.
+* :ref:`Rasterizer`: ``*_rasterizer_state``
+* :ref:`depth-stencil-alpha`: ``*_depth_stencil_alpha_state``
+* :ref:`Shader`: These are create, bind and destroy methods for vertex,
+ fragment and geometry shaders.
+* :ref:`vertexelements`: ``*_vertex_elements_state``
+
+
+Resource Binding State
+^^^^^^^^^^^^^^^^^^^^^^
+
+This state describes how resources in various flavours (textures,
+buffers, surfaces) are bound to the driver.
+
+
+* ``set_constant_buffer`` sets a constant buffer to be used for a given shader
+ type. index is used to indicate which buffer to set (some apis may allow
+ multiple ones to be set, and binding a specific one later, though drivers
+ are mostly restricted to the first one right now).
+
+* ``set_framebuffer_state``
+
+* ``set_vertex_buffers``
+
+
+Non-CSO State
+^^^^^^^^^^^^^
+
+These pieces of state are too small, variable, and/or trivial to have CSO
+objects. They all follow simple, one-method binding calls, e.g.
+``set_blend_color``.
+
+* ``set_stencil_ref`` sets the stencil front and back reference values
+ which are used as comparison values in stencil test.
+* ``set_blend_color``
+* ``set_sample_mask`` sets the per-context multisample sample mask. Note
+ that this takes effect even if multisampling is not explicitly enabled if
+ the frambuffer surface(s) are multisampled. Also, this mask is AND-ed
+ with the optional fragment shader sample mask output (when emitted).
+* ``set_sample_locations`` sets the sample locations used for rasterization.
+ ```get_sample_position``` still returns the default locations. When NULL,
+ the default locations are used.
+* ``set_min_samples`` sets the minimum number of samples that must be run.
+* ``set_clip_state``
+* ``set_polygon_stipple``
+* ``set_scissor_states`` sets the bounds for the scissor test, which culls
+ pixels before blending to render targets. If the :ref:`Rasterizer` does
+ not have the scissor test enabled, then the scissor bounds never need to
+ be set since they will not be used. Note that scissor xmin and ymin are
+ inclusive, but xmax and ymax are exclusive. The inclusive ranges in x
+ and y would be [xmin..xmax-1] and [ymin..ymax-1]. The number of scissors
+ should be the same as the number of set viewports and can be up to
+ PIPE_MAX_VIEWPORTS.
+* ``set_viewport_states``
+* ``set_window_rectangles`` sets the window rectangles to be used for
+ rendering, as defined by GL_EXT_window_rectangles. There are two
+ modes - include and exclude, which define whether the supplied
+ rectangles are to be used for including fragments or excluding
+ them. All of the rectangles are ORed together, so in exclude mode,
+ any fragment inside any rectangle would be culled, while in include
+ mode, any fragment outside all rectangles would be culled. xmin/ymin
+ are inclusive, while xmax/ymax are exclusive (same as scissor states
+ above). Note that this only applies to draws, not clears or
+ blits. (Blits have their own way to pass the requisite rectangles
+ in.)
+* ``set_tess_state`` configures the default tessellation parameters:
+
+ * ``default_outer_level`` is the default value for the outer tessellation
+ levels. This corresponds to GL's ``PATCH_DEFAULT_OUTER_LEVEL``.
+ * ``default_inner_level`` is the default value for the inner tessellation
+ levels. This corresponds to GL's ``PATCH_DEFAULT_INNER_LEVEL``.
+
+* ``set_debug_callback`` sets the callback to be used for reporting
+ various debug messages, eventually reported via KHR_debug and
+ similar mechanisms.
+
+Samplers
+^^^^^^^^
+
+pipe_sampler_state objects control how textures are sampled (coordinate
+wrap modes, interpolation modes, etc). Note that samplers are not used
+for texture buffer objects. That is, pipe_context::bind_sampler_views()
+will not bind a sampler if the corresponding sampler view refers to a
+PIPE_BUFFER resource.
+
+Sampler Views
+^^^^^^^^^^^^^
+
+These are the means to bind textures to shader stages. To create one, specify
+its format, swizzle and LOD range in sampler view template.
+
+If texture format is different than template format, it is said the texture
+is being cast to another format. Casting can be done only between compatible
+formats, that is formats that have matching component order and sizes.
+
+Swizzle fields specify the way in which fetched texel components are placed
+in the result register. For example, ``swizzle_r`` specifies what is going to be
+placed in first component of result register.
+
+The ``first_level`` and ``last_level`` fields of sampler view template specify
+the LOD range the texture is going to be constrained to. Note that these
+values are in addition to the respective min_lod, max_lod values in the
+pipe_sampler_state (that is if min_lod is 2.0, and first_level 3, the first mip
+level used for sampling from the resource is effectively the fifth).
+
+The ``first_layer`` and ``last_layer`` fields specify the layer range the
+texture is going to be constrained to. Similar to the LOD range, this is added
+to the array index which is used for sampling.
+
+* ``set_sampler_views`` binds an array of sampler views to a shader stage.
+ Every binding point acquires a reference
+ to a respective sampler view and releases a reference to the previous
+ sampler view.
+
+ Sampler views outside of ``[start_slot, start_slot + num_views)`` are
+ unmodified. If ``views`` is NULL, the behavior is the same as if
+ ``views[n]`` was NULL for the entire range, ie. releasing the reference
+ for all the sampler views in the specified range.
+
+* ``create_sampler_view`` creates a new sampler view. ``texture`` is associated
+ with the sampler view which results in sampler view holding a reference
+ to the texture. Format specified in template must be compatible
+ with texture format.
+
+* ``sampler_view_destroy`` destroys a sampler view and releases its reference
+ to associated texture.
+
+Hardware Atomic buffers
+^^^^^^^^^^^^^^^^^^^^^^^
+
+Buffers containing hw atomics are required to support the feature
+on some drivers.
+
+Drivers that require this need to fill the ``set_hw_atomic_buffers`` method.
+
+Shader Resources
+^^^^^^^^^^^^^^^^
+
+Shader resources are textures or buffers that may be read or written
+from a shader without an associated sampler. This means that they
+have no support for floating point coordinates, address wrap modes or
+filtering.
+
+There are 2 types of shader resources: buffers and images.
+
+Buffers are specified using the ``set_shader_buffers`` method.
+
+Images are specified using the ``set_shader_images`` method. When binding
+images, the ``level``, ``first_layer`` and ``last_layer`` pipe_image_view
+fields specify the mipmap level and the range of layers the image will be
+constrained to.
+
+Surfaces
+^^^^^^^^
+
+These are the means to use resources as color render targets or depthstencil
+attachments. To create one, specify the mip level, the range of layers, and
+the bind flags (either PIPE_BIND_DEPTH_STENCIL or PIPE_BIND_RENDER_TARGET).
+Note that layer values are in addition to what is indicated by the geometry
+shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
+shader indicates index 2, the 5th layer of the resource will be used). These
+first_layer and last_layer parameters will only be used for 1d array, 2d array,
+cube, and 3d textures otherwise they are 0.
+
+* ``create_surface`` creates a new surface.
+
+* ``surface_destroy`` destroys a surface and releases its reference to the
+ associated resource.
+
+Stream output targets
+^^^^^^^^^^^^^^^^^^^^^
+
+Stream output, also known as transform feedback, allows writing the primitives
+produced by the vertex pipeline to buffers. This is done after the geometry
+shader or vertex shader if no geometry shader is present.
+
+The stream output targets are views into buffer resources which can be bound
+as stream outputs and specify a memory range where it's valid to write
+primitives. The pipe driver must implement memory protection such that any
+primitives written outside of the specified memory range are discarded.
+
+Two stream output targets can use the same resource at the same time, but
+with a disjoint memory range.
+
+Additionally, the stream output target internally maintains the offset
+into the buffer which is incremented everytime something is written to it.
+The internal offset is equal to how much data has already been written.
+It can be stored in device memory and the CPU actually doesn't have to query
+it.
+
+The stream output target can be used in a draw command to provide
+the vertex count. The vertex count is derived from the internal offset
+discussed above.
+
+* ``create_stream_output_target`` create a new target.
+
+* ``stream_output_target_destroy`` destroys a target. Users of this should
+ use pipe_so_target_reference instead.
+
+* ``set_stream_output_targets`` binds stream output targets. The parameter
+ offset is an array which specifies the internal offset of the buffer. The
+ internal offset is, besides writing, used for reading the data during the
+ draw_auto stage, i.e. it specifies how much data there is in the buffer
+ for the purposes of the draw_auto stage. -1 means the buffer should
+ be appended to, and everything else sets the internal offset.
+
+NOTE: The currently-bound vertex or geometry shader must be compiled with
+the properly-filled-in structure pipe_stream_output_info describing which
+outputs should be written to buffers and how. The structure is part of
+pipe_shader_state.
+
+Clearing
+^^^^^^^^
+
+Clear is one of the most difficult concepts to nail down to a single
+interface (due to both different requirements from APIs and also driver/hw
+specific differences).
+
+``clear`` initializes some or all of the surfaces currently bound to
+the framebuffer to particular RGBA, depth, or stencil values.
+Currently, this does not take into account color or stencil write masks (as
+used by GL), and always clears the whole surfaces (no scissoring as used by
+GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
+only depth or stencil in a combined depth/stencil surface.
+If a surface includes several layers then all layers will be cleared.
+
+``clear_render_target`` clears a single color rendertarget with the specified
+color value. While it is only possible to clear one surface at a time (which can
+include several layers), this surface need not be bound to the framebuffer.
+If render_condition_enabled is false, any current rendering condition is ignored
+and the clear will be unconditional.
+
+``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
+with the specified depth and stencil values (for combined depth/stencil buffers,
+it is also possible to only clear one or the other part). While it is only
+possible to clear one surface at a time (which can include several layers),
+this surface need not be bound to the framebuffer.
+If render_condition_enabled is false, any current rendering condition is ignored
+and the clear will be unconditional.
+
+``clear_texture`` clears a non-PIPE_BUFFER resource's specified level
+and bounding box with a clear value provided in that resource's native
+format.
+
+``clear_buffer`` clears a PIPE_BUFFER resource with the specified clear value
+(which may be multiple bytes in length). Logically this is a memset with a
+multi-byte element value starting at offset bytes from resource start, going
+for size bytes. It is guaranteed that size % clear_value_size == 0.
+
+Evaluating Depth Buffers
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+``evaluate_depth_buffer`` is a hint to decompress the current depth buffer
+assuming the current sample locations to avoid problems that could arise when
+using programmable sample locations.
+
+If a depth buffer is rendered with different sample location state than
+what is current at the time of reading the depth buffer, the values may differ
+because depth buffer compression can depend the sample locations.
+
+
+Uploading
+^^^^^^^^^
+
+For simple single-use uploads, use ``pipe_context::stream_uploader`` or
+``pipe_context::const_uploader``. The latter should be used for uploading
+constants, while the former should be used for uploading everything else.
+PIPE_USAGE_STREAM is implied in both cases, so don't use the uploaders
+for static allocations.
+
+Usage:
+
+Call u_upload_alloc or u_upload_data as many times as you want. After you are
+done, call u_upload_unmap. If the driver doesn't support persistent mappings,
+u_upload_unmap makes sure the previously mapped memory is unmapped.
+
+Gotchas:
+- Always fill the memory immediately after u_upload_alloc. Any following call
+to u_upload_alloc and u_upload_data can unmap memory returned by previous
+u_upload_alloc.
+- Don't interleave calls using stream_uploader and const_uploader. If you use
+one of them, do the upload, unmap, and only then can you use the other one.
+
+
+Drawing
+^^^^^^^
+
+``draw_vbo`` draws a specified primitive. The primitive mode and other
+properties are described by ``pipe_draw_info``.
+
+The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
+the mode of the primitive and the vertices to be fetched, in the range between
+``start`` to ``start``+``count``-1, inclusive.
+
+Every instance with instanceID in the range between ``start_instance`` and
+``start_instance``+``instance_count``-1, inclusive, will be drawn.
+
+If ``index_size`` != 0, all vertex indices will be looked up from the index
+buffer.
+
+In indexed draw, ``min_index`` and ``max_index`` respectively provide a lower
+and upper bound of the indices contained in the index buffer inside the range
+between ``start`` to ``start``+``count``-1. This allows the driver to
+determine which subset of vertices will be referenced during te draw call
+without having to scan the index buffer. Providing a over-estimation of the
+the true bounds, for example, a ``min_index`` and ``max_index`` of 0 and
+0xffffffff respectively, must give exactly the same rendering, albeit with less
+performance due to unreferenced vertex buffers being unnecessarily DMA'ed or
+processed. Providing a underestimation of the true bounds will result in
+undefined behavior, but should not result in program or system failure.
+
+In case of non-indexed draw, ``min_index`` should be set to
+``start`` and ``max_index`` should be set to ``start``+``count``-1.
+
+``index_bias`` is a value added to every vertex index after lookup and before
+fetching vertex attributes.
+
+When drawing indexed primitives, the primitive restart index can be
+used to draw disjoint primitive strips. For example, several separate
+line strips can be drawn by designating a special index value as the
+restart index. The ``primitive_restart`` flag enables/disables this
+feature. The ``restart_index`` field specifies the restart index value.
+
+When primitive restart is in use, array indexes are compared to the
+restart index before adding the index_bias offset.
+
+If a given vertex element has ``instance_divisor`` set to 0, it is said
+it contains per-vertex data and effective vertex attribute address needs
+to be recalculated for every index.
+
+ attribAddr = ``stride`` * index + ``src_offset``
+
+If a given vertex element has ``instance_divisor`` set to non-zero,
+it is said it contains per-instance data and effective vertex attribute
+address needs to recalculated for every ``instance_divisor``-th instance.
+
+ attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset``
+
+In the above formulas, ``src_offset`` is taken from the given vertex element
+and ``stride`` is taken from a vertex buffer associated with the given
+vertex element.
+
+The calculated attribAddr is used as an offset into the vertex buffer to
+fetch the attribute data.
+
+The value of ``instanceID`` can be read in a vertex shader through a system
+value register declared with INSTANCEID semantic name.
+
+
+Queries
+^^^^^^^
+
+Queries gather some statistic from the 3D pipeline over one or more
+draws. Queries may be nested, though not all gallium frontends exercise this.
+
+Queries can be created with ``create_query`` and deleted with
+``destroy_query``. To start a query, use ``begin_query``, and when finished,
+use ``end_query`` to end the query.
+
+``create_query`` takes a query type (``PIPE_QUERY_*``), as well as an index,
+which is the vertex stream for ``PIPE_QUERY_PRIMITIVES_GENERATED`` and
+``PIPE_QUERY_PRIMITIVES_EMITTED``, and allocates a query structure.
+
+``begin_query`` will clear/reset previous query results.
+
+``get_query_result`` is used to retrieve the results of a query. If
+the ``wait`` parameter is TRUE, then the ``get_query_result`` call
+will block until the results of the query are ready (and TRUE will be
+returned). Otherwise, if the ``wait`` parameter is FALSE, the call
+will not block and the return value will be TRUE if the query has
+completed or FALSE otherwise.
+
+``get_query_result_resource`` is used to store the result of a query into
+a resource without synchronizing with the CPU. This write will optionally
+wait for the query to complete, and will optionally write whether the value
+is available instead of the value itself.
+
+``set_active_query_state`` Set whether all current non-driver queries except
+TIME_ELAPSED are active or paused.
+
+The interface currently includes the following types of queries:
+
+``PIPE_QUERY_OCCLUSION_COUNTER`` counts the number of fragments which
+are written to the framebuffer without being culled by
+:ref:`depth-stencil-alpha` testing or shader KILL instructions.
+The result is an unsigned 64-bit integer.
+This query can be used with ``render_condition``.
+
+In cases where a boolean result of an occlusion query is enough,
+``PIPE_QUERY_OCCLUSION_PREDICATE`` should be used. It is just like
+``PIPE_QUERY_OCCLUSION_COUNTER`` except that the result is a boolean
+value of FALSE for cases where COUNTER would result in 0 and TRUE
+for all other cases.
+This query can be used with ``render_condition``.
+
+In cases where a conservative approximation of an occlusion query is enough,
+``PIPE_QUERY_OCCLUSION_PREDICATE_CONSERVATIVE`` should be used. It behaves
+like ``PIPE_QUERY_OCCLUSION_PREDICATE``, except that it may return TRUE in
+additional, implementation-dependent cases.
+This query can be used with ``render_condition``.
+
+``PIPE_QUERY_TIME_ELAPSED`` returns the amount of time, in nanoseconds,
+the context takes to perform operations.
+The result is an unsigned 64-bit integer.
+
+``PIPE_QUERY_TIMESTAMP`` returns a device/driver internal timestamp,
+scaled to nanoseconds, recorded after all commands issued prior to
+``end_query`` have been processed.
+This query does not require a call to ``begin_query``.
+The result is an unsigned 64-bit integer.
+
+``PIPE_QUERY_TIMESTAMP_DISJOINT`` can be used to check the
+internal timer resolution and whether the timestamp counter has become
+unreliable due to things like throttling etc. - only if this is FALSE
+a timestamp query (within the timestamp_disjoint query) should be trusted.
+The result is a 64-bit integer specifying the timer resolution in Hz,
+followed by a boolean value indicating whether the timestamp counter
+is discontinuous or disjoint.
+
+``PIPE_QUERY_PRIMITIVES_GENERATED`` returns a 64-bit integer indicating
+the number of primitives processed by the pipeline (regardless of whether
+stream output is active or not).
+
+``PIPE_QUERY_PRIMITIVES_EMITTED`` returns a 64-bit integer indicating
+the number of primitives written to stream output buffers.
+
+``PIPE_QUERY_SO_STATISTICS`` returns 2 64-bit integers corresponding to
+the result of
+``PIPE_QUERY_PRIMITIVES_EMITTED`` and
+the number of primitives that would have been written to stream output buffers
+if they had infinite space available (primitives_storage_needed), in this order.
+XXX the 2nd value is equivalent to ``PIPE_QUERY_PRIMITIVES_GENERATED`` but it is
+unclear if it should be increased if stream output is not active.
+
+``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` returns a boolean value indicating
+whether a selected stream output target has overflowed as a result of the
+commands issued between ``begin_query`` and ``end_query``.
+This query can be used with ``render_condition``. The output stream is
+selected by the stream number passed to ``create_query``.
+
+``PIPE_QUERY_SO_OVERFLOW_ANY_PREDICATE`` returns a boolean value indicating
+whether any stream output target has overflowed as a result of the commands
+issued between ``begin_query`` and ``end_query``. This query can be used
+with ``render_condition``, and its result is the logical OR of multiple
+``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` queries, one for each stream output
+target.
+
+``PIPE_QUERY_GPU_FINISHED`` returns a boolean value indicating whether
+all commands issued before ``end_query`` have completed. However, this
+does not imply serialization.
+This query does not require a call to ``begin_query``.
+
+``PIPE_QUERY_PIPELINE_STATISTICS`` returns an array of the following
+64-bit integers:
+Number of vertices read from vertex buffers.
+Number of primitives read from vertex buffers.
+Number of vertex shader threads launched.
+Number of geometry shader threads launched.
+Number of primitives generated by geometry shaders.
+Number of primitives forwarded to the rasterizer.
+Number of primitives rasterized.
+Number of fragment shader threads launched.
+Number of tessellation control shader threads launched.
+Number of tessellation evaluation shader threads launched.
+If a shader type is not supported by the device/driver,
+the corresponding values should be set to 0.
+
+``PIPE_QUERY_PIPELINE_STATISTICS_SINGLE`` returns a single counter from
+the ``PIPE_QUERY_PIPELINE_STATISTICS`` group. The specific counter must
+be selected when calling ``create_query`` by passing one of the
+``PIPE_STAT_QUERY`` enums as the query's ``index``.
+
+Gallium does not guarantee the availability of any query types; one must
+always check the capabilities of the :ref:`Screen` first.
+
+
+Conditional Rendering
+^^^^^^^^^^^^^^^^^^^^^
+
+A drawing command can be skipped depending on the outcome of a query
+(typically an occlusion query, or streamout overflow predicate).
+The ``render_condition`` function specifies the query which should be checked
+prior to rendering anything. Functions always honoring render_condition include
+(and are limited to) draw_vbo and clear.
+The blit, clear_render_target and clear_depth_stencil functions (but
+not resource_copy_region, which seems inconsistent) can also optionally honor
+the current render condition.
+
+If ``render_condition`` is called with ``query`` = NULL, conditional
+rendering is disabled and drawing takes place normally.
+
+If ``render_condition`` is called with a non-null ``query`` subsequent
+drawing commands will be predicated on the outcome of the query.
+Commands will be skipped if ``condition`` is equal to the predicate result
+(for non-boolean queries such as OCCLUSION_QUERY, zero counts as FALSE,
+non-zero as TRUE).
+
+If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the
+query to complete before deciding whether to render.
+
+If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet
+completed, the drawing command will be executed normally. If the query
+has completed, drawing will be predicated on the outcome of the query.
+
+If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
+PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
+for the non-REGION modes but in the case that an occlusion query returns
+a non-zero result, regions which were occluded may be ommitted by subsequent
+drawing commands. This can result in better performance with some GPUs.
+Normally, if the occlusion query returned a non-zero result subsequent
+drawing happens normally so fragments may be generated, shaded and
+processed even where they're known to be obscured.
+
+
+Flushing
+^^^^^^^^
+
+``flush``
+
+PIPE_FLUSH_END_OF_FRAME: Whether the flush marks the end of frame.
+
+PIPE_FLUSH_DEFERRED: It is not required to flush right away, but it is required
+to return a valid fence. If fence_finish is called with the returned fence
+and the context is still unflushed, and the ctx parameter of fence_finish is
+equal to the context where the fence was created, fence_finish will flush
+the context.
+
+PIPE_FLUSH_ASYNC: The flush is allowed to be asynchronous. Unlike
+``PIPE_FLUSH_DEFERRED``, the driver must still ensure that the returned fence
+will finish in finite time. However, subsequent operations in other contexts of
+the same screen are no longer guaranteed to happen after the flush. Drivers
+which use this flag must implement pipe_context::fence_server_sync.
+
+PIPE_FLUSH_HINT_FINISH: Hints to the driver that the caller will immediately
+wait for the returned fence.
+
+Additional flags may be set together with ``PIPE_FLUSH_DEFERRED`` for even
+finer-grained fences. Note that as a general rule, GPU caches may not have been
+flushed yet when these fences are signaled. Drivers are free to ignore these
+flags and create normal fences instead. At most one of the following flags can
+be specified:
+
+PIPE_FLUSH_TOP_OF_PIPE: The fence should be signaled as soon as the next
+command is ready to start executing at the top of the pipeline, before any of
+its data is actually read (including indirect draw parameters).
+
+PIPE_FLUSH_BOTTOM_OF_PIPE: The fence should be signaled as soon as the previous
+command has finished executing on the GPU entirely (but data written by the
+command may still be in caches and inaccessible to the CPU).
+
+
+``flush_resource``
+
+Flush the resource cache, so that the resource can be used
+by an external client. Possible usage:
+- flushing a resource before presenting it on the screen
+- flushing a resource if some other process or device wants to use it
+This shouldn't be used to flush caches if the resource is only managed
+by a single pipe_screen and is not shared with another process.
+(i.e. you shouldn't use it to flush caches explicitly if you want to e.g.
+use the resource for texturing)
+
+Fences
+^^^^^^
+
+``pipe_fence_handle``, and related methods, are used to synchronize
+execution between multiple parties. Examples include CPU <-> GPU synchronization,
+renderer <-> windowing system, multiple external APIs, etc.
+
+A ``pipe_fence_handle`` can either be 'one time use' or 're-usable'. A 'one time use'
+fence behaves like a traditional GPU fence. Once it reaches the signaled state it
+is forever considered to be signaled.
+
+Once a re-usable ``pipe_fence_handle`` becomes signaled, it can be reset
+back into an unsignaled state. The ``pipe_fence_handle`` will be reset to
+the unsignaled state by performing a wait operation on said object, i.e.
+``fence_server_sync``. As a corollary to this behaviour, a re-usable
+``pipe_fence_handle`` can only have one waiter.
+
+This behaviour is useful in producer <-> consumer chains. It helps avoid
+unecessarily sharing a new ``pipe_fence_handle`` each time a new frame is
+ready. Instead, the fences are exchanged once ahead of time, and access is synchronized
+through GPU signaling instead of direct producer <-> consumer communication.
+
+``fence_server_sync`` inserts a wait command into the GPU's command stream.
+
+``fence_server_signal`` inserts a signal command into the GPU's command stream.
+
+There are no guarantees that the wait/signal commands will be flushed when
+calling ``fence_server_sync`` or ``fence_server_signal``. An explicit
+call to ``flush`` is required to make sure the commands are emitted to the GPU.
+
+The Gallium implementation may implicitly ``flush`` the command stream during a
+``fence_server_sync`` or ``fence_server_signal`` call if necessary.
+
+Resource Busy Queries
+^^^^^^^^^^^^^^^^^^^^^
+
+``is_resource_referenced``
+
+
+
+Blitting
+^^^^^^^^
+
+These methods emulate classic blitter controls.
+
+These methods operate directly on ``pipe_resource`` objects, and stand
+apart from any 3D state in the context. Blitting functionality may be
+moved to a separate abstraction at some point in the future.
+
+``resource_copy_region`` blits a region of a resource to a region of another
+resource, provided that both resources have the same format, or compatible
+formats, i.e., formats for which copying the bytes from the source resource
+unmodified to the destination resource will achieve the same effect of a
+textured quad blitter.. The source and destination may be the same resource,
+but overlapping blits are not permitted.
+This can be considered the equivalent of a CPU memcpy.
+
+``blit`` blits a region of a resource to a region of another resource, including
+scaling, format conversion, and up-/downsampling, as well as a destination clip
+rectangle (scissors) and window rectangles. It can also optionally honor the
+current render condition (but either way the blit itself never contributes
+anything to queries currently gathering data).
+As opposed to manually drawing a textured quad, this lets the pipe driver choose
+the optimal method for blitting (like using a special 2D engine), and usually
+offers, for example, accelerated stencil-only copies even where
+PIPE_CAP_SHADER_STENCIL_EXPORT is not available.
+
+
+Transfers
+^^^^^^^^^
+
+These methods are used to get data to/from a resource.
+
+``transfer_map`` creates a memory mapping and the transfer object
+associated with it.
+The returned pointer points to the start of the mapped range according to
+the box region, not the beginning of the resource. If transfer_map fails,
+the returned pointer to the buffer memory is NULL, and the pointer
+to the transfer object remains unchanged (i.e. it can be non-NULL).
+
+``transfer_unmap`` remove the memory mapping for and destroy
+the transfer object. The pointer into the resource should be considered
+invalid and discarded.
+
+``texture_subdata`` and ``buffer_subdata`` perform a simplified
+transfer for simple writes. Basically transfer_map, data write, and
+transfer_unmap all in one.
+
+
+The box parameter to some of these functions defines a 1D, 2D or 3D
+region of pixels. This is self-explanatory for 1D, 2D and 3D texture
+targets.
+
+For PIPE_TEXTURE_1D_ARRAY and PIPE_TEXTURE_2D_ARRAY, the box::z and box::depth
+fields refer to the array dimension of the texture.
+
+For PIPE_TEXTURE_CUBE, the box:z and box::depth fields refer to the
+faces of the cube map (z + depth <= 6).
+
+For PIPE_TEXTURE_CUBE_ARRAY, the box:z and box::depth fields refer to both
+the face and array dimension of the texture (face = z % 6, array = z / 6).
+
+
+.. _transfer_flush_region:
+
+transfer_flush_region
+%%%%%%%%%%%%%%%%%%%%%
+
+If a transfer was created with ``FLUSH_EXPLICIT``, it will not automatically
+be flushed on write or unmap. Flushes must be requested with
+``transfer_flush_region``. Flush ranges are relative to the mapped range, not
+the beginning of the resource.
+
+
+
+.. _texture_barrier:
+
+texture_barrier
+%%%%%%%%%%%%%%%
+
+This function flushes all pending writes to the currently-set surfaces and
+invalidates all read caches of the currently-set samplers. This can be used
+for both regular textures as well as for framebuffers read via FBFETCH.
+
+
+
+.. _memory_barrier:
+
+memory_barrier
+%%%%%%%%%%%%%%%
+
+This function flushes caches according to which of the PIPE_BARRIER_* flags
+are set.
+
+
+
+.. _resource_commit:
+
+resource_commit
+%%%%%%%%%%%%%%%
+
+This function changes the commit state of a part of a sparse resource. Sparse
+resources are created by setting the ``PIPE_RESOURCE_FLAG_SPARSE`` flag when
+calling ``resource_create``. Initially, sparse resources only reserve a virtual
+memory region that is not backed by memory (i.e., it is uncommitted). The
+``resource_commit`` function can be called to commit or uncommit parts (or all)
+of a resource. The driver manages the underlying backing memory.
+
+The contents of newly committed memory regions are undefined. Calling this
+function to commit an already committed memory region is allowed and leaves its
+content unchanged. Similarly, calling this function to uncommit an already
+uncommitted memory region is allowed.
+
+For buffers, the given box must be aligned to multiples of
+``PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE``. As an exception to this rule, if the size
+of the buffer is not a multiple of the page size, changing the commit state of
+the last (partial) page requires a box that ends at the end of the buffer
+(i.e., box->x + box->width == buffer->width0).
+
+
+
+.. _pipe_transfer:
+
+PIPE_TRANSFER
+^^^^^^^^^^^^^
+
+These flags control the behavior of a transfer object.
+
+``PIPE_TRANSFER_READ``
+ Resource contents read back (or accessed directly) at transfer create time.
+
+``PIPE_TRANSFER_WRITE``
+ Resource contents will be written back at transfer_unmap time (or modified
+ as a result of being accessed directly).
+
+``PIPE_TRANSFER_MAP_DIRECTLY``
+ a transfer should directly map the resource. May return NULL if not supported.
+
+``PIPE_TRANSFER_DISCARD_RANGE``
+ The memory within the mapped region is discarded. Cannot be used with
+ ``PIPE_TRANSFER_READ``.
+
+``PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE``
+ Discards all memory backing the resource. It should not be used with
+ ``PIPE_TRANSFER_READ``.
+
+``PIPE_TRANSFER_DONTBLOCK``
+ Fail if the resource cannot be mapped immediately.
+
+``PIPE_TRANSFER_UNSYNCHRONIZED``
+ Do not synchronize pending operations on the resource when mapping. The
+ interaction of any writes to the map and any operations pending on the
+ resource are undefined. Cannot be used with ``PIPE_TRANSFER_READ``.
+
+``PIPE_TRANSFER_FLUSH_EXPLICIT``
+ Written ranges will be notified later with :ref:`transfer_flush_region`.
+ Cannot be used with ``PIPE_TRANSFER_READ``.
+
+``PIPE_TRANSFER_PERSISTENT``
+ Allows the resource to be used for rendering while mapped.
+ PIPE_RESOURCE_FLAG_MAP_PERSISTENT must be set when creating
+ the resource.
+ If COHERENT is not set, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER)
+ must be called to ensure the device can see what the CPU has written.
+
+``PIPE_TRANSFER_COHERENT``
+ If PERSISTENT is set, this ensures any writes done by the device are
+ immediately visible to the CPU and vice versa.
+ PIPE_RESOURCE_FLAG_MAP_COHERENT must be set when creating
+ the resource.
+
+Compute kernel execution
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+A compute program can be defined, bound or destroyed using
+``create_compute_state``, ``bind_compute_state`` or
+``destroy_compute_state`` respectively.
+
+Any of the subroutines contained within the compute program can be
+executed on the device using the ``launch_grid`` method. This method
+will execute as many instances of the program as elements in the
+specified N-dimensional grid, hopefully in parallel.
+
+The compute program has access to four special resources:
+
+* ``GLOBAL`` represents a memory space shared among all the threads
+ running on the device. An arbitrary buffer created with the
+ ``PIPE_BIND_GLOBAL`` flag can be mapped into it using the
+ ``set_global_binding`` method.
+
+* ``LOCAL`` represents a memory space shared among all the threads
+ running in the same working group. The initial contents of this
+ resource are undefined.
+
+* ``PRIVATE`` represents a memory space local to a single thread.
+ The initial contents of this resource are undefined.
+
+* ``INPUT`` represents a read-only memory space that can be
+ initialized at ``launch_grid`` time.
+
+These resources use a byte-based addressing scheme, and they can be
+accessed from the compute program by means of the LOAD/STORE TGSI
+opcodes. Additional resources to be accessed using the same opcodes
+may be specified by the user with the ``set_compute_resources``
+method.
+
+In addition, normal texture sampling is allowed from the compute
+program: ``bind_sampler_states`` may be used to set up texture
+samplers for the compute stage and ``set_sampler_views`` may
+be used to bind a number of sampler views to it.
+
+Mipmap generation
+^^^^^^^^^^^^^^^^^
+
+If PIPE_CAP_GENERATE_MIPMAP is true, ``generate_mipmap`` can be used
+to generate mipmaps for the specified texture resource.
+It replaces texel image levels base_level+1 through
+last_level for layers range from first_layer through last_layer.
+It returns TRUE if mipmap generation succeeds, otherwise it
+returns FALSE. Mipmap generation may fail when it is not supported
+for particular texture types or formats.
+
+Device resets
+^^^^^^^^^^^^^
+
+Gallium frontends can query or request notifications of when the GPU
+is reset for whatever reason (application error, driver error). When
+a GPU reset happens, the context becomes unusable and all related state
+should be considered lost and undefined. Despite that, context
+notifications are single-shot, i.e. subsequent calls to
+``get_device_reset_status`` will return PIPE_NO_RESET.
+
+* ``get_device_reset_status`` queries whether a device reset has happened
+ since the last call or since the last notification by callback.
+* ``set_device_reset_callback`` sets a callback which will be called when
+ a device reset is detected. The callback is only called synchronously.
+
+Bindless
+^^^^^^^^
+
+If PIPE_CAP_BINDLESS_TEXTURE is TRUE, the following ``pipe_context`` functions
+are used to create/delete bindless handles, and to make them resident in the
+current context when they are going to be used by shaders.
+
+* ``create_texture_handle`` creates a 64-bit unsigned integer texture handle
+ that is going to be directly used in shaders.
+* ``delete_texture_handle`` deletes a 64-bit unsigned integer texture handle.
+* ``make_texture_handle_resident`` makes a 64-bit unsigned texture handle
+ resident in the current context to be accessible by shaders for texture
+ mapping.
+* ``create_image_handle`` creates a 64-bit unsigned integer image handle that
+ is going to be directly used in shaders.
+* ``delete_image_handle`` deletes a 64-bit unsigned integer image handle.
+* ``make_image_handle_resident`` makes a 64-bit unsigned integer image handle
+ resident in the current context to be accessible by shaders for image loads,
+ stores and atomic operations.
+
+Using several contexts
+----------------------
+
+Several contexts from the same screen can be used at the same time. Objects
+created on one context cannot be used in another context, but the objects
+created by the screen methods can be used by all contexts.
+
+Transfers
+^^^^^^^^^
+A transfer on one context is not expected to synchronize properly with
+rendering on other contexts, thus only areas not yet used for rendering should
+be locked.
+
+A flush is required after transfer_unmap to expect other contexts to see the
+uploaded data, unless:
+
+* Using persistent mapping. Associated with coherent mapping, unmapping the
+ resource is also not required to use it in other contexts. Without coherent
+ mapping, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER) should be called on the
+ context that has mapped the resource. No flush is required.
+
+* Mapping the resource with PIPE_TRANSFER_MAP_DIRECTLY.
--- /dev/null
+CSO
+===
+
+CSO, Constant State Objects, are a core part of Gallium's API.
+
+CSO work on the principle of reusable state; they are created by filling
+out a state object with the desired properties, then passing that object
+to a context. The context returns an opaque context-specific handle which
+can be bound at any time for the desired effect.
+
+.. toctree::
+ :glob:
+
+ cso/*
--- /dev/null
+.. _blend:
+
+Blend
+=====
+
+This state controls blending of the final fragments into the target rendering
+buffers.
+
+Blend Factors
+-------------
+
+The blend factors largely follow the same pattern as their counterparts
+in other modern and legacy drawing APIs.
+
+Dual source blend factors are supported for up to 1 MRT, although
+you can advertise > 1 MRT, the stack cannot handle them for a few reasons.
+There is no definition on how the 1D array of shader outputs should be mapped
+to something that would be a 2D array (location, index). No current hardware
+exposes > 1 MRT, and we should revisit this issue if anyone ever does.
+
+Logical Operations
+------------------
+
+Logical operations, also known as logicops, lops, or rops, are supported.
+Only two-operand logicops are available. When logicops are enabled, all other
+blend state is ignored, including per-render-target state, so logicops are
+performed on all render targets.
+
+.. warning::
+ The blend_enable flag is ignored for all render targets when logical
+ operations are enabled.
+
+For a source component `s` and destination component `d`, the logical
+operations are defined as taking the bits of each channel of each component,
+and performing one of the following operations per-channel:
+
+* ``CLEAR``: 0
+* ``NOR``: :math:`\lnot(s \lor d)`
+* ``AND_INVERTED``: :math:`\lnot s \land d`
+* ``COPY_INVERTED``: :math:`\lnot s`
+* ``AND_REVERSE``: :math:`s \land \lnot d`
+* ``INVERT``: :math:`\lnot d`
+* ``XOR``: :math:`s \oplus d`
+* ``NAND``: :math:`\lnot(s \land d)`
+* ``AND``: :math:`s \land d`
+* ``EQUIV``: :math:`\lnot(s \oplus d)`
+* ``NOOP``: :math:`d`
+* ``OR_INVERTED``: :math:`\lnot s \lor d`
+* ``COPY``: :math:`s`
+* ``OR_REVERSE``: :math:`s \lor \lnot d`
+* ``OR``: :math:`s \lor d`
+* ``SET``: 1
+
+.. note::
+ The logical operation names and definitions match those of the OpenGL API,
+ and are similar to the ROP2 and ROP3 definitions of GDI. This is
+ intentional, to ease transitions to Gallium.
+
+Members
+-------
+
+These members affect all render targets.
+
+dither
+%%%%%%
+
+Whether dithering is enabled.
+
+.. note::
+ Dithering is completely implementation-dependent. It may be ignored by
+ drivers for any reason, and some render targets may always or never be
+ dithered depending on their format or usage flags.
+
+logicop_enable
+%%%%%%%%%%%%%%
+
+Whether the blender should perform a logicop instead of blending.
+
+logicop_func
+%%%%%%%%%%%%
+
+The logicop to use. One of ``PIPE_LOGICOP``.
+
+independent_blend_enable
+ If enabled, blend state is different for each render target, and
+ for each render target set in the respective member of the rt array.
+ If disabled, blend state is the same for all render targets, and only
+ the first member of the rt array contains valid data.
+rt
+ Contains the per-rendertarget blend state.
+alpha_to_coverage
+ If enabled, the fragment's alpha value is used to override the fragment's
+ coverage mask. The coverage mask will be all zeros if the alpha value is
+ zero. The coverage mask will be all ones if the alpha value is one.
+ Otherwise, the number of bits set in the coverage mask will be proportional
+ to the alpha value. Note that this step happens regardless of whether
+ multisample is enabled or the destination buffer is multisampled.
+alpha_to_one
+ If enabled, the fragment's alpha value will be set to one. As with
+ alpha_to_coverage, this step happens regardless of whether multisample
+ is enabled or the destination buffer is multisampled.
+max_rt
+ The index of the max render target (irrespecitive of whether independent
+ blend is enabled), ie. the number of MRTs minus one. This is provided
+ so that the driver can avoid the overhead of programming unused MRTs.
+
+
+Per-rendertarget Members
+------------------------
+
+blend_enable
+ If blending is enabled, perform a blend calculation according to blend
+ functions and source/destination factors. Otherwise, the incoming fragment
+ color gets passed unmodified (but colormask still applies).
+rgb_func
+ The blend function to use for rgb channels. One of PIPE_BLEND.
+rgb_src_factor
+ The blend source factor to use for rgb channels. One of PIPE_BLENDFACTOR.
+rgb_dst_factor
+ The blend destination factor to use for rgb channels. One of PIPE_BLENDFACTOR.
+alpha_func
+ The blend function to use for the alpha channel. One of PIPE_BLEND.
+alpha_src_factor
+ The blend source factor to use for the alpha channel. One of PIPE_BLENDFACTOR.
+alpha_dst_factor
+ The blend destination factor to use for alpha channel. One of PIPE_BLENDFACTOR.
+colormask
+ Bitmask of which channels to write. Combination of PIPE_MASK bits.
--- /dev/null
+.. _depth-stencil-alpha:
+
+Depth, Stencil, & Alpha
+=======================
+
+These three states control the depth, stencil, and alpha tests, used to
+discard fragments that have passed through the fragment shader.
+
+Traditionally, these three tests have been clumped together in hardware, so
+they are all stored in one structure.
+
+During actual execution, the order of operations done on fragments is always:
+
+* Alpha
+* Stencil
+* Depth
+
+Depth Members
+-------------
+
+enabled
+ Whether the depth test is enabled.
+writemask
+ Whether the depth buffer receives depth writes.
+func
+ The depth test function. One of PIPE_FUNC.
+
+Stencil Members
+---------------
+
+enabled
+ Whether the stencil test is enabled. For the second stencil, whether the
+ two-sided stencil is enabled. If two-sided stencil is disabled, the other
+ fields for the second array member are not valid.
+func
+ The stencil test function. One of PIPE_FUNC.
+valuemask
+ Stencil test value mask; this is ANDed with the value in the stencil
+ buffer and the reference value before doing the stencil comparison test.
+writemask
+ Stencil test writemask; this controls which bits of the stencil buffer
+ are written.
+fail_op
+ The operation to carry out if the stencil test fails. One of
+ PIPE_STENCIL_OP.
+zfail_op
+ The operation to carry out if the stencil test passes but the depth test
+ fails. One of PIPE_STENCIL_OP.
+zpass_op
+ The operation to carry out if the stencil test and depth test both pass.
+ One of PIPE_STENCIL_OP.
+
+Alpha Members
+-------------
+
+enabled
+ Whether the alpha test is enabled.
+func
+ The alpha test function. One of PIPE_FUNC.
+ref_value
+ Alpha test reference value; used for certain functions.
--- /dev/null
+.. _rasterizer:
+
+Rasterizer
+==========
+
+The rasterizer state controls the rendering of points, lines and triangles.
+Attributes include polygon culling state, line width, line stipple,
+multisample state, scissoring and flat/smooth shading.
+
+Linkage
+
+clamp_vertex_color
+^^^^^^^^^^^^^^^^^^
+
+If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after
+the execution of the vertex shader, before being passed to the geometry
+shader or fragment shader.
+
+OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float
+
+D3D11: seems always disabled
+
+Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
+driver supports this control. If it's not supported, gallium frontends may
+have to insert extra clamping code.
+
+
+clamp_fragment_color
+^^^^^^^^^^^^^^^^^^^^
+
+Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader
+are clamped to [0, 1].
+
+OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float
+
+D3D11: seems always disabled
+
+Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
+driver supports this control. If it's not supported, gallium frontends may
+have to insert extra clamping code.
+
+
+Shading
+-------
+
+flatshade
+^^^^^^^^^
+
+If set, the provoking vertex of each polygon is used to determine the color
+of the entire polygon. If not set, fragment colors will be interpolated
+between the vertex colors.
+
+The actual interpolated shading algorithm is obviously
+implementation-dependent, but will usually be Gourard for most hardware.
+
+.. note::
+
+ This is separate from the fragment shader input attributes
+ CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
+ clipping time to determine how to set the color of new vertices.
+
+ :ref:`Draw` can implement flat shading by copying the provoking vertex
+ color to all the other vertices in the primitive.
+
+flatshade_first
+^^^^^^^^^^^^^^^
+
+Whether the first vertex should be the provoking vertex, for most primitives.
+If not set, the last vertex is the provoking vertex.
+
+There are a few important exceptions to the specification of this rule.
+
+* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
+ vertex. If the caller wishes to change the provoking vertex, they merely
+ need to rotate the vertices themselves.
+* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: The option only has
+ an effect if ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION`` is true.
+ If it is not, the provoking vertex is always the last vertex.
+* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
+ second vertex, not the first. This permits each segment of the fan to have
+ a different color.
+
+Polygons
+--------
+
+light_twoside
+^^^^^^^^^^^^^
+
+If set, there are per-vertex back-facing colors. The hardware
+(perhaps assisted by :ref:`Draw`) should be set up to use this state
+along with the front/back information to set the final vertex colors
+prior to rasterization.
+
+The frontface vertex shader color output is marked with TGSI semantic
+COLOR[0], and backface COLOR[1].
+
+front_ccw
+ Indicates whether the window order of front-facing polygons is
+ counter-clockwise (TRUE) or clockwise (FALSE).
+
+cull_mode
+ Indicates which faces of polygons to cull, either PIPE_FACE_NONE
+ (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
+ PIPE_FACE_BACK (cull back-facing polygons), or
+ PIPE_FACE_FRONT_AND_BACK (cull all polygons).
+
+fill_front
+ Indicates how to fill front-facing polygons, either
+ PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
+ PIPE_POLYGON_MODE_POINT.
+fill_back
+ Indicates how to fill back-facing polygons, either
+ PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
+ PIPE_POLYGON_MODE_POINT.
+
+poly_stipple_enable
+ Whether polygon stippling is enabled.
+poly_smooth
+ Controls OpenGL-style polygon smoothing/antialiasing
+
+offset_point
+ If set, point-filled polygons will have polygon offset factors applied
+offset_line
+ If set, line-filled polygons will have polygon offset factors applied
+offset_tri
+ If set, filled polygons will have polygon offset factors applied
+
+offset_units
+ Specifies the polygon offset bias
+offset_units_unscaled
+ Specifies the unit of the polygon offset bias. If false, use the
+ GL/D3D1X behaviour. If true, offset_units is a floating point offset
+ which isn't scaled (D3D9). Note that GL/D3D1X behaviour has different
+ formula whether the depth buffer is unorm or float, which is not
+ the case for D3D9.
+offset_scale
+ Specifies the polygon offset scale
+offset_clamp
+ Upper (if > 0) or lower (if < 0) bound on the polygon offset result
+
+
+
+Lines
+-----
+
+line_width
+ The width of lines.
+line_smooth
+ Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
+line_stipple_enable
+ Whether line stippling is enabled.
+line_stipple_pattern
+ 16-bit bitfield of on/off flags, used to pattern the line stipple.
+line_stipple_factor
+ When drawing a stippled line, each bit in the stipple pattern is
+ repeated N times, where N = line_stipple_factor + 1.
+line_last_pixel
+ Controls whether the last pixel in a line is drawn or not. OpenGL
+ omits the last pixel to avoid double-drawing pixels at the ends of lines
+ when drawing connected lines.
+
+
+Points
+------
+
+sprite_coord_enable
+^^^^^^^^^^^^^^^^^^^
+The effect of this state depends on PIPE_CAP_TGSI_TEXCOORD !
+
+Controls automatic texture coordinate generation for rendering sprite points.
+
+If PIPE_CAP_TGSI_TEXCOORD is false:
+When bit k in the sprite_coord_enable bitfield is set, then generic
+input k to the fragment shader will get an automatically computed
+texture coordinate.
+
+If PIPE_CAP_TGSI_TEXCOORD is true:
+The bitfield refers to inputs with TEXCOORD semantic instead of generic inputs.
+
+The texture coordinate will be of the form (s, t, 0, 1) where s varies
+from 0 to 1 from left to right while t varies from 0 to 1 according to
+the state of 'sprite_coord_mode' (see below).
+
+If any bit is set, then point_smooth MUST be disabled (there are no
+round sprites) and point_quad_rasterization MUST be true (sprites are
+always rasterized as quads). Any mismatch between these states should
+be considered a bug in the gallium frontend.
+
+This feature is implemented in the :ref:`Draw` module but may also be
+implemented natively by GPUs or implemented with a geometry shader.
+
+
+sprite_coord_mode
+^^^^^^^^^^^^^^^^^
+
+Specifies how the value for each shader output should be computed when drawing
+point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
+have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
+vertex will have coordinates (0,0,0,1).
+This state is used by :ref:`Draw` to generate texcoords.
+
+
+point_quad_rasterization
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+Determines if points should be rasterized according to quad or point
+rasterization rules.
+
+(Legacy-only) OpenGL actually has quite different rasterization rules
+for points and point sprites - hence this indicates if points should be
+rasterized as points or according to point sprite (which decomposes them
+into quads, basically) rules. Newer GL versions no longer support the old
+point rules at all.
+
+Additionally Direct3D will always use quad rasterization rules for
+points, regardless of whether point sprites are enabled or not.
+
+If this state is enabled, point smoothing and antialiasing are
+disabled. If it is disabled, point sprite coordinates are not
+generated.
+
+.. note::
+
+ Some renderers always internally translate points into quads; this state
+ still affects those renderers by overriding other rasterization state.
+
+point_tri_clip
+ Determines if clipping of points should happen after they are converted
+ to "rectangles" (required by d3d) or before (required by OpenGL, though
+ this rule is ignored by some IHVs).
+ It is not valid to set this to enabled but have point_quad_rasterization
+ disabled.
+point_smooth
+ Whether points should be smoothed. Point smoothing turns rectangular
+ points into circles or ovals.
+point_size_per_vertex
+ Whether the vertex shader is expected to have a point size output.
+ Undefined behaviour is permitted if there is disagreement between
+ this flag and the actual bound shader.
+point_size
+ The size of points, if not specified per-vertex.
+
+
+
+Other Members
+-------------
+
+scissor
+ Whether the scissor test is enabled.
+
+multisample
+ Whether :term:`MSAA` is enabled.
+
+half_pixel_center
+ When true, the rasterizer should use (0.5, 0.5) pixel centers for
+ determining pixel ownership (e.g, OpenGL, D3D10 and higher)::
+
+ 0 0.5 1
+ 0 +-----+
+ | |
+ 0.5 | X |
+ | |
+ 1 +-----+
+
+ When false, the rasterizer should use (0, 0) pixel centers for determining
+ pixel ownership (e.g., D3D9 or ealier)::
+
+ -0.5 0 0.5
+ -0.5 +-----+
+ | |
+ 0 | X |
+ | |
+ 0.5 +-----+
+
+bottom_edge_rule
+ Determines what happens when a pixel sample lies precisely on a triangle
+ edge.
+
+ When true, a pixel sample is considered to lie inside of a triangle if it
+ lies on the *bottom edge* or *left edge* (e.g., OpenGL drawables)::
+
+ 0 x
+ 0 +--------------------->
+ |
+ | +-------------+
+ | | |
+ | | |
+ | | |
+ | +=============+
+ |
+ y V
+
+ When false, a pixel sample is considered to lie inside of a triangle if it
+ lies on the *top edge* or *left edge* (e.g., OpenGL FBOs, D3D)::
+
+ 0 x
+ 0 +--------------------->
+ |
+ | +=============+
+ | | |
+ | | |
+ | | |
+ | +-------------+
+ |
+ y V
+
+ Where:
+ - a *top edge* is an edge that is horizontal and is above the other edges;
+ - a *bottom edge* is an edge that is horizontal and is below the other
+ edges;
+ - a *left edge* is an edge that is not horizontal and is on the left side of
+ the triangle.
+
+ .. note::
+
+ Actually all graphics APIs use a top-left rasterization rule for pixel
+ ownership, but their notion of top varies with the axis origin (which
+ can be either at y = 0 or at y = height). Gallium instead always
+ assumes that top is always at y=0.
+
+ See also:
+ - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
+ - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
+
+clip_halfz
+ When true clip space in the z axis goes from [0..1] (D3D). When false
+ [-1, 1] (GL)
+
+depth_clip
+ When false, the near and far depth clipping planes of the view volume are
+ disabled and the depth value will be clamped at the per-pixel level, after
+ polygon offset has been applied and before depth testing.
+
+clip_plane_enable
+ For each k in [0, PIPE_MAX_CLIP_PLANES), if bit k of this field is set,
+ clipping half-space k is enabled, if it is clear, it is disabled.
+ The clipping half-spaces are defined either by the user clip planes in
+ ``pipe_clip_state``, or by the clip distance outputs of the shader stage
+ preceding the fragment shader.
+ If any clip distance output is written, those half-spaces for which no
+ clip distance is written count as disabled; i.e. user clip planes and
+ shader clip distances cannot be mixed, and clip distances take precedence.
+
+conservative_raster_mode
+ The conservative rasterization mode. For PIPE_CONSERVATIVE_RASTER_OFF,
+ conservative rasterization is disabled. For IPE_CONSERVATIVE_RASTER_POST_SNAP
+ or PIPE_CONSERVATIVE_RASTER_PRE_SNAP, conservative rasterization is nabled.
+ When conservative rasterization is enabled, the polygon smooth, line mooth,
+ point smooth and line stipple settings are ignored.
+ With the post-snap mode, unlike the pre-snap mode, fragments are never
+ generated for degenerate primitives. Degenerate primitives, when rasterized,
+ are considered back-facing and the vertex attributes and depth are that of
+ the provoking vertex.
+ If the post-snap mode is used with an unsupported primitive, the pre-snap
+ mode is used, if supported. Behavior is similar for the pre-snap mode.
+ If the pre-snap mode is used, fragments are generated with respect to the primitive
+ before vertex snapping.
+
+conservative_raster_dilate
+ The amount of dilation during conservative rasterization.
+
+subpixel_precision_x
+ A bias added to the horizontal subpixel precision during conservative rasterization.
+subpixel_precision_y
+ A bias added to the vertical subpixel precision during conservative rasterization.
--- /dev/null
+.. _sampler:
+
+Sampler
+=======
+
+Texture units have many options for selecting texels from loaded textures;
+this state controls an individual texture unit's texel-sampling settings.
+
+Texture coordinates are always treated as four-dimensional, and referred to
+with the traditional (S, T, R, Q) notation.
+
+Members
+-------
+
+wrap_s
+ How to wrap the S coordinate. One of PIPE_TEX_WRAP_*.
+wrap_t
+ How to wrap the T coordinate. One of PIPE_TEX_WRAP_*.
+wrap_r
+ How to wrap the R coordinate. One of PIPE_TEX_WRAP_*.
+
+The wrap modes are:
+
+* ``PIPE_TEX_WRAP_REPEAT``: Standard coord repeat/wrap-around mode.
+* ``PIPE_TEX_WRAP_CLAMP_TO_EDGE``: Clamp coord to edge of texture, the border
+ color is never sampled.
+* ``PIPE_TEX_WRAP_CLAMP_TO_BORDER``: Clamp coord to border of texture, the
+ border color is sampled when coords go outside the range [0,1].
+* ``PIPE_TEX_WRAP_CLAMP``: The coord is clamped to the range [0,1] before
+ scaling to the texture size. This corresponds to the legacy OpenGL GL_CLAMP
+ texture wrap mode. Historically, this mode hasn't acted consistantly across
+ all graphics hardware. It sometimes acts like CLAMP_TO_EDGE or
+ CLAMP_TO_BORDER. The behaviour may also vary depending on linear vs.
+ nearest sampling mode.
+* ``PIPE_TEX_WRAP_MIRROR_REPEAT``: If the integer part of the coordinate
+ is odd, the coord becomes (1 - coord). Then, normal texture REPEAT is
+ applied to the coord.
+* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE``: First, the absolute value of the
+ coordinate is computed. Then, regular CLAMP_TO_EDGE is applied to the coord.
+* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER``: First, the absolute value of the
+ coordinate is computed. Then, regular CLAMP_TO_BORDER is applied to the
+ coord.
+* ``PIPE_TEX_WRAP_MIRROR_CLAMP``: First, the absolute value of the coord is
+ computed. Then, regular CLAMP is applied to the coord.
+
+
+min_img_filter
+ The image filter to use when minifying texels. One of PIPE_TEX_FILTER_*.
+mag_img_filter
+ The image filter to use when magnifying texels. One of PIPE_TEX_FILTER_*.
+
+The texture image filter modes are:
+
+* ``PIPE_TEX_FILTER_NEAREST``: One texel is fetched from the texture image
+ at the texture coordinate.
+* ``PIPE_TEX_FILTER_LINEAR``: Two, four or eight texels (depending on the
+ texture dimensions; 1D/2D/3D) are fetched from the texture image and
+ linearly weighted and blended together.
+
+min_mip_filter
+ The filter to use when minifying mipmapped textures. One of
+ PIPE_TEX_MIPFILTER_*.
+
+The texture mip filter modes are:
+
+* ``PIPE_TEX_MIPFILTER_NEAREST``: A single mipmap level/image is selected
+ according to the texture LOD (lambda) value.
+* ``PIPE_TEX_MIPFILTER_LINEAR``: The two mipmap levels/images above/below
+ the texture LOD value are sampled from. The results of sampling from
+ those two images are blended together with linear interpolation.
+* ``PIPE_TEX_MIPFILTER_NONE``: Mipmap filtering is disabled. All texels
+ are taken from the level 0 image.
+
+
+compare_mode
+ If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, the result of texture sampling
+ is not a color but a true/false value which is the result of comparing the
+ sampled texture value (typically a Z value from a depth texture) to the
+ texture coordinate's R component.
+ If set to PIPE_TEX_COMPARE_NONE, no comparison calculation is performed.
+compare_func
+ The inequality operator used when compare_mode=1. One of PIPE_FUNC_x.
+normalized_coords
+ If set, the incoming texture coordinates (nominally in the range [0,1])
+ will be scaled by the texture width, height, depth to compute texel
+ addresses. Otherwise, the texture coords are used as-is (they are not
+ scaled by the texture dimensions).
+ When normalized_coords=0, only a subset of the texture wrap modes are
+ allowed: PIPE_TEX_WRAP_CLAMP, PIPE_TEX_WRAP_CLAMP_TO_EDGE and
+ PIPE_TEX_WRAP_CLAMP_TO_BORDER.
+lod_bias
+ Bias factor which is added to the computed level of detail.
+ The normal level of detail is computed from the partial derivatives of
+ the texture coordinates and/or the fragment shader TEX/TXB/TXL
+ instruction.
+min_lod
+ Minimum level of detail, used to clamp LOD after bias. The LOD values
+ correspond to mipmap levels where LOD=0 is the level 0 mipmap image.
+max_lod
+ Maximum level of detail, used to clamp LOD after bias.
+border_color
+ Color union used for texel coordinates that are outside the [0,width-1],
+ [0, height-1] or [0, depth-1] ranges. Interpreted according to sampler
+ view format, unless the driver reports
+ PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK, in which case special care has to be
+ taken (see description of the cap).
+max_anisotropy
+ Maximum anistropy ratio to use when sampling from textures. For example,
+ if max_anistropy=4, a region of up to 1 by 4 texels will be sampled.
+ Set to zero to disable anisotropic filtering. Any other setting enables
+ anisotropic filtering, however it's not unexpected some drivers only will
+ change their filtering with a setting of 2 and higher.
+seamless_cube_map
+ If set, the bilinear filter of a cube map may take samples from adjacent
+ cube map faces when sampled near a texture border to produce a seamless
+ look.
--- /dev/null
+.. _shader:
+
+Shader
+======
+
+One of the two types of shaders supported by Gallium.
+
+Members
+-------
+
+tokens
+ A list of tgsi_tokens.
--- /dev/null
+.. _vertexelements:
+
+Vertex Elements
+===============
+
+This state controls the format of the input attributes contained in
+pipe_vertex_buffers. There is one pipe_vertex_element array member for each
+input attribute.
+
+Input Formats
+-------------
+
+Gallium supports a diverse range of formats for vertex data. Drivers are
+guaranteed to support 32-bit floating-point vectors of one to four components.
+Additionally, they may support the following formats:
+
+* Integers, signed or unsigned, normalized or non-normalized, 8, 16, or 32
+ bits wide
+* Floating-point, 16, 32, or 64 bits wide
+
+At this time, support for varied vertex data formats is limited by driver
+deficiencies. It is planned to support a single uniform set of formats for all
+Gallium drivers at some point.
+
+Rather than attempt to specify every small nuance of behavior, Gallium uses a
+very simple set of rules for padding out unspecified components. If an input
+uses less than four components, it will be padded out with the constant vector
+``(0, 0, 0, 1)``.
+
+Fog, point size, the facing bit, and edgeflags, all are in the standard format
+of ``(x, 0, 0, 1)``, and so only the first component of those inputs is used.
+
+Position
+%%%%%%%%
+
+Vertex position may be specified with two to four components. Using less than
+two components is not allowed.
+
+Colors
+%%%%%%
+
+Colors, both front- and back-facing, may omit the alpha component, only using
+three components. Using less than three components is not allowed.
+
+Members
+-------
+
+src_offset
+ The byte offset of the attribute in the buffer given by
+ vertex_buffer_index for the first vertex.
+instance_divisor
+ The instance data rate divisor, used for instancing.
+ 0 means this is per-vertex data, n means per-instance data used for
+ n consecutive instances (n > 0).
+vertex_buffer_index
+ The vertex buffer this attribute lives in. Several attributes may
+ live in the same vertex buffer.
+src_format
+ The format of the attribute data. One of the PIPE_FORMAT tokens.
--- /dev/null
+Debugging
+=========
+
+Debugging utilities in gallium.
+
+Debug Variables
+^^^^^^^^^^^^^^^
+
+All drivers respond to a set of common debug environment variables, as well as
+some driver-specific variables. Set them as normal environment variables for
+the platform or operating system you are running. For example, for Linux this
+can be done by typing "export var=value" into a console and then running the
+program from that console.
+
+Common
+""""""
+
+.. envvar:: GALLIUM_PRINT_OPTIONS <bool> (false)
+
+This option controls if the debug variables should be printed to stderr. This
+is probably the most useful variable, since it allows you to find which
+variables a driver uses.
+
+.. envvar:: GALLIUM_RBUG <bool> (false)
+
+Controls if the :ref:`rbug` should be used.
+
+.. envvar:: GALLIUM_TRACE <string> ("")
+
+If set, this variable will cause the :ref:`trace` output to be written to the
+specified file. Paths may be relative or absolute; relative paths are relative
+to the working directory. For example, setting it to "trace.xml" will cause
+the trace to be written to a file of the same name in the working directory.
+
+.. envvar:: GALLIUM_DUMP_CPU <bool> (false)
+
+Dump information about the current CPU that the driver is running on.
+
+.. envvar:: TGSI_PRINT_SANITY <bool> (false)
+
+Gallium has a built-in shader sanity checker. This option controls whether
+the shader sanity checker prints its warnings and errors to stderr.
+
+.. envvar:: DRAW_USE_LLVM <bool> (false)
+
+Whether the :ref:`Draw` module will attempt to use LLVM for vertex and geometry shaders.
+
+
+GL State tracker-specific
+"""""""""""""""""""""""""
+
+.. envvar:: ST_DEBUG <flags> (0x0)
+
+Debug :ref:`flags` for the GL state tracker.
+
+
+Driver-specific
+"""""""""""""""
+
+.. envvar:: I915_DEBUG <flags> (0x0)
+
+Debug :ref:`flags` for the i915 driver.
+
+.. envvar:: I915_NO_HW <bool> (false)
+
+Stop the i915 driver from submitting commands to the hardware.
+
+.. envvar:: I915_DUMP_CMD <bool> (false)
+
+Dump all commands going to the hardware.
+
+.. envvar:: LP_DEBUG <flags> (0x0)
+
+Debug :ref:`flags` for the llvmpipe driver.
+
+.. envvar:: LP_NUM_THREADS <int> (number of CPUs)
+
+Number of threads that the llvmpipe driver should use.
+
+.. envvar:: FD_MESA_DEBUG <flags> (0x0)
+
+Debug :ref:`flags` for the freedreno driver.
+
+
+.. _flags:
+
+Flags
+"""""
+
+The variables of type "flags" all take a string with comma-separated flags to
+enable different debugging for different parts of the drivers or state
+tracker. If set to "help", the driver will print a list of flags which the
+variable accepts. Order does not matter.
+
+
+.. _rbug:
+
+Remote Debugger
+^^^^^^^^^^^^^^^
+
+The remote debugger, commonly known as rbug, allows for runtime inspections of
+:ref:`Context`, :ref:`Screen`, :ref:`Resource` and :ref:`Shader` objects; and
+pausing and stepping of :ref:`Draw` calls. Is used with rbug-gui which is
+hosted outside of the main mesa repository. rbug is can be used over a network
+connection, so the debugger does not need to be on the same machine.
--- /dev/null
+Distribution
+============
+
+Along with the interface definitions, the following drivers, gallium frontends,
+and auxiliary modules are shipped in the standard Gallium distribution.
+
+Drivers
+-------
+
+Intel i915
+^^^^^^^^^^
+
+Driver for Intel i915 and i945 chipsets.
+
+LLVM Softpipe
+^^^^^^^^^^^^^
+
+A version of :ref:`softpipe` that uses the Low-Level Virtual Machine to
+dynamically generate optimized rasterizing pipelines.
+
+nVidia nv30
+^^^^^^^^^^^
+
+Driver for the nVidia nv30 and nv40 families of GPUs.
+
+nVidia nv50
+^^^^^^^^^^^
+
+Driver for the nVidia nv50 family of GPUs.
+
+nVidia nvc0
+^^^^^^^^^^^
+
+Driver for the nVidia nvc0 / fermi family of GPUs.
+
+VMware SVGA
+^^^^^^^^^^^
+
+Driver for VMware virtualized guest operating system graphics processing.
+
+ATI r300
+^^^^^^^^
+
+Driver for the ATI/AMD r300, r400, and r500 families of GPUs.
+
+ATI/AMD r600
+^^^^^^^^^^^^
+
+Driver for the ATI/AMD r600, r700, Evergreen and Northern Islands families of GPUs.
+
+AMD radeonsi
+^^^^^^^^^^^^
+
+Driver for the AMD Southern Islands family of GPUs.
+
+freedreno
+^^^^^^^^^
+
+Driver for Qualcomm Adreno a2xx, a3xx, and a4xx series of GPUs.
+
+.. _softpipe:
+
+Softpipe
+^^^^^^^^
+
+Reference software rasterizer. Slow but accurate.
+
+.. _trace:
+
+Trace
+^^^^^
+
+Wrapper driver. Trace dumps an XML record of the calls made to the
+:ref:`Context` and :ref:`Screen` objects that it wraps.
+
+Rbug
+^^^^
+
+Wrapper driver. :ref:`rbug` driver used with stand alone rbug-gui.
+
+Gallium frontends
+-----------------
+
+Clover
+^^^^^^
+
+Tracker that implements the Khronos OpenCL standard.
+
+.. _dri:
+
+Direct Rendering Infrastructure
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+Tracker that implements the client-side DRI protocol, for providing direct
+acceleration services to X11 servers with the DRI extension. Supports DRI1
+and DRI2. Only GL is supported.
+
+GLX
+^^^
+
+MesaGL
+^^^^^^
+
+The gallium frontend implementing a GL state machine. Not usable as
+a standalone frontend; Mesa should be built with another gallium frontend,
+such as :ref:`DRI` or EGL.
+
+VDPAU
+^^^^^
+
+Tracker for Video Decode and Presentation API for Unix.
+
+WGL
+^^^
+
+Xorg DDX
+^^^^^^^^
+
+Tracker for Xorg X11 servers. Provides device-dependent
+modesetting and acceleration as a DDX driver.
+
+XvMC
+^^^^
+
+Tracker for X-Video Motion Compensation.
+
+Auxiliary
+---------
+
+OS
+^^
+
+The OS module contains the abstractions for basic operating system services:
+
+* memory allocation
+* simple message logging
+* obtaining run-time configuration option
+* threading primitives
+
+This is the bare minimum required to port Gallium to a new platform.
+
+The OS module already provides the implementations of these abstractions for
+the most common platforms. When targeting an embedded platform no
+implementation will be provided -- these must be provided separately.
+
+CSO Cache
+^^^^^^^^^
+
+The CSO cache is used to accelerate preparation of state by saving
+driver-specific state structures for later use.
+
+.. _draw:
+
+Draw
+^^^^
+
+Draw is a software :term:`TCL` pipeline for hardware that lacks vertex shaders
+or other essential parts of pre-rasterization vertex preparation.
+
+Gallivm
+^^^^^^^
+
+Indices
+^^^^^^^
+
+Indices provides tools for translating or generating element indices for
+use with element-based rendering.
+
+Pipe Buffer Managers
+^^^^^^^^^^^^^^^^^^^^
+
+Each of these managers provides various services to drivers that are not
+fully utilizing a memory manager.
+
+Remote Debugger
+^^^^^^^^^^^^^^^
+
+Runtime Assembly Emission
+^^^^^^^^^^^^^^^^^^^^^^^^^
+
+TGSI
+^^^^
+
+The TGSI auxiliary module provides basic utilities for manipulating TGSI
+streams.
+
+Translate
+^^^^^^^^^
+
+Util
+^^^^
+
--- /dev/null
+Drivers
+=======
+
+Driver specific documentation.
+
+.. toctree::
+ :glob:
+
+ drivers/*
--- /dev/null
+Freedreno
+=========
+
+Freedreno driver specific docs.
+
+.. toctree::
+ :glob:
+
+ freedreno/*
--- /dev/null
+IR3 NOTES
+=========
+
+Some notes about ir3, the compiler and machine-specific IR for the shader ISA introduced with adreno a3xx. The same shader ISA is present, with some small differences, in adreno a4xx.
+
+Compared to the previous generation a2xx ISA (ir2), the a3xx ISA is a "simple" scalar instruction set. However, the compiler is responsible, in most cases, to schedule the instructions. The hardware does not try to hide the shader core pipeline stages. For a common example, a common (cat2) ALU instruction takes four cycles, so a subsequent cat2 instruction which uses the result must have three intervening instructions (or nops). When operating on vec4's, typically the corresponding scalar instructions for operating on the remaining three components could typically fit. Although that results in a lot of edge cases where things fall over, like:
+
+::
+
+ ADD TEMP[0], TEMP[1], TEMP[2]
+ MUL TEMP[0], TEMP[1], TEMP[0].wzyx
+
+Here, the second instruction needs the output of the first group of scalar instructions in the wrong order, resulting in not enough instruction spots between the ``add r0.w, r1.w, r2.w`` and ``mul r0.x, r1.x, r0.w``. Which is why the original (old) compiler which merely translated nearly literally from TGSI to ir3, had a strong tendency to fall over.
+
+So the current compiler instead, in the frontend, generates a directed-acyclic-graph of instructions and basic blocks, which go through various additional passes to eventually schedule and do register assignment.
+
+For additional documentation about the hardware, see wiki: `a3xx ISA
+<https://github.com/freedreno/freedreno/wiki/A3xx-shader-instruction-set-architecture>`_.
+
+External Structure
+------------------
+
+``ir3_shader``
+ A single vertex/fragment/etc shader from gallium perspective (ie.
+ maps to a single TGSI shader), and manages a set of shader variants
+ which are generated on demand based on the shader key.
+
+``ir3_shader_key``
+ The configuration key that identifies a shader variant. Ie. based
+ on other GL state (two-sided-color, render-to-alpha, etc) or render
+ stages (binning-pass vertex shader) different shader variants are
+ generated.
+
+``ir3_shader_variant``
+ The actual hw shader generated based on input TGSI and shader key.
+
+``ir3_compiler``
+ Compiler frontend which generates ir3 and runs the various backend
+ stages to schedule and do register assignment.
+
+The IR
+------
+
+The ir3 IR maps quite directly to the hardware, in that instruction opcodes map directly to hardware opcodes, and that dst/src register(s) map directly to the hardware dst/src register(s). But there are a few extensions, in the form of meta_ instructions. And additionally, for normal (non-const, etc) src registers, the ``IR3_REG_SSA`` flag is set and ``reg->instr`` points to the source instruction which produced that value. So, for example, the following TGSI shader:
+
+::
+
+ VERT
+ DCL IN[0]
+ DCL IN[1]
+ DCL OUT[0], POSITION
+ DCL TEMP[0], LOCAL
+ 1: DP3 TEMP[0].x, IN[0].xyzz, IN[1].xyzz
+ 2: MOV OUT[0], TEMP[0].xxxx
+ 3: END
+
+eventually generates:
+
+.. graphviz::
+
+ digraph G {
+ rankdir=RL;
+ nodesep=0.25;
+ ranksep=1.5;
+ subgraph clusterdce198 {
+ label="vert";
+ inputdce198 [shape=record,label="inputs|<in0> i0.x|<in1> i0.y|<in2> i0.z|<in4> i1.x|<in5> i1.y|<in6> i1.z"];
+ instrdcf348 [shape=record,style=filled,fillcolor=lightgrey,label="{mov.f32f32|<dst0>|<src0> }"];
+ instrdcedd0 [shape=record,style=filled,fillcolor=lightgrey,label="{mad.f32|<dst0>|<src0> |<src1> |<src2> }"];
+ inputdce198:<in2>:w -> instrdcedd0:<src0>
+ inputdce198:<in6>:w -> instrdcedd0:<src1>
+ instrdcec30 [shape=record,style=filled,fillcolor=lightgrey,label="{mad.f32|<dst0>|<src0> |<src1> |<src2> }"];
+ inputdce198:<in1>:w -> instrdcec30:<src0>
+ inputdce198:<in5>:w -> instrdcec30:<src1>
+ instrdceb60 [shape=record,style=filled,fillcolor=lightgrey,label="{mul.f|<dst0>|<src0> |<src1> }"];
+ inputdce198:<in0>:w -> instrdceb60:<src0>
+ inputdce198:<in4>:w -> instrdceb60:<src1>
+ instrdceb60:<dst0> -> instrdcec30:<src2>
+ instrdcec30:<dst0> -> instrdcedd0:<src2>
+ instrdcedd0:<dst0> -> instrdcf348:<src0>
+ instrdcf400 [shape=record,style=filled,fillcolor=lightgrey,label="{mov.f32f32|<dst0>|<src0> }"];
+ instrdcedd0:<dst0> -> instrdcf400:<src0>
+ instrdcf4b8 [shape=record,style=filled,fillcolor=lightgrey,label="{mov.f32f32|<dst0>|<src0> }"];
+ instrdcedd0:<dst0> -> instrdcf4b8:<src0>
+ outputdce198 [shape=record,label="outputs|<out0> o0.x|<out1> o0.y|<out2> o0.z|<out3> o0.w"];
+ instrdcf348:<dst0> -> outputdce198:<out0>:e
+ instrdcf400:<dst0> -> outputdce198:<out1>:e
+ instrdcf4b8:<dst0> -> outputdce198:<out2>:e
+ instrdcedd0:<dst0> -> outputdce198:<out3>:e
+ }
+ }
+
+(after scheduling, etc, but before register assignment).
+
+Internal Structure
+~~~~~~~~~~~~~~~~~~
+
+``ir3_block``
+ Represents a basic block.
+
+ TODO: currently blocks are nested, but I think I need to change that
+ to a more conventional arrangement before implementing proper flow
+ control. Currently the only flow control handles is if/else which
+ gets flattened out and results chosen with ``sel`` instructions.
+
+``ir3_instruction``
+ Represents a machine instruction or meta_ instruction. Has pointers
+ to dst register (``regs[0]``) and src register(s) (``regs[1..n]``),
+ as needed.
+
+``ir3_register``
+ Represents a src or dst register, flags indicate const/relative/etc.
+ If ``IR3_REG_SSA`` is set on a src register, the actual register
+ number (name) has not been assigned yet, and instead the ``instr``
+ field points to src instruction.
+
+In addition there are various util macros/functions to simplify manipulation/traversal of the graph:
+
+``foreach_src(srcreg, instr)``
+ Iterate each instruction's source ``ir3_register``\s
+
+``foreach_src_n(srcreg, n, instr)``
+ Like ``foreach_src``, also setting ``n`` to the source number (starting
+ with ``0``).
+
+``foreach_ssa_src(srcinstr, instr)``
+ Iterate each instruction's SSA source ``ir3_instruction``\s. This skips
+ non-SSA sources (consts, etc), but includes virtual sources (such as the
+ address register if `relative addressing`_ is used).
+
+``foreach_ssa_src_n(srcinstr, n, instr)``
+ Like ``foreach_ssa_src``, also setting ``n`` to the source number.
+
+For example:
+
+.. code-block:: c
+
+ foreach_ssa_src_n(src, i, instr) {
+ unsigned d = delay_calc_srcn(ctx, src, instr, i);
+ delay = MAX2(delay, d);
+ }
+
+
+TODO probably other helper/util stuff worth mentioning here
+
+.. _meta:
+
+Meta Instructions
+~~~~~~~~~~~~~~~~~
+
+**input**
+ Used for shader inputs (registers configured in the command-stream
+ to hold particular input values, written by the shader core before
+ start of execution. Also used for connecting up values within a
+ basic block to an output of a previous block.
+
+**output**
+ Used to hold outputs of a basic block.
+
+**flow**
+ TODO
+
+**phi**
+ TODO
+
+**fanin**
+ Groups registers which need to be assigned to consecutive scalar
+ registers, for example `sam` (texture fetch) src instructions (see
+ `register groups`_) or array element dereference
+ (see `relative addressing`_).
+
+**fanout**
+ The counterpart to **fanin**, when an instruction such as `sam`
+ writes multiple components, splits the result into individual
+ scalar components to be consumed by other instructions.
+
+
+.. _`flow control`:
+
+Flow Control
+~~~~~~~~~~~~
+
+TODO
+
+
+.. _`register groups`:
+
+Register Groups
+~~~~~~~~~~~~~~~
+
+Certain instructions, such as texture sample instructions, consume multiple consecutive scalar registers via a single src register encoded in the instruction, and/or write multiple consecutive scalar registers. In the simplest example:
+
+::
+
+ sam (f32)(xyz)r2.x, r0.z, s#0, t#0
+
+for a 2d texture, would read ``r0.zw`` to get the coordinate, and write ``r2.xyz``.
+
+Before register assignment, to group the two components of the texture src together:
+
+.. graphviz::
+
+ digraph G {
+ { rank=same;
+ fanin;
+ };
+ { rank=same;
+ coord_x;
+ coord_y;
+ };
+ sam -> fanin [label="regs[1]"];
+ fanin -> coord_x [label="regs[1]"];
+ fanin -> coord_y [label="regs[2]"];
+ coord_x -> coord_y [label="right",style=dotted];
+ coord_y -> coord_x [label="left",style=dotted];
+ coord_x [label="coord.x"];
+ coord_y [label="coord.y"];
+ }
+
+The frontend sets up the SSA ptrs from ``sam`` source register to the ``fanin`` meta instruction, which in turn points to the instructions producing the ``coord.x`` and ``coord.y`` values. And the grouping_ pass sets up the ``left`` and ``right`` neighbor pointers to the ``fanin``\'s sources, used later by the `register assignment`_ pass to assign blocks of scalar registers.
+
+And likewise, for the consecutive scalar registers for the destination:
+
+.. graphviz::
+
+ digraph {
+ { rank=same;
+ A;
+ B;
+ C;
+ };
+ { rank=same;
+ fanout_0;
+ fanout_1;
+ fanout_2;
+ };
+ A -> fanout_0;
+ B -> fanout_1;
+ C -> fanout_2;
+ fanout_0 [label="fanout\noff=0"];
+ fanout_0 -> sam;
+ fanout_1 [label="fanout\noff=1"];
+ fanout_1 -> sam;
+ fanout_2 [label="fanout\noff=2"];
+ fanout_2 -> sam;
+ fanout_0 -> fanout_1 [label="right",style=dotted];
+ fanout_1 -> fanout_0 [label="left",style=dotted];
+ fanout_1 -> fanout_2 [label="right",style=dotted];
+ fanout_2 -> fanout_1 [label="left",style=dotted];
+ sam;
+ }
+
+.. _`relative addressing`:
+
+Relative Addressing
+~~~~~~~~~~~~~~~~~~~
+
+Most instructions support addressing indirectly (relative to address register) into const or gpr register file in some or all of their src/dst registers. In this case the register accessed is taken from ``r<a0.x + n>`` or ``c<a0.x + n>``, ie. address register (``a0.x``) value plus ``n``, where ``n`` is encoded in the instruction (rather than the absolute register number).
+
+ Note that cat5 (texture sample) instructions are the notable exception, not
+ supporting relative addressing of src or dst.
+
+Relative addressing of the const file (for example, a uniform array) is relatively simple. We don't do register assignment of the const file, so all that is required is to schedule things properly. Ie. the instruction that writes the address register must be scheduled first, and we cannot have two different address register values live at one time.
+
+But relative addressing of gpr file (which can be as src or dst) has additional restrictions on register assignment (ie. the array elements must be assigned to consecutive scalar registers). And in the case of relative dst, subsequent instructions now depend on both the relative write, as well as the previous instruction which wrote that register, since we do not know at compile time which actual register was written.
+
+Each instruction has an optional ``address`` pointer, to capture the dependency on the address register value when relative addressing is used for any of the src/dst register(s). This behaves as an additional virtual src register, ie. ``foreach_ssa_src()`` will also iterate the address register (last).
+
+ Note that ``nop``\'s for timing constraints, type specifiers (ie.
+ ``add.f`` vs ``add.u``), etc, omitted for brevity in examples
+
+::
+
+ mova a0.x, hr1.y
+ sub r1.y, r2.x, r3.x
+ add r0.x, r1.y, c<a0.x + 2>
+
+results in:
+
+.. graphviz::
+
+ digraph {
+ rankdir=LR;
+ sub;
+ const [label="const file"];
+ add;
+ mova;
+ add -> mova;
+ add -> sub;
+ add -> const [label="off=2"];
+ }
+
+The scheduling pass has some smarts to schedule things such that only a single ``a0.x`` value is used at any one time.
+
+To implement variable arrays, values are stored in consecutive scalar registers. This has some overlap with `register groups`_, in that ``fanin`` and ``fanout`` are used to help group things for the `register assignment`_ pass.
+
+To use a variable array as a src register, a slight variation of what is done for const array src. The instruction src is a `fanin` instruction that groups all the array members:
+
+::
+
+ mova a0.x, hr1.y
+ sub r1.y, r2.x, r3.x
+ add r0.x, r1.y, r<a0.x + 2>
+
+results in:
+
+.. graphviz::
+
+ digraph {
+ a0 [label="r0.z"];
+ a1 [label="r0.w"];
+ a2 [label="r1.x"];
+ a3 [label="r1.y"];
+ sub;
+ fanin;
+ mova;
+ add;
+ add -> sub;
+ add -> fanin [label="off=2"];
+ add -> mova;
+ fanin -> a0;
+ fanin -> a1;
+ fanin -> a2;
+ fanin -> a3;
+ }
+
+TODO better describe how actual deref offset is derived, ie. based on array base register.
+
+To do an indirect write to a variable array, a ``fanout`` is used. Say the array was assigned to registers ``r0.z`` through ``r1.y`` (hence the constant offset of 2):
+
+ Note that only cat1 (mov) can do indirect write.
+
+::
+
+ mova a0.x, hr1.y
+ min r2.x, r2.x, c0.x
+ mov r<a0.x + 2>, r2.x
+ mul r0.x, r0.z, c0.z
+
+
+In this case, the ``mov`` instruction does not write all elements of the array (compared to usage of ``fanout`` for ``sam`` instructions in grouping_). But the ``mov`` instruction does need an additional dependency (via ``fanin``) on instructions that last wrote the array element members, to ensure that they get scheduled before the ``mov`` in scheduling_ stage (which also serves to group the array elements for the `register assignment`_ stage).
+
+.. graphviz::
+
+ digraph {
+ a0 [label="r0.z"];
+ a1 [label="r0.w"];
+ a2 [label="r1.x"];
+ a3 [label="r1.y"];
+ min;
+ mova;
+ mov;
+ mul;
+ fanout [label="fanout\noff=0"];
+ mul -> fanout;
+ fanout -> mov;
+ fanin;
+ fanin -> a0;
+ fanin -> a1;
+ fanin -> a2;
+ fanin -> a3;
+ mov -> min;
+ mov -> mova;
+ mov -> fanin;
+ }
+
+Note that there would in fact be ``fanout`` nodes generated for each array element (although only the reachable ones will be scheduled, etc).
+
+
+
+Shader Passes
+-------------
+
+After the frontend has generated the use-def graph of instructions, they are run through various passes which include scheduling_ and `register assignment`_. Because inserting ``mov`` instructions after scheduling would also require inserting additional ``nop`` instructions (since it is too late to reschedule to try and fill the bubbles), the earlier stages try to ensure that (at least given an infinite supply of registers) that `register assignment`_ after scheduling_ cannot fail.
+
+ Note that we essentially have ~256 scalar registers in the
+ architecture (although larger register usage will at some thresholds
+ limit the number of threads which can run in parallel). And at some
+ point we will have to deal with spilling.
+
+.. _flatten:
+
+Flatten
+~~~~~~~
+
+In this stage, simple if/else blocks are flattened into a single block with ``phi`` nodes converted into ``sel`` instructions. The a3xx ISA has very few predicated instructions, and we would prefer not to use branches for simple if/else.
+
+
+.. _`copy propagation`:
+
+Copy Propagation
+~~~~~~~~~~~~~~~~
+
+Currently the frontend inserts ``mov``\s in various cases, because certain categories of instructions have limitations about const regs as sources. And the CP pass simply removes all simple ``mov``\s (ie. src-type is same as dst-type, no abs/neg flags, etc).
+
+The eventual plan is to invert that, with the front-end inserting no ``mov``\s and CP legalize things.
+
+
+.. _grouping:
+
+Grouping
+~~~~~~~~
+
+In the grouping pass, instructions which need to be grouped (for ``fanin``\s, etc) have their ``left`` / ``right`` neighbor pointers setup. In cases where there is a conflict (ie. one instruction cannot have two unique left or right neighbors), an additional ``mov`` instruction is inserted. This ensures that there is some possible valid `register assignment`_ at the later stages.
+
+
+.. _depth:
+
+Depth
+~~~~~
+
+In the depth pass, a depth is calculated for each instruction node within it's basic block. The depth is the sum of the required cycles (delay slots needed between two instructions plus one) of each instruction plus the max depth of any of it's source instructions. (meta_ instructions don't add to the depth). As an instruction's depth is calculated, it is inserted into a per block list sorted by deepest instruction. Unreachable instructions and inputs are marked.
+
+ TODO: we should probably calculate both hard and soft depths (?) to
+ try to coax additional instructions to fit in places where we need
+ to use sync bits, such as after a texture fetch or SFU.
+
+.. _scheduling:
+
+Scheduling
+~~~~~~~~~~
+
+After the grouping_ pass, there are no more instructions to insert or remove. Start scheduling each basic block from the deepest node in the depth sorted list created by the depth_ pass, recursively trying to schedule each instruction after it's source instructions plus delay slots. Insert ``nop``\s as required.
+
+.. _`register assignment`:
+
+Register Assignment
+~~~~~~~~~~~~~~~~~~~
+
+TODO
+
+
--- /dev/null
+OpenSWR
+=======
+
+The Gallium OpenSWR driver is a high performance, highly scalable
+software renderer targeted towards visualization workloads. For such
+geometry heavy workloads there is a considerable speedup over llvmpipe,
+which is to be expected as the geometry frontend of llvmpipe is single
+threaded.
+
+This rasterizer is x86 specific and requires AVX or above. The driver
+fits into the gallium framework, and reuses gallivm for doing the TGSI
+to vectorized llvm-IR conversion of the shader kernels.
+
+.. toctree::
+ :glob:
+
+ openswr/usage
+ openswr/faq
+ openswr/profiling
+ openswr/knobs
+
--- /dev/null
+FAQ
+===
+
+Why another software rasterizer?
+--------------------------------
+
+Good question, given there are already three (swrast, softpipe,
+llvmpipe) in the Mesa tree. Two important reasons for this:
+
+ * Architecture - given our focus on scientific visualization, our
+ workloads are much different than the typical game; we have heavy
+ vertex load and relatively simple shaders. In addition, the core
+ counts of machines we run on are much higher. These parameters led
+ to design decisions much different than llvmpipe.
+
+ * Historical - Intel had developed a high performance software
+ graphics stack for internal purposes. Later we adapted this
+ graphics stack for use in visualization and decided to move forward
+ with Mesa to provide a high quality API layer while at the same
+ time benefiting from the excellent performance the software
+ rasterizerizer gives us.
+
+What's the architecture?
+------------------------
+
+SWR is a tile based immediate mode renderer with a sort-free threading
+model which is arranged as a ring of queues. Each entry in the ring
+represents a draw context that contains all of the draw state and work
+queues. An API thread sets up each draw context and worker threads
+will execute both the frontend (vertex/geometry processing) and
+backend (fragment) work as required. The ring allows for backend
+threads to pull work in order. Large draws are split into chunks to
+allow vertex processing to happen in parallel, with the backend work
+pickup preserving draw ordering.
+
+Our pipeline uses just-in-time compiled code for the fetch shader that
+does vertex attribute gathering and AOS to SOA conversions, the vertex
+shader and fragment shaders, streamout, and fragment blending. SWR
+core also supports geometry and compute shaders but we haven't exposed
+them through our driver yet. The fetch shader, streamout, and blend is
+built internally to swr core using LLVM directly, while for the vertex
+and pixel shaders we reuse bits of llvmpipe from
+``gallium/auxiliary/gallivm`` to build the kernels, which we wrap
+differently than llvmpipe's ``auxiliary/draw`` code.
+
+What's the performance?
+-----------------------
+
+For the types of high-geometry workloads we're interested in, we are
+significantly faster than llvmpipe. This is to be expected, as
+llvmpipe only threads the fragment processing and not the geometry
+frontend. The performance advantage over llvmpipe roughly scales
+linearly with the number of cores available.
+
+While our current performance is quite good, we know there is more
+potential in this architecture. When we switched from a prototype
+OpenGL driver to Mesa we regressed performance severely, some due to
+interface issues that need tuning, some differences in shader code
+generation, and some due to conformance and feature additions to the
+core swr. We are looking to recovering most of this performance back.
+
+What's the conformance?
+-----------------------
+
+The major applications we are targeting are all based on the
+Visualization Toolkit (VTK), and as such our development efforts have
+been focused on making sure these work as best as possible. Our
+current code passes vtk's rendering tests with their new "OpenGL2"
+(really OpenGL 3.2) backend at 99%.
+
+piglit testing shows a much lower pass rate, roughly 80% at the time
+of writing. Core SWR undergoes rigorous unit testing and we are quite
+confident in the rasterizer, and understand the areas where it
+currently has issues (example: line rendering is done with triangles,
+so doesn't match the strict line rendering rules). The majority of
+the piglit failures are errors in our driver layer interfacing Mesa
+and SWR. Fixing these issues is one of our major future development
+goals.
+
+Why are you open sourcing this?
+-------------------------------
+
+ * Our customers prefer open source, and allowing them to simply
+ download the Mesa source and enable our driver makes life much
+ easier for them.
+
+ * The internal gallium APIs are not stable, so we'd like our driver
+ to be visible for changes.
+
+ * It's easier to work with the Mesa community when the source we're
+ working with can be used as reference.
+
+What are your development plans?
+--------------------------------
+
+ * Performance - see the performance section earlier for details.
+
+ * Conformance - see the conformance section earlier for details.
+
+ * Features - core SWR has a lot of functionality we have yet to
+ expose through our driver, such as MSAA, geometry shaders, compute
+ shaders, and tesselation.
+
+ * AVX512 support
+
+What is the licensing of the code?
+----------------------------------
+
+ * All code is under the normal Mesa MIT license.
+
+Will this work on AMD?
+----------------------
+
+ * If using an AMD processor with AVX or AVX2, it should work though
+ we don't have that hardware around to test. Patches if needed
+ would be welcome.
+
+Will this work on ARM, MIPS, POWER, <other non-x86 architecture>?
+-------------------------------------------------------------------------
+
+ * Not without a lot of work. We make extensive use of AVX and AVX2
+ intrinsics in our code and the in-tree JIT creation. It is not the
+ intention for this codebase to support non-x86 architectures.
+
+What hardware do I need?
+------------------------
+
+ * Any x86 processor with at least AVX (introduced in the Intel
+ SandyBridge and AMD Bulldozer microarchitectures in 2011) will
+ work.
+
+ * You don't need a fire-breathing Xeon machine to work on SWR - we do
+ day-to-day development with laptops and desktop CPUs.
+
+Does one build work on both AVX and AVX2?
+-----------------------------------------
+
+Yes. The build system creates two shared libraries, ``libswrAVX.so`` and
+``libswrAVX2.so``, and ``swr_create_screen()`` loads the appropriate one at
+runtime.
+
--- /dev/null
+Knobs
+=====
+
+OpenSWR has a number of environment variables which control its
+operation, in addition to the normal Mesa and gallium controls.
+
+.. envvar:: KNOB_ENABLE_ASSERT_DIALOGS <bool> (true)
+
+Use dialogs when asserts fire. Asserts are only enabled in debug builds
+
+.. envvar:: KNOB_SINGLE_THREADED <bool> (false)
+
+If enabled will perform all rendering on the API thread. This is useful mainly for debugging purposes.
+
+.. envvar:: KNOB_DUMP_SHADER_IR <bool> (false)
+
+Dumps shader LLVM IR at various stages of jit compilation.
+
+.. envvar:: KNOB_USE_GENERIC_STORETILE <bool> (false)
+
+Always use generic function for performing StoreTile. Will be slightly slower than using optimized (jitted) path
+
+.. envvar:: KNOB_FAST_CLEAR <bool> (true)
+
+Replace 3D primitive execute with a SWRClearRT operation and defer clear execution to first backend op on hottile, or hottile store
+
+.. envvar:: KNOB_MAX_NUMA_NODES <uint32_t> (0)
+
+Maximum # of NUMA-nodes per system used for worker threads 0 == ALL NUMA-nodes in the system N == Use at most N NUMA-nodes for rendering
+
+.. envvar:: KNOB_MAX_CORES_PER_NUMA_NODE <uint32_t> (0)
+
+Maximum # of cores per NUMA-node used for worker threads. 0 == ALL non-API thread cores per NUMA-node N == Use at most N cores per NUMA-node
+
+.. envvar:: KNOB_MAX_THREADS_PER_CORE <uint32_t> (1)
+
+Maximum # of (hyper)threads per physical core used for worker threads. 0 == ALL hyper-threads per core N == Use at most N hyper-threads per physical core
+
+.. envvar:: KNOB_MAX_WORKER_THREADS <uint32_t> (0)
+
+Maximum worker threads to spawn. IMPORTANT: If this is non-zero, no worker threads will be bound to specific HW threads. They will all be "floating" SW threads. In this case, the above 3 KNOBS will be ignored.
+
+.. envvar:: KNOB_BUCKETS_START_FRAME <uint32_t> (1200)
+
+Frame from when to start saving buckets data. NOTE: KNOB_ENABLE_RDTSC must be enabled in core/knobs.h for this to have an effect.
+
+.. envvar:: KNOB_BUCKETS_END_FRAME <uint32_t> (1400)
+
+Frame at which to stop saving buckets data. NOTE: KNOB_ENABLE_RDTSC must be enabled in core/knobs.h for this to have an effect.
+
+.. envvar:: KNOB_WORKER_SPIN_LOOP_COUNT <uint32_t> (5000)
+
+Number of spin-loop iterations worker threads will perform before going to sleep when waiting for work
+
+.. envvar:: KNOB_MAX_DRAWS_IN_FLIGHT <uint32_t> (160)
+
+Maximum number of draws outstanding before API thread blocks.
+
+.. envvar:: KNOB_MAX_PRIMS_PER_DRAW <uint32_t> (2040)
+
+Maximum primitives in a single Draw(). Larger primitives are split into smaller Draw calls. Should be a multiple of (3 * vectorWidth).
+
+.. envvar:: KNOB_MAX_TESS_PRIMS_PER_DRAW <uint32_t> (16)
+
+Maximum primitives in a single Draw() with tessellation enabled. Larger primitives are split into smaller Draw calls. Should be a multiple of (vectorWidth).
+
+.. envvar:: KNOB_MAX_FRAC_ODD_TESS_FACTOR <float> (63.0f)
+
+(DEBUG) Maximum tessellation factor for fractional-odd partitioning.
+
+.. envvar:: KNOB_MAX_FRAC_EVEN_TESS_FACTOR <float> (64.0f)
+
+(DEBUG) Maximum tessellation factor for fractional-even partitioning.
+
+.. envvar:: KNOB_MAX_INTEGER_TESS_FACTOR <uint32_t> (64)
+
+(DEBUG) Maximum tessellation factor for integer partitioning.
+
+.. envvar:: KNOB_BUCKETS_ENABLE_THREADVIZ <bool> (false)
+
+Enable threadviz output.
+
+.. envvar:: KNOB_TOSS_DRAW <bool> (false)
+
+Disable per-draw/dispatch execution
+
+.. envvar:: KNOB_TOSS_QUEUE_FE <bool> (false)
+
+Stop per-draw execution at worker FE NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
+
+.. envvar:: KNOB_TOSS_FETCH <bool> (false)
+
+Stop per-draw execution at vertex fetch NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
+
+.. envvar:: KNOB_TOSS_IA <bool> (false)
+
+Stop per-draw execution at input assembler NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
+
+.. envvar:: KNOB_TOSS_VS <bool> (false)
+
+Stop per-draw execution at vertex shader NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
+
+.. envvar:: KNOB_TOSS_SETUP_TRIS <bool> (false)
+
+Stop per-draw execution at primitive setup NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
+
+.. envvar:: KNOB_TOSS_BIN_TRIS <bool> (false)
+
+Stop per-draw execution at primitive binning NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
+
+.. envvar:: KNOB_TOSS_RS <bool> (false)
+
+Stop per-draw execution at rasterizer NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
+
--- /dev/null
+Profiling
+=========
+
+OpenSWR contains built-in profiling which can be enabled
+at build time to provide insight into performance tuning.
+
+To enable this, uncomment the following line in ``rasterizer/core/knobs.h`` and rebuild: ::
+
+ //#define KNOB_ENABLE_RDTSC
+
+Running an application will result in a ``rdtsc.txt`` file being
+created in current working directory. This file contains profile
+information captured between the ``KNOB_BUCKETS_START_FRAME`` and
+``KNOB_BUCKETS_END_FRAME`` (see knobs section).
+
+The resulting file will contain sections for each thread with a
+hierarchical breakdown of the time spent in the various operations.
+For example: ::
+
+ Thread 0 (API)
+ %Tot %Par Cycles CPE NumEvent CPE2 NumEvent2 Bucket
+ 0.00 0.00 28370 2837 10 0 0 APIClearRenderTarget
+ 0.00 41.23 11698 1169 10 0 0 |-> APIDrawWakeAllThreads
+ 0.00 18.34 5202 520 10 0 0 |-> APIGetDrawContext
+ 98.72 98.72 12413773688 29957 414380 0 0 APIDraw
+ 0.36 0.36 44689364 107 414380 0 0 |-> APIDrawWakeAllThreads
+ 96.36 97.62 12117951562 9747 1243140 0 0 |-> APIGetDrawContext
+ 0.00 0.00 19904 995 20 0 0 APIStoreTiles
+ 0.00 7.88 1568 78 20 0 0 |-> APIDrawWakeAllThreads
+ 0.00 25.28 5032 251 20 0 0 |-> APIGetDrawContext
+ 1.28 1.28 161344902 64 2486370 0 0 APIGetDrawContext
+ 0.00 0.00 50368 2518 20 0 0 APISync
+ 0.00 2.70 1360 68 20 0 0 |-> APIDrawWakeAllThreads
+ 0.00 65.27 32876 1643 20 0 0 |-> APIGetDrawContext
+
+
+ Thread 1 (WORKER)
+ %Tot %Par Cycles CPE NumEvent CPE2 NumEvent2 Bucket
+ 83.92 83.92 13198987522 96411 136902 0 0 FEProcessDraw
+ 24.91 29.69 3918184840 167 23410158 0 0 |-> FEFetchShader
+ 11.17 13.31 1756972646 75 23410158 0 0 |-> FEVertexShader
+ 8.89 10.59 1397902996 59 23410161 0 0 |-> FEPAAssemble
+ 19.06 22.71 2997794710 384 7803387 0 0 |-> FEClipTriangles
+ 11.67 61.21 1834958176 235 7803387 0 0 |-> FEBinTriangles
+ 0.00 0.00 0 0 187258 0 0 |-> FECullZeroAreaAndBackface
+ 0.00 0.00 0 0 60051033 0 0 |-> FECullBetweenCenters
+ 0.11 0.11 17217556 2869592 6 0 0 FEProcessStoreTiles
+ 15.97 15.97 2511392576 73665 34092 0 0 WorkerWorkOnFifoBE
+ 14.04 87.95 2208687340 9187 240408 0 0 |-> WorkerFoundWork
+ 0.06 0.43 9390536 13263 708 0 0 |-> BELoadTiles
+ 0.00 0.01 293020 182 1609 0 0 |-> BEClear
+ 12.63 89.94 1986508990 949 2093014 0 0 |-> BERasterizeTriangle
+ 2.37 18.75 372374596 177 2093014 0 0 |-> BETriangleSetup
+ 0.42 3.35 66539016 31 2093014 0 0 |-> BEStepSetup
+ 0.00 0.00 0 0 21766 0 0 |-> BETrivialReject
+ 1.05 8.33 165410662 79 2071248 0 0 |-> BERasterizePartial
+ 6.06 48.02 953847796 1260 756783 0 0 |-> BEPixelBackend
+ 0.20 3.30 31521202 41 756783 0 0 |-> BESetup
+ 0.16 2.69 25624304 33 756783 0 0 |-> BEBarycentric
+ 0.18 2.92 27884986 36 756783 0 0 |-> BEEarlyDepthTest
+ 0.19 3.20 30564174 41 744058 0 0 |-> BEPixelShader
+ 0.26 4.30 41058646 55 744058 0 0 |-> BEOutputMerger
+ 1.27 20.94 199750822 32 6054264 0 0 |-> BEEndTile
+ 0.33 2.34 51758160 23687 2185 0 0 |-> BEStoreTiles
+ 0.20 60.22 31169500 28807 1082 0 0 |-> B8G8R8A8_UNORM
+ 0.00 0.00 302752 302752 1 0 0 WorkerWaitForThreadEvent
+
--- /dev/null
+Usage
+=====
+
+Requirements
+^^^^^^^^^^^^
+
+* An x86 processor with AVX or above
+* LLVM version 3.9 or later
+* C++14 capable compiler
+
+Building
+^^^^^^^^
+
+To build with GNU automake, select building the swr driver at
+configure time, for example: ::
+
+ configure --with-gallium-drivers=swrast,swr
+
+Using
+^^^^^
+
+On Linux, building with autotools will create a drop-in alternative
+for libGL.so into::
+
+ lib/gallium/libGL.so
+ lib/gallium/libswrAVX.so
+ lib/gallium/libswrAVX2.so
+
+Alternatively, building with SCons will produce::
+
+ build/linux-x86_64/gallium/targets/libgl-xlib/libGL.so
+ build/linux-x86_64/gallium/drivers/swr/libswrAVX.so
+ build/linux-x86_64/gallium/drivers/swr/libswrAVX2.so
+
+To use it set the LD_LIBRARY_PATH environment variable accordingly.
+
+**IMPORTANT:** Mesa will default to using llvmpipe or softpipe as the default software renderer. To select the OpenSWR driver, set the GALLIUM_DRIVER environment variable appropriately: ::
+
+ GALLIUM_DRIVER=swr
+
+To verify OpenSWR is being used, check to see if a message like the following is printed when the application is started: ::
+
+ SWR detected AVX2
+
--- /dev/null
+Formats in gallium
+==================
+
+Gallium format names mostly follow D3D10 conventions, with some extensions.
+
+Format names like XnYnZnWn have the X component in the lowest-address n bits
+and the W component in the highest-address n bits; for B8G8R8A8, byte 0 is
+blue and byte 3 is alpha. Note that platform endianness is not considered
+in this definition. In C::
+
+ struct x8y8z8w8 { uint8_t x, y, z, w; };
+
+Format aliases like XYZWstrq are (s+t+r+q)-bit integers in host endianness,
+with the X component in the s least-significant bits of the integer. In C::
+
+ uint32_t xyzw8888 = (x << 0) | (y << 8) | (z << 16) | (w << 24);
+
+Format suffixes affect the interpretation of the channel:
+
+- ``SINT``: N bit signed integer [-2^(N-1) ... 2^(N-1) - 1]
+- ``SNORM``: N bit signed integer normalized to [-1 ... 1]
+- ``SSCALED``: N bit signed integer [-2^(N-1) ... 2^(N-1) - 1]
+- ``FIXED``: Signed fixed point integer, (N/2 - 1) bits of mantissa
+- ``FLOAT``: N bit IEEE754 float
+- ``NORM``: Normalized integers, signed or unsigned per channel
+- ``UINT``: N bit unsigned integer [0 ... 2^N - 1]
+- ``UNORM``: N bit unsigned integer normalized to [0 ... 1]
+- ``USCALED``: N bit unsigned integer [0 ... 2^N - 1]
+
+The difference between ``SINT`` and ``SSCALED`` is that the former are pure
+integers in shaders, while the latter are floats; likewise for ``UINT`` versus
+``USCALED``.
+
+There are two exceptions for ``FLOAT``. ``R9G9B9E5_FLOAT`` is nine bits
+each of red green and blue mantissa, with a shared five bit exponent.
+``R11G11B10_FLOAT`` is five bits of exponent and five or six bits of mantissa
+for each color channel.
+
+For the ``NORM`` suffix, the signedness of each channel is indicated with an
+S or U after the number of channel bits, as in ``R5SG5SB6U_NORM``.
+
+The ``SRGB`` suffix is like ``UNORM`` in range, but in the sRGB colorspace.
+
+Compressed formats are named first by the compression format string (``DXT1``,
+``ETC1``, etc), followed by a format-specific subtype. Refer to the
+appropriate compression spec for details.
+
+Formats used in video playback are named by their FOURCC code.
+
+Format names with an embedded underscore are subsampled. ``R8G8_B8G8`` is a
+single 32-bit block of two pixels, where the R and B values are repeated in
+both pixels.
+
+References
+----------
+
+DirectX Graphics Infrastructure documentation on DXGI_FORMAT enum:
+http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
+
+FOURCC codes for YUV formats:
+http://www.fourcc.org/yuv.php
--- /dev/null
+Glossary
+========
+
+.. glossary::
+ :sorted:
+
+ MSAA
+ Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
+ multiple samples of the depth buffer, and uses this information to
+ smooth the edges of polygons.
+
+ TCL
+ Transform, Clipping, & Lighting. The three stages of preparation in a
+ rasterizing pipeline prior to the actual rasterization of vertices into
+ fragments.
+
+ NPOT
+ Non-power-of-two. Usually applied to textures which have at least one
+ dimension which is not a power of two.
+
+ LOD
+ Level of Detail. Also spelled "LoD." The value that determines when the
+ switches between mipmaps occur during texture sampling.
+
+ layer
+ This term is used as the name of the "3rd coordinate" of a resource.
+ 3D textures have zslices, cube maps have faces, 1D and 2D array textures
+ have array members (other resources do not have multiple layers).
+ Since the functions only take one parameter no matter what type of
+ resource is used, use the term "layer" instead of a resource type
+ specific one.
+
+ GLSL
+ GL Shading Language. The official, common high-level shader language used
+ in GL 2.0 and above.
--- /dev/null
+.. Gallium documentation master file, created by
+ sphinx-quickstart on Sun Dec 20 14:09:05 2009.
+ You can adapt this file completely to your liking, but it should at least
+ contain the root `toctree` directive.
+
+Welcome to Gallium's documentation!
+===================================
+
+Contents:
+
+.. toctree::
+ :maxdepth: 2
+
+ intro
+ debugging
+ tgsi
+ screen
+ resources
+ format
+ context
+ cso
+ distro
+ drivers
+ glossary
+
+Indices and tables
+==================
+
+* :ref:`genindex`
+* :ref:`modindex`
+* :ref:`search`
+
--- /dev/null
+Introduction
+============
+
+What is Gallium?
+----------------
+
+Gallium is essentially an API for writing graphics drivers in a largely
+device-agnostic fashion. It provides several objects which encapsulate the
+core services of graphics hardware in a straightforward manner.
--- /dev/null
+XXX this could be converted/formatted for Sphinx someday.
+XXX do not use tabs in this file.
+
+
+
+ position ]
+ primary/secondary colors ]
+ generics (normals, ]
+ texcoords, fog) ] User vertices / arrays
+ point size ]
+ edge flag ]
+ primitive ID } System-generated values
+ vertex ID }
+ | | |
+ V V V
+ +-------------------+
+ | Vertex shader |
+ +-------------------+
+ | | |
+ V V V
+ position
+ clip distance
+ generics
+ front/back & primary/secondary colors
+ point size
+ edge flag
+ primitive ID
+ | | |
+ V V V
+ +------------------------+
+ | Geometry shader |
+ | (consume vertex ID) |
+ | (may change prim type) |
+ +------------------------+
+ | | |
+ V V V
+ [...]
+ fb layer
+ | | |
+ V V V
+ +--------------------------+
+ | Clipper |
+ | (consume clip distances) |
+ +--------------------------+
+ | | |
+ V V V
+ +-------------------+
+ | Polygon Culling |
+ +-------------------+
+ | | |
+ V V V
+ +-----------------------+
+ | Choose front or |
+ | back face color |
+ | (consume other color) |
+ +-----------------------+
+ | | |
+ V V V
+ [...]
+ primary/secondary colors only
+ | | |
+ V V V
+ +-------------------+
+ | Polygon Offset |
+ +-------------------+
+ | | |
+ V V V
+ +----------------------+
+ | Unfilled polygons |
+ | (consume edge flags) |
+ | (change prim type) |
+ +----------------------+
+ | | |
+ V V V
+ position
+ generics
+ primary/secondary colors
+ point size
+ primitive ID
+ fb layer
+ | | |
+ V V V
+ +---------------------------------+
+ | Optional Draw module helpers |
+ | * Polygon Stipple |
+ | * Line Stipple |
+ | * Line AA/smooth (as tris) |
+ | * Wide lines (as tris) |
+ | * Wide points/sprites (as tris) |
+ | * Point AA/smooth (as tris) |
+ | (NOTE: these stages may emit |
+ | new/extra generic attributes |
+ | such as texcoords) |
+ +---------------------------------+
+ | | |
+ V V V
+ position ]
+ generics (+ new/extra ones) ]
+ primary/secondary colors ] Software rast vertices
+ point size ]
+ primitive ID ]
+ fb layer ]
+ | | |
+ V V V
+ +---------------------+
+ | Triangle/Line/Point |
+ | Rasterization |
+ +---------------------+
+ | | |
+ V V V
+ generic attribs
+ primary/secondary colors
+ primitive ID
+ fragment win coord pos } System-generated values
+ front/back face flag }
+ | | |
+ V V V
+ +-------------------+
+ | Fragment shader |
+ +-------------------+
+ | | |
+ V V V
+ zero or more colors
+ zero or one Z value
+
+
+NOTE: The instance ID is not shown. It can be imagined to be a global variable
+accessible to all shader stages.
--- /dev/null
+.. _resource:
+
+Resources and derived objects
+=============================
+
+Resources represent objects that hold data: textures and buffers.
+
+They are mostly modelled after the resources in Direct3D 10/11, but with a
+different transfer/update mechanism, and more features for OpenGL support.
+
+Resources can be used in several ways, and it is required to specify all planned uses through an appropriate set of bind flags.
+
+TODO: write much more on resources
+
+Transfers
+---------
+
+Transfers are the mechanism used to access resources with the CPU.
+
+OpenGL: OpenGL supports mapping buffers and has inline transfer functions for both buffers and textures
+
+D3D11: D3D11 lacks transfers, but has special resource types that are mappable to the CPU address space
+
+TODO: write much more on transfers
+
+Resource targets
+----------------
+
+Resource targets determine the type of a resource.
+
+Note that drivers may not actually have the restrictions listed regarding
+coordinate normalization and wrap modes, and in fact efficient OpenCL
+support will probably require drivers that don't have any of them, which
+will probably be advertised with an appropriate cap.
+
+TODO: document all targets. Note that both 3D and cube have restrictions
+that depend on the hardware generation.
+
+
+PIPE_BUFFER
+^^^^^^^^^^^
+
+Buffer resource: can be used as a vertex, index, constant buffer
+(appropriate bind flags must be requested).
+
+Buffers do not really have a format, it's just bytes, but they are required
+to have their type set to a R8 format (without a specific "just byte" format,
+R8_UINT would probably make the most sense, but for historic reasons R8_UNORM
+is ok too). (This is just to make some shared buffer/texture code easier so
+format size can be queried.)
+width0 serves as size, most other resource properties don't apply but must be
+set appropriately (depth0/height0/array_size must be 1, last_level 0).
+
+They can be bound to stream output if supported.
+TODO: what about the restrictions lifted by the several later GL transform feedback extensions? How does one advertise that in Gallium?
+
+They can be also be bound to a shader stage (for sampling) as usual by
+creating an appropriate sampler view, if the driver supports PIPE_CAP_TEXTURE_BUFFER_OBJECTS.
+This supports larger width than a 1d texture would
+(TODO limit currently unspecified, minimum must be at least 65536).
+Only the "direct fetch" sample opcodes are supported (TGSI_OPCODE_TXF,
+TGSI_OPCODE_SAMPLE_I) so the sampler state (coord wrapping etc.)
+is mostly ignored (with SAMPLE_I there's no sampler state at all).
+
+They can be also be bound to the framebuffer (only as color render target, not
+depth buffer, also there cannot be a depth buffer bound at the same time) as usual
+by creating an appropriate view (this is not usable in OpenGL).
+TODO there's no CAP bit currently for this, there's also unspecified size etc. limits
+TODO: is there any chance of supporting GL pixel buffer object acceleration with this?
+
+
+OpenGL: vertex buffers in GL 1.5 or GL_ARB_vertex_buffer_object
+
+- Binding to stream out requires GL 3.0 or GL_NV_transform_feedback
+- Binding as constant buffers requires GL 3.1 or GL_ARB_uniform_buffer_object
+- Binding to a sampling stage requires GL 3.1 or GL_ARB_texture_buffer_object
+
+D3D11: buffer resources
+- Binding to a render target requires D3D_FEATURE_LEVEL_10_0
+
+PIPE_TEXTURE_1D / PIPE_TEXTURE_1D_ARRAY
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+1D surface accessed with normalized coordinates.
+1D array textures are supported depending on PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS.
+
+- If PIPE_CAP_NPOT_TEXTURES is not supported,
+ width must be a power of two
+- height0 must be 1
+- depth0 must be 1
+- array_size must be 1 for PIPE_TEXTURE_1D
+- Mipmaps can be used
+- Must use normalized coordinates
+
+OpenGL: GL_TEXTURE_1D in GL 1.0
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+
+D3D11: 1D textures in D3D_FEATURE_LEVEL_10_0
+
+PIPE_TEXTURE_RECT
+^^^^^^^^^^^^^^^^^
+2D surface with OpenGL GL_TEXTURE_RECTANGLE semantics.
+
+- depth0 must be 1
+- array_size must be 1
+- last_level must be 0
+- Must use unnormalized coordinates
+- Must use a clamp wrap mode
+
+OpenGL: GL_TEXTURE_RECTANGLE in GL 3.1 or GL_ARB_texture_rectangle or GL_NV_texture_rectangle
+
+OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
+
+D3D11: not supported (only PIPE_TEXTURE_2D with normalized coordinates is supported)
+
+PIPE_TEXTURE_2D / PIPE_TEXTURE_2D_ARRAY
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+2D surface accessed with normalized coordinates.
+2D array textures are supported depending on PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS.
+
+- If PIPE_CAP_NPOT_TEXTURES is not supported,
+ width and height must be powers of two
+- depth0 must be 1
+- array_size must be 1 for PIPE_TEXTURE_2D
+- Mipmaps can be used
+- Must use normalized coordinates
+- No special restrictions on wrap modes
+
+OpenGL: GL_TEXTURE_2D in GL 1.0
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+
+OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
+
+D3D11: 2D textures
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_9_3
+
+PIPE_TEXTURE_3D
+^^^^^^^^^^^^^^^
+
+3-dimensional array of texels.
+Mipmap dimensions are reduced in all 3 coordinates.
+
+- If PIPE_CAP_NPOT_TEXTURES is not supported,
+ width, height and depth must be powers of two
+- array_size must be 1
+- Must use normalized coordinates
+
+OpenGL: GL_TEXTURE_3D in GL 1.2 or GL_EXT_texture3D
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+
+D3D11: 3D textures
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
+
+PIPE_TEXTURE_CUBE / PIPE_TEXTURE_CUBE_ARRAY
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+Cube maps consist of 6 2D faces.
+The 6 surfaces form an imaginary cube, and sampling happens by mapping an
+input 3-vector to the point of the cube surface in that direction.
+Cube map arrays are supported depending on PIPE_CAP_CUBE_MAP_ARRAY.
+
+Sampling may be optionally seamless if a driver supports it (PIPE_CAP_SEAMLESS_CUBE_MAP),
+resulting in filtering taking samples from multiple surfaces near to the edge.
+
+- Width and height must be equal
+- depth0 must be 1
+- array_size must be a multiple of 6
+- If PIPE_CAP_NPOT_TEXTURES is not supported,
+ width and height must be powers of two
+- Must use normalized coordinates
+
+OpenGL: GL_TEXTURE_CUBE_MAP in GL 1.3 or EXT_texture_cube_map
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
+- Seamless cube maps require GL 3.2 or GL_ARB_seamless_cube_map or GL_AMD_seamless_cubemap_per_texture
+- Cube map arrays require GL 4.0 or GL_ARB_texture_cube_map_array
+
+D3D11: 2D array textures with the D3D11_RESOURCE_MISC_TEXTURECUBE flag
+
+- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
+- Cube map arrays require D3D_FEATURE_LEVEL_10_1
+
+Surfaces
+--------
+
+Surfaces are views of a resource that can be bound as a framebuffer to serve as the render target or depth buffer.
+
+TODO: write much more on surfaces
+
+OpenGL: FBOs are collections of surfaces in GL 3.0 or GL_ARB_framebuffer_object
+
+D3D11: render target views and depth/stencil views
+
+Sampler views
+-------------
+
+Sampler views are views of a resource that can be bound to a pipeline stage to be sampled from shaders.
+
+TODO: write much more on sampler views
+
+OpenGL: texture objects are actually sampler view and resource in a single unit
+
+D3D11: shader resource views
--- /dev/null
+.. _screen:
+
+Screen
+======
+
+A screen is an object representing the context-independent part of a device.
+
+Flags and enumerations
+----------------------
+
+XXX some of these don't belong in this section.
+
+
+.. _pipe_cap:
+
+PIPE_CAP_*
+^^^^^^^^^^
+
+Capability queries return information about the features and limits of the
+driver/GPU. For floating-point values, use :ref:`get_paramf`, and for boolean
+or integer values, use :ref:`get_param`.
+
+The integer capabilities:
+
+* ``PIPE_CAP_GRAPHICS``: Whether graphics is supported. If not, contexts can
+ only be created with PIPE_CONTEXT_COMPUTE_ONLY.
+* ``PIPE_CAP_NPOT_TEXTURES``: Whether :term:`NPOT` textures may have repeat modes,
+ normalized coordinates, and mipmaps.
+* ``PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS``: How many dual-source blend RTs are support.
+ :ref:`Blend` for more information.
+* ``PIPE_CAP_ANISOTROPIC_FILTER``: Whether textures can be filtered anisotropically.
+* ``PIPE_CAP_POINT_SPRITE``: Whether point sprites are available.
+* ``PIPE_CAP_MAX_RENDER_TARGETS``: The maximum number of render targets that may be
+ bound.
+* ``PIPE_CAP_OCCLUSION_QUERY``: Whether occlusion queries are available.
+* ``PIPE_CAP_QUERY_TIME_ELAPSED``: Whether PIPE_QUERY_TIME_ELAPSED queries are available.
+* ``PIPE_CAP_TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware
+ can do the depth texture / Z comparison operation in TEX instructions
+ for shadow testing.
+* ``PIPE_CAP_TEXTURE_SWIZZLE``: Whether swizzling through sampler views is
+ supported.
+* ``PIPE_CAP_MAX_TEXTURE_2D_SIZE``: The maximum size of 2D (and 1D) textures.
+* ``PIPE_CAP_MAX_TEXTURE_3D_LEVELS``: The maximum number of mipmap levels available
+ for a 3D texture.
+* ``PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS``: The maximum number of mipmap levels available
+ for a cubemap.
+* ``PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE``: Whether mirrored texture coordinates are
+ supported with the clamp-to-edge wrap mode.
+* ``PIPE_CAP_TEXTURE_MIRROR_CLAMP``: Whether mirrored texture coordinates are supported
+ with clamp or clamp-to-border wrap modes.
+* ``PIPE_CAP_BLEND_EQUATION_SEPARATE``: Whether alpha blend equations may be different
+ from color blend equations, in :ref:`Blend` state.
+* ``PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS``: The maximum number of stream buffers.
+* ``PIPE_CAP_PRIMITIVE_RESTART``: Whether primitive restart is supported.
+* ``PIPE_CAP_PRIMITIVE_RESTART_FIXED_INDEX``: Subset of
+ PRIMITIVE_RESTART where the restart index is always the fixed maximum
+ value for the index type.
+* ``PIPE_CAP_INDEP_BLEND_ENABLE``: Whether per-rendertarget blend enabling and channel
+ masks are supported. If 0, then the first rendertarget's blend mask is
+ replicated across all MRTs.
+* ``PIPE_CAP_INDEP_BLEND_FUNC``: Whether per-rendertarget blend functions are
+ available. If 0, then the first rendertarget's blend functions affect all
+ MRTs.
+* ``PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS``: The maximum number of texture array
+ layers supported. If 0, the array textures are not supported at all and
+ the ARRAY texture targets are invalid.
+* ``PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT``: Whether the TGSI property
+ FS_COORD_ORIGIN with value UPPER_LEFT is supported.
+* ``PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT``: Whether the TGSI property
+ FS_COORD_ORIGIN with value LOWER_LEFT is supported.
+* ``PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER``: Whether the TGSI
+ property FS_COORD_PIXEL_CENTER with value HALF_INTEGER is supported.
+* ``PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER``: Whether the TGSI
+ property FS_COORD_PIXEL_CENTER with value INTEGER is supported.
+* ``PIPE_CAP_DEPTH_CLIP_DISABLE``: Whether the driver is capable of disabling
+ depth clipping (=1) (through pipe_rasterizer_state) or supports lowering
+ depth_clamp in the client shader code (=2), for this the driver must
+ currently use TGSI.
+* ``PIPE_CAP_DEPTH_CLIP_DISABLE_SEPARATE``: Whether the driver is capable of
+ disabling depth clipping (through pipe_rasterizer_state) separately for
+ the near and far plane. If not, depth_clip_near and depth_clip_far will be
+ equal.
+* ``PIPE_CAP_SHADER_STENCIL_EXPORT``: Whether a stencil reference value can be
+ written from a fragment shader.
+* ``PIPE_CAP_TGSI_INSTANCEID``: Whether TGSI_SEMANTIC_INSTANCEID is supported
+ in the vertex shader.
+* ``PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR``: Whether the driver supports
+ per-instance vertex attribs.
+* ``PIPE_CAP_FRAGMENT_COLOR_CLAMPED``: Whether fragment color clamping is
+ supported. That is, is the pipe_rasterizer_state::clamp_fragment_color
+ flag supported by the driver? If not, gallium frontends will insert
+ clamping code into the fragment shaders when needed.
+
+* ``PIPE_CAP_MIXED_COLORBUFFER_FORMATS``: Whether mixed colorbuffer formats are
+ supported, e.g. RGBA8 and RGBA32F as the first and second colorbuffer, resp.
+* ``PIPE_CAP_VERTEX_COLOR_UNCLAMPED``: Whether the driver is capable of
+ outputting unclamped vertex colors from a vertex shader. If unsupported,
+ the vertex colors are always clamped. This is the default for DX9 hardware.
+* ``PIPE_CAP_VERTEX_COLOR_CLAMPED``: Whether the driver is capable of
+ clamping vertex colors when they come out of a vertex shader, as specified
+ by the pipe_rasterizer_state::clamp_vertex_color flag. If unsupported,
+ the vertex colors are never clamped. This is the default for DX10 hardware.
+ If both clamped and unclamped CAPs are supported, the clamping can be
+ controlled through pipe_rasterizer_state. If the driver cannot do vertex
+ color clamping, gallium frontends may insert clamping code into the vertex
+ shader.
+* ``PIPE_CAP_GLSL_FEATURE_LEVEL``: Whether the driver supports features
+ equivalent to a specific GLSL version. E.g. for GLSL 1.3, report 130.
+* ``PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY``: Whether the driver supports
+ features equivalent to a specific GLSL version including all legacy OpenGL
+ features only present in the OpenGL compatibility profile.
+ The only legacy features that Gallium drivers must implement are
+ the legacy shader inputs and outputs (colors, texcoords, fog, clipvertex,
+ edgeflag).
+* ``PIPE_CAP_ESSL_FEATURE_LEVEL``: An optional cap to allow drivers to
+ report a higher GLSL version for GLES contexts. This is useful when a
+ driver does not support all the required features for a higher GL version,
+ but does support the required features for a higher GLES version. A driver
+ is allowed to return ``0`` in which case ``PIPE_CAP_GLSL_FEATURE_LEVEL`` is
+ used.
+ Note that simply returning the same value as the GLSL feature level cap is
+ incorrect. For example, GLSL version 3.30 does not require ``ARB_gpu_shader5``,
+ but ESSL version 3.20 es does require ``EXT_gpu_shader5``
+* ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION``: Whether quads adhere to
+ the flatshade_first setting in ``pipe_rasterizer_state``.
+* ``PIPE_CAP_USER_VERTEX_BUFFERS``: Whether the driver supports user vertex
+ buffers. If not, gallium frontends must upload all data which is not in hw
+ resources. If user-space buffers are supported, the driver must also still
+ accept HW resource buffers.
+* ``PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY``: This CAP describes a hw
+ limitation. If true, pipe_vertex_buffer::buffer_offset must always be aligned
+ to 4. If false, there are no restrictions on the offset.
+* ``PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY``: This CAP describes a hw
+ limitation. If true, pipe_vertex_buffer::stride must always be aligned to 4.
+ If false, there are no restrictions on the stride.
+* ``PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY``: This CAP describes
+ a hw limitation. If true, pipe_vertex_element::src_offset must always be
+ aligned to 4. If false, there are no restrictions on src_offset.
+* ``PIPE_CAP_COMPUTE``: Whether the implementation supports the
+ compute entry points defined in pipe_context and pipe_screen.
+* ``PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT``: Describes the required
+ alignment of pipe_constant_buffer::buffer_offset.
+* ``PIPE_CAP_START_INSTANCE``: Whether the driver supports
+ pipe_draw_info::start_instance.
+* ``PIPE_CAP_QUERY_TIMESTAMP``: Whether PIPE_QUERY_TIMESTAMP and
+ the pipe_screen::get_timestamp hook are implemented.
+* ``PIPE_CAP_TEXTURE_MULTISAMPLE``: Whether all MSAA resources supported
+ for rendering are also supported for texturing.
+* ``PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT``: The minimum alignment that should be
+ expected for a pointer returned by transfer_map if the resource is
+ PIPE_BUFFER. In other words, the pointer returned by transfer_map is
+ always aligned to this value.
+* ``PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT``: Describes the required
+ alignment for pipe_sampler_view::u.buf.offset, in bytes.
+ If a driver does not support offset/size, it should return 0.
+* ``PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY``: Whether the driver only
+ supports R, RG, RGB and RGBA formats for PIPE_BUFFER sampler views.
+ When this is the case it should be assumed that the swizzle parameters
+ in the sampler view have no effect.
+* ``PIPE_CAP_TGSI_TEXCOORD``: This CAP describes a hw limitation.
+ If true, the hardware cannot replace arbitrary shader inputs with sprite
+ coordinates and hence the inputs that are desired to be replaceable must
+ be declared with TGSI_SEMANTIC_TEXCOORD instead of TGSI_SEMANTIC_GENERIC.
+ The rasterizer's sprite_coord_enable state therefore also applies to the
+ TEXCOORD semantic.
+ Also, TGSI_SEMANTIC_PCOORD becomes available, which labels a fragment shader
+ input that will always be replaced with sprite coordinates.
+* ``PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER``: Whether it is preferable
+ to use a blit to implement a texture transfer which needs format conversions
+ and swizzling in gallium frontends. Generally, all hardware drivers with
+ dedicated memory should return 1 and all software rasterizers should return 0.
+* ``PIPE_CAP_QUERY_PIPELINE_STATISTICS``: Whether PIPE_QUERY_PIPELINE_STATISTICS
+ is supported.
+* ``PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK``: Bitmask indicating whether special
+ considerations have to be given to the interaction between the border color
+ in the sampler object and the sampler view used with it.
+ If PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600 is set, the border color
+ may be affected in undefined ways for any kind of permutational swizzle
+ (any swizzle XYZW where X/Y/Z/W are not ZERO, ONE, or R/G/B/A respectively)
+ in the sampler view.
+ If PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 is set, the border color
+ state should be swizzled manually according to the swizzle in the sampler
+ view it is intended to be used with, or herein undefined results may occur
+ for permutational swizzles.
+* ``PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE``: The maximum accessible size with
+ a buffer sampler view, in texels.
+* ``PIPE_CAP_MAX_VIEWPORTS``: The maximum number of viewports (and scissors
+ since they are linked) a driver can support. Returning 0 is equivalent
+ to returning 1 because every driver has to support at least a single
+ viewport/scissor combination.
+* ``PIPE_CAP_ENDIANNESS``:: The endianness of the device. Either
+ PIPE_ENDIAN_BIG or PIPE_ENDIAN_LITTLE.
+* ``PIPE_CAP_MIXED_FRAMEBUFFER_SIZES``: Whether it is allowed to have
+ different sizes for fb color/zs attachments. This controls whether
+ ARB_framebuffer_object is provided.
+* ``PIPE_CAP_TGSI_VS_LAYER_VIEWPORT``: Whether ``TGSI_SEMANTIC_LAYER`` and
+ ``TGSI_SEMANTIC_VIEWPORT_INDEX`` are supported as vertex shader
+ outputs. Note that the viewport will only be used if multiple viewports are
+ exposed.
+* ``PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES``: The maximum number of vertices
+ output by a single invocation of a geometry shader.
+* ``PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS``: The maximum number of
+ vertex components output by a single invocation of a geometry shader.
+ This is the product of the number of attribute components per vertex and
+ the number of output vertices.
+* ``PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS``: Max number of components
+ in format that texture gather can operate on. 1 == RED, ALPHA etc,
+ 4 == All formats.
+* ``PIPE_CAP_TEXTURE_GATHER_SM5``: Whether the texture gather
+ hardware implements the SM5 features, component selection,
+ shadow comparison, and run-time offsets.
+* ``PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT``: Whether
+ PIPE_TRANSFER_PERSISTENT and PIPE_TRANSFER_COHERENT are supported
+ for buffers.
+* ``PIPE_CAP_TEXTURE_QUERY_LOD``: Whether the ``LODQ`` instruction is
+ supported.
+* ``PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET``: The minimum offset that can be used
+ in conjunction with a texture gather opcode.
+* ``PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET``: The maximum offset that can be used
+ in conjunction with a texture gather opcode.
+* ``PIPE_CAP_SAMPLE_SHADING``: Whether there is support for per-sample
+ shading. The context->set_min_samples function will be expected to be
+ implemented.
+* ``PIPE_CAP_TEXTURE_GATHER_OFFSETS``: Whether the ``TG4`` instruction can
+ accept 4 offsets.
+* ``PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION``: Whether
+ TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION is supported, which disables clipping
+ and viewport transformation.
+* ``PIPE_CAP_MAX_VERTEX_STREAMS``: The maximum number of vertex streams
+ supported by the geometry shader. If stream-out is supported, this should be
+ at least 1. If stream-out is not supported, this should be 0.
+* ``PIPE_CAP_DRAW_INDIRECT``: Whether the driver supports taking draw arguments
+ { count, instance_count, start, index_bias } from a PIPE_BUFFER resource.
+ See pipe_draw_info.
+* ``PIPE_CAP_MULTI_DRAW_INDIRECT``: Whether the driver supports
+ pipe_draw_info::indirect_stride and ::indirect_count
+* ``PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS``: Whether the driver supports
+ taking the number of indirect draws from a separate parameter
+ buffer, see pipe_draw_indirect_info::indirect_draw_count.
+* ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE``: Whether the fragment shader supports
+ the FINE versions of DDX/DDY.
+* ``PIPE_CAP_VENDOR_ID``: The vendor ID of the underlying hardware. If it's
+ not available one should return 0xFFFFFFFF.
+* ``PIPE_CAP_DEVICE_ID``: The device ID (PCI ID) of the underlying hardware.
+ 0xFFFFFFFF if not available.
+* ``PIPE_CAP_ACCELERATED``: Whether the renderer is hardware accelerated.
+* ``PIPE_CAP_VIDEO_MEMORY``: The amount of video memory in megabytes.
+* ``PIPE_CAP_UMA``: If the device has a unified memory architecture or on-card
+ memory and GART.
+* ``PIPE_CAP_CONDITIONAL_RENDER_INVERTED``: Whether the driver supports inverted
+ condition for conditional rendering.
+* ``PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE``: The maximum supported vertex stride.
+* ``PIPE_CAP_SAMPLER_VIEW_TARGET``: Whether the sampler view's target can be
+ different than the underlying resource's, as permitted by
+ ARB_texture_view. For example a 2d array texture may be reinterpreted as a
+ cube (array) texture and vice-versa.
+* ``PIPE_CAP_CLIP_HALFZ``: Whether the driver supports the
+ pipe_rasterizer_state::clip_halfz being set to true. This is required
+ for enabling ARB_clip_control.
+* ``PIPE_CAP_VERTEXID_NOBASE``: If true, the driver only supports
+ TGSI_SEMANTIC_VERTEXID_NOBASE (and not TGSI_SEMANTIC_VERTEXID). This means
+ gallium frontends for APIs whose vertexIDs are offset by basevertex (such as GL)
+ will need to lower TGSI_SEMANTIC_VERTEXID to TGSI_SEMANTIC_VERTEXID_NOBASE
+ and TGSI_SEMANTIC_BASEVERTEX, so drivers setting this must handle both these
+ semantics. Only relevant if geometry shaders are supported.
+ (BASEVERTEX could be exposed separately too via ``PIPE_CAP_DRAW_PARAMETERS``).
+* ``PIPE_CAP_POLYGON_OFFSET_CLAMP``: If true, the driver implements support
+ for ``pipe_rasterizer_state::offset_clamp``.
+* ``PIPE_CAP_MULTISAMPLE_Z_RESOLVE``: Whether the driver supports blitting
+ a multisampled depth buffer into a single-sampled texture (or depth buffer).
+ Only the first sampled should be copied.
+* ``PIPE_CAP_RESOURCE_FROM_USER_MEMORY``: Whether the driver can create
+ a pipe_resource where an already-existing piece of (malloc'd) user memory
+ is used as its backing storage. In other words, whether the driver can map
+ existing user memory into the device address space for direct device access.
+ The create function is pipe_screen::resource_from_user_memory. The address
+ and size must be page-aligned.
+* ``PIPE_CAP_DEVICE_RESET_STATUS_QUERY``:
+ Whether pipe_context::get_device_reset_status is implemented.
+* ``PIPE_CAP_MAX_SHADER_PATCH_VARYINGS``:
+ How many per-patch outputs and inputs are supported between tessellation
+ control and tessellation evaluation shaders, not counting in TESSINNER and
+ TESSOUTER. The minimum allowed value for OpenGL is 30.
+* ``PIPE_CAP_TEXTURE_FLOAT_LINEAR``: Whether the linear minification and
+ magnification filters are supported with single-precision floating-point
+ textures.
+* ``PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR``: Whether the linear minification and
+ magnification filters are supported with half-precision floating-point
+ textures.
+* ``PIPE_CAP_DEPTH_BOUNDS_TEST``: Whether bounds_test, bounds_min, and
+ bounds_max states of pipe_depth_stencil_alpha_state behave according
+ to the GL_EXT_depth_bounds_test specification.
+* ``PIPE_CAP_TGSI_TXQS``: Whether the `TXQS` opcode is supported
+* ``PIPE_CAP_FORCE_PERSAMPLE_INTERP``: If the driver can force per-sample
+ interpolation for all fragment shader inputs if
+ pipe_rasterizer_state::force_persample_interp is set. This is only used
+ by GL3-level sample shading (ARB_sample_shading). GL4-level sample shading
+ (ARB_gpu_shader5) doesn't use this. While GL3 hardware has a state for it,
+ GL4 hardware will likely need to emulate it with a shader variant, or by
+ selecting the interpolation weights with a conditional assignment
+ in the shader.
+* ``PIPE_CAP_SHAREABLE_SHADERS``: Whether shader CSOs can be used by any
+ pipe_context.
+* ``PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS``:
+ Whether copying between compressed and plain formats is supported where
+ a compressed block is copied to/from a plain pixel of the same size.
+* ``PIPE_CAP_CLEAR_TEXTURE``: Whether `clear_texture` will be
+ available in contexts.
+* ``PIPE_CAP_CLEAR_SCISSORED``: Whether `clear` can accept a scissored
+ bounding box.
+* ``PIPE_CAP_DRAW_PARAMETERS``: Whether ``TGSI_SEMANTIC_BASEVERTEX``,
+ ``TGSI_SEMANTIC_BASEINSTANCE``, and ``TGSI_SEMANTIC_DRAWID`` are
+ supported in vertex shaders.
+* ``PIPE_CAP_TGSI_PACK_HALF_FLOAT``: Whether the ``UP2H`` and ``PK2H``
+ TGSI opcodes are supported.
+* ``PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL``: If gallium frontends should use
+ a system value for the POSITION fragment shader input.
+* ``PIPE_CAP_TGSI_FS_POINT_IS_SYSVAL``: If gallium frontends should use
+ a system value for the POINT fragment shader input.
+* ``PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL``: If gallium frontends should use
+ a system value for the FACE fragment shader input.
+ Also, the FACE system value is integer, not float.
+* ``PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT``: Describes the required
+ alignment for pipe_shader_buffer::buffer_offset, in bytes. Maximum
+ value allowed is 256 (for GL conformance). 0 is only allowed if
+ shader buffers are not supported.
+* ``PIPE_CAP_INVALIDATE_BUFFER``: Whether the use of ``invalidate_resource``
+ for buffers is supported.
+* ``PIPE_CAP_GENERATE_MIPMAP``: Indicates whether pipe_context::generate_mipmap
+ is supported.
+* ``PIPE_CAP_STRING_MARKER``: Whether pipe->emit_string_marker() is supported.
+* ``PIPE_CAP_SURFACE_REINTERPRET_BLOCKS``: Indicates whether
+ pipe_context::create_surface supports reinterpreting a texture as a surface
+ of a format with different block width/height (but same block size in bits).
+ For example, a compressed texture image can be interpreted as a
+ non-compressed surface whose texels are the same number of bits as the
+ compressed blocks, and vice versa. The width and height of the surface is
+ adjusted appropriately.
+* ``PIPE_CAP_QUERY_BUFFER_OBJECT``: Driver supports
+ context::get_query_result_resource callback.
+* ``PIPE_CAP_PCI_GROUP``: Return the PCI segment group number.
+* ``PIPE_CAP_PCI_BUS``: Return the PCI bus number.
+* ``PIPE_CAP_PCI_DEVICE``: Return the PCI device number.
+* ``PIPE_CAP_PCI_FUNCTION``: Return the PCI function number.
+* ``PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT``:
+ If non-zero, rendering to framebuffers with no surface attachments
+ is supported. The context->is_format_supported function will be expected
+ to be implemented with PIPE_FORMAT_NONE yeilding the MSAA modes the hardware
+ supports. N.B., The maximum number of layers supported for rasterizing a
+ primitive on a layer is obtained from ``PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS``
+ even though it can be larger than the number of layers supported by either
+ rendering or textures.
+* ``PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR``: Implementation uses bounds
+ checking on resource accesses by shader if the context is created with
+ PIPE_CONTEXT_ROBUST_BUFFER_ACCESS. See the ARB_robust_buffer_access_behavior
+ extension for information on the required behavior for out of bounds accesses
+ and accesses to unbound resources.
+* ``PIPE_CAP_CULL_DISTANCE``: Whether the driver supports the arb_cull_distance
+ extension and thus implements proper support for culling planes.
+* ``PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES``: Whether primitive restart is
+ supported for patch primitives.
+* ``PIPE_CAP_TGSI_VOTE``: Whether the ``VOTE_*`` ops can be used in shaders.
+* ``PIPE_CAP_MAX_WINDOW_RECTANGLES``: The maxium number of window rectangles
+ supported in ``set_window_rectangles``.
+* ``PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED``: If true, the driver implements support
+ for ``pipe_rasterizer_state::offset_units_unscaled``.
+* ``PIPE_CAP_VIEWPORT_SUBPIXEL_BITS``: Number of bits of subpixel precision for
+ floating point viewport bounds.
+* ``PIPE_CAP_RASTERIZER_SUBPIXEL_BITS``: Number of bits of subpixel precision used
+ by the rasterizer.
+* ``PIPE_CAP_MIXED_COLOR_DEPTH_BITS``: Whether there is non-fallback
+ support for color/depth format combinations that use a different
+ number of bits. For the purpose of this cap, Z24 is treated as
+ 32-bit. If set to off, that means that a B5G6R5 + Z24 or RGBA8 + Z16
+ combination will require a driver fallback, and should not be
+ advertised in the GLX/EGL config list.
+* ``PIPE_CAP_TGSI_ARRAY_COMPONENTS``: If true, the driver interprets the
+ UsageMask of input and output declarations and allows declaring arrays
+ in overlapping ranges. The components must be a contiguous range, e.g. a
+ UsageMask of xy or yzw is allowed, but xz or yw isn't. Declarations with
+ overlapping locations must have matching semantic names and indices, and
+ equal interpolation qualifiers.
+ Components may overlap, notably when the gaps in an array of dvec3 are
+ filled in.
+* ``PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS``: Whether interleaved stream
+ output mode is able to interleave across buffers. This is required for
+ ARB_transform_feedback3.
+* ``PIPE_CAP_TGSI_CAN_READ_OUTPUTS``: Whether every TGSI shader stage can read
+ from the output file.
+* ``PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY``: Tell the GLSL compiler to use
+ the minimum amount of optimizations just to be able to do all the linking
+ and lowering.
+* ``PIPE_CAP_FBFETCH``: The number of render targets whose value in the
+ current framebuffer can be read in the shader. 0 means framebuffer fetch
+ is not supported. 1 means that only the first render target can be read,
+ and a larger value would mean that multiple render targets are supported.
+* ``PIPE_CAP_FBFETCH_COHERENT``: Whether framebuffer fetches from the fragment
+ shader can be guaranteed to be coherent with framebuffer writes.
+* ``PIPE_CAP_TGSI_MUL_ZERO_WINS``: Whether TGSI shaders support the
+ ``TGSI_PROPERTY_MUL_ZERO_WINS`` shader property.
+* ``PIPE_CAP_DOUBLES``: Whether double precision floating-point operations
+ are supported.
+* ``PIPE_CAP_INT64``: Whether 64-bit integer operations are supported.
+* ``PIPE_CAP_INT64_DIVMOD``: Whether 64-bit integer division/modulo
+ operations are supported.
+* ``PIPE_CAP_TGSI_TEX_TXF_LZ``: Whether TEX_LZ and TXF_LZ opcodes are
+ supported.
+* ``PIPE_CAP_TGSI_CLOCK``: Whether the CLOCK opcode is supported.
+* ``PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE``: Whether the
+ PIPE_POLYGON_MODE_FILL_RECTANGLE mode is supported for
+ ``pipe_rasterizer_state::fill_front`` and
+ ``pipe_rasterizer_state::fill_back``.
+* ``PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE``: The page size of sparse buffers in
+ bytes, or 0 if sparse buffers are not supported. The page size must be at
+ most 64KB.
+* ``PIPE_CAP_TGSI_BALLOT``: Whether the BALLOT and READ_* opcodes as well as
+ the SUBGROUP_* semantics are supported.
+* ``PIPE_CAP_TGSI_TES_LAYER_VIEWPORT``: Whether ``TGSI_SEMANTIC_LAYER`` and
+ ``TGSI_SEMANTIC_VIEWPORT_INDEX`` are supported as tessellation evaluation
+ shader outputs.
+* ``PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX``: Whether a buffer with just
+ PIPE_BIND_CONSTANT_BUFFER can be legally passed to set_vertex_buffers.
+* ``PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION``: As the name says.
+* ``PIPE_CAP_POST_DEPTH_COVERAGE``: whether
+ ``TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE`` is supported.
+* ``PIPE_CAP_BINDLESS_TEXTURE``: Whether bindless texture operations are
+ supported.
+* ``PIPE_CAP_NIR_SAMPLERS_AS_DEREF``: Whether NIR tex instructions should
+ reference texture and sampler as NIR derefs instead of by indices.
+* ``PIPE_CAP_QUERY_SO_OVERFLOW``: Whether the
+ ``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` and
+ ``PIPE_QUERY_SO_OVERFLOW_ANY_PREDICATE`` query types are supported. Note that
+ for a driver that does not support multiple output streams (i.e.,
+ ``PIPE_CAP_MAX_VERTEX_STREAMS`` is 1), both query types are identical.
+* ``PIPE_CAP_MEMOBJ``: Whether operations on memory objects are supported.
+* ``PIPE_CAP_LOAD_CONSTBUF``: True if the driver supports ``TGSI_OPCODE_LOAD`` use
+ with constant buffers.
+* ``PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS``: Any TGSI register can be used as
+ an address for indirect register indexing.
+* ``PIPE_CAP_TILE_RASTER_ORDER``: Whether the driver supports
+ GL_MESA_tile_raster_order, using the tile_raster_order_* fields in
+ pipe_rasterizer_state.
+* ``PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES``: Limit on combined shader
+ output resources (images + buffers + fragment outputs). If 0 the state
+ tracker works it out.
+* ``PIPE_CAP_FRAMEBUFFER_MSAA_CONSTRAINTS``: This determines limitations
+ on the number of samples that framebuffer attachments can have.
+ Possible values:
+
+ 0. color.nr_samples == zs.nr_samples == color.nr_storage_samples
+ (standard MSAA quality)
+ 1. color.nr_samples >= zs.nr_samples == color.nr_storage_samples
+ (enhanced MSAA quality)
+ 2. color.nr_samples >= zs.nr_samples >= color.nr_storage_samples
+ (full flexibility in tuning MSAA quality and performance)
+
+ All color attachments must have the same number of samples and the same
+ number of storage samples.
+* ``PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET``:
+ Whether pipe_vertex_buffer::buffer_offset is treated as signed. The u_vbuf
+ module needs this for optimal performance in workstation applications.
+* ``PIPE_CAP_CONTEXT_PRIORITY_MASK``: For drivers that support per-context
+ priorities, this returns a bitmask of ``PIPE_CONTEXT_PRIORITY_x`` for the
+ supported priority levels. A driver that does not support prioritized
+ contexts can return 0.
+* ``PIPE_CAP_FENCE_SIGNAL``: True if the driver supports signaling semaphores
+ using fence_server_signal().
+* ``PIPE_CAP_CONSTBUF0_FLAGS``: The bits of pipe_resource::flags that must be
+ set when binding that buffer as constant buffer 0. If the buffer doesn't have
+ those bits set, pipe_context::set_constant_buffer(.., 0, ..) is ignored
+ by the driver, and the driver can throw assertion failures.
+* ``PIPE_CAP_PACKED_UNIFORMS``: True if the driver supports packed uniforms
+ as opposed to padding to vec4s.
+* ``PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_TRIANGLES``: Whether the
+ ``PIPE_CONSERVATIVE_RASTER_POST_SNAP`` mode is supported for triangles.
+ The post-snap mode means the conservative rasterization occurs after
+ the conversion from floating-point to fixed-point coordinates
+ on the subpixel grid.
+* ``PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_POINTS_LINES``: Whether the
+ ``PIPE_CONSERVATIVE_RASTER_POST_SNAP`` mode is supported for points and lines.
+* ``PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_TRIANGLES``: Whether the
+ ``PIPE_CONSERVATIVE_RASTER_PRE_SNAP`` mode is supported for triangles.
+ The pre-snap mode means the conservative rasterization occurs before
+ the conversion from floating-point to fixed-point coordinates.
+* ``PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_POINTS_LINES``: Whether the
+ ``PIPE_CONSERVATIVE_RASTER_PRE_SNAP`` mode is supported for points and lines.
+* ``PIPE_CAP_CONSERVATIVE_RASTER_POST_DEPTH_COVERAGE``: Whether
+ ``PIPE_CAP_POST_DEPTH_COVERAGE`` works with conservative rasterization.
+* ``PIPE_CAP_CONSERVATIVE_RASTER_INNER_COVERAGE``: Whether
+ inner_coverage from GL_INTEL_conservative_rasterization is supported.
+* ``PIPE_CAP_MAX_CONSERVATIVE_RASTER_SUBPIXEL_PRECISION_BIAS``: The maximum
+ subpixel precision bias in bits during conservative rasterization.
+* ``PIPE_CAP_PROGRAMMABLE_SAMPLE_LOCATIONS``: True is the driver supports
+ programmable sample location through ```get_sample_pixel_grid``` and
+ ```set_sample_locations```.
+* ``PIPE_CAP_MAX_GS_INVOCATIONS``: Maximum supported value of
+ TGSI_PROPERTY_GS_INVOCATIONS.
+* ``PIPE_CAP_MAX_SHADER_BUFFER_SIZE``: Maximum supported size for binding
+ with set_shader_buffers.
+* ``PIPE_CAP_MAX_COMBINED_SHADER_BUFFERS``: Maximum total number of shader
+ buffers. A value of 0 means the sum of all per-shader stage maximums (see
+ ``PIPE_SHADER_CAP_MAX_SHADER_BUFFERS``).
+* ``PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTERS``: Maximum total number of atomic
+ counters. A value of 0 means the default value (MAX_ATOMIC_COUNTERS = 4096).
+* ``PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTER_BUFFERS``: Maximum total number of
+ atomic counter buffers. A value of 0 means the sum of all per-shader stage
+ maximums (see ``PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS``).
+* ``PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET``: Maximum recommend memory size
+ for all active texture uploads combined. This is a performance hint.
+ 0 means no limit.
+* ``PIPE_CAP_MAX_VERTEX_ELEMENT_SRC_OFFSET``: The maximum supported value for
+ of pipe_vertex_element::src_offset.
+* ``PIPE_CAP_SURFACE_SAMPLE_COUNT``: Whether the driver
+ supports pipe_surface overrides of resource nr_samples. If set, will
+ enable EXT_multisampled_render_to_texture.
+* ``PIPE_CAP_TGSI_ATOMFADD``: Atomic floating point adds are supported on
+ images, buffers, and shared memory.
+* ``PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND``: True if the driver needs blend state to use zero/one instead of destination alpha for RGB/XRGB formats.
+* ``PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS``: True if the driver wants TESSINNER and TESSOUTER to be inputs (rather than system values) for tessellation evaluation shaders.
+* ``PIPE_CAP_DEST_SURFACE_SRGB_CONTROL``: Indicates whether the drivers
+ supports switching the format between sRGB and linear for a surface that is
+ used as destination in draw and blit calls.
+* ``PIPE_CAP_NIR_COMPACT_ARRAYS``: True if the compiler backend supports NIR's compact array feature, for all shader stages.
+* ``PIPE_CAP_MAX_VARYINGS``: The maximum number of fragment shader
+ varyings. This will generally correspond to
+ ``PIPE_SHADER_CAP_MAX_INPUTS`` for the fragment shader, but in some
+ cases may be a smaller number.
+* ``PIPE_CAP_COMPUTE_GRID_INFO_LAST_BLOCK``: Whether pipe_grid_info::last_block
+ is implemented by the driver. See struct pipe_grid_info for more details.
+* ``PIPE_CAP_COMPUTE_SHADER_DERIVATIVE``: True if the driver supports derivatives (and texture lookups with implicit derivatives) in compute shaders.
+* ``PIPE_CAP_TGSI_SKIP_SHRINK_IO_ARRAYS``: Whether the TGSI pass to shrink IO
+ arrays should be skipped and enforce keeping the declared array sizes instead.
+ A driver might rely on the input mapping that was defined with the original
+ GLSL code.
+* ``PIPE_CAP_IMAGE_LOAD_FORMATTED``: True if a format for image loads does not need to be specified in the shader IR
+* ``PIPE_CAP_THROTTLE``: Whether or not gallium frontends should throttle pipe_context
+ execution. 0 = throttling is disabled.
+* ``PIPE_CAP_DMABUF``: Whether Linux DMABUF handles are supported by
+ resource_from_handle and resource_get_handle.
+* ``PIPE_CAP_PREFER_COMPUTE_FOR_MULTIMEDIA``: Whether VDPAU, VAAPI, and
+ OpenMAX should use a compute-based blit instead of pipe_context::blit and compute pipeline for compositing images.
+* ``PIPE_CAP_FRAGMENT_SHADER_INTERLOCK``: True if fragment shader interlock
+ functionality is supported.
+* ``PIPE_CAP_CS_DERIVED_SYSTEM_VALUES_SUPPORTED``: True if driver handles
+ gl_LocalInvocationIndex and gl_GlobalInvocationID. Otherwise, gallium frontends will
+ lower those system values.
+* ``PIPE_CAP_ATOMIC_FLOAT_MINMAX``: Atomic float point minimum,
+ maximum, exchange and compare-and-swap support to buffer and shared variables.
+* ``PIPE_CAP_TGSI_DIV``: Whether opcode DIV is supported
+* ``PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD``: Whether texture lookups with
+ explicit LOD is supported in the fragment shader.
+* ``PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES``: True if the driver supports
+ derivatives in fragment shaders.
+* ``PIPE_CAP_VERTEX_SHADER_SATURATE``: True if the driver supports saturate
+ modifiers in the vertex shader.
+* ``PIPE_CAP_TEXTURE_SHADOW_LOD``: True if the driver supports shadow sampler
+ types with texture functions having interaction with LOD of texture lookup.
+* ``PIPE_CAP_SHADER_SAMPLES_IDENTICAL``: True if the driver supports a shader query to tell whether all samples of a multisampled surface are definitely identical.
+* ``PIPE_CAP_TGSI_ATOMINC_WRAP``: Atomic increment/decrement + wrap around are supported.
+* ``PIPE_CAP_PREFER_IMM_ARRAYS_AS_CONSTBUF``: True if gallium frontends should
+ turn arrays whose contents can be deduced at compile time into constant
+ buffer loads, or false if the driver can handle such arrays itself in a more
+ efficient manner.
+* ``PIPE_CAP_GL_SPIRV``: True if the driver supports ARB_gl_spirv extension.
+* ``PIPE_CAP_GL_SPIRV_VARIABLE_POINTERS``: True if the driver supports Variable Pointers in SPIR-V shaders.
+* ``PIPE_CAP_DEMOTE_TO_HELPER_INVOCATION``: True if driver supports demote keyword in GLSL programs.
+* ``PIPE_CAP_TGSI_TG4_COMPONENT_IN_SWIZZLE``: True if driver wants the TG4 component encoded in sampler swizzle rather than as a separate source.
+* ``PIPE_CAP_FLATSHADE``: Driver supports pipe_rasterizer_state::flatshade.
+* ``PIPE_CAP_ALPHA_TEST``: Driver supports alpha-testing.
+* ``PIPE_CAP_POINT_SIZE_FIXED``: Driver supports point-sizes that are fixed,
+ as opposed to writing gl_PointSize for every point.
+* ``PIPE_CAP_TWO_SIDED_COLOR``: Driver supports two-sided coloring.
+* ``PIPE_CAP_CLIP_PLANES``: Driver supports user-defined clip-planes.
+* ``PIPE_CAP_MAX_VERTEX_BUFFERS``: Number of supported vertex buffers.
+* ``PIPE_CAP_OPENCL_INTEGER_FUNCTIONS``: Driver supports extended OpenCL-style integer functions. This includes averge, saturating additiong, saturating subtraction, absolute difference, count leading zeros, and count trailing zeros.
+* ``PIPE_CAP_INTEGER_MULTIPLY_32X16``: Driver supports integer multiplication between a 32-bit integer and a 16-bit integer. If the second operand is 32-bits, the upper 16-bits are ignored, and the low 16-bits are possibly sign extended as necessary.
+* ``PIPE_CAP_NIR_IMAGES_AS_DEREF``: Whether NIR image load/store intrinsics should be nir_intrinsic_image_deref_* instead of nir_intrinsic_image_*. Defaults to true.
+* ``PIPE_CAP_PACKED_STREAM_OUTPUT``: Driver supports packing optimization for stream output (e.g. GL transform feedback captured variables). Defaults to true.
+* ``PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED``: Driver needs the nir_lower_viewport_transform pass to be enabled. This also means that the gl_Position value is modified and should be lowered for transform feedback, if needed. Defaults to false.
+* ``PIPE_CAP_PSIZ_CLAMPED``: Driver needs for the point size to be clamped. Additionally, the gl_PointSize has been modified and its value should be lowered for transform feedback, if needed. Defaults to false.
+* ``PIPE_CAP_DRAW_INFO_START_WITH_USER_INDICES``: pipe_draw_info::start can be non-zero with user indices.
+* ``PIPE_CAP_GL_BEGIN_END_BUFFER_SIZE``: Buffer size used to upload vertices for glBegin/glEnd.
+* ``PIPE_CAP_VIEWPORT_SWIZZLE``: Whether pipe_viewport_state::swizzle can be used to specify pre-clipping swizzling of coordinates (see GL_NV_viewport_swizzle).
+* ``PIPE_CAP_SYSTEM_SVM``: True if all application memory can be shared with the GPU without explicit mapping.
+* ``PIPE_CAP_VIEWPORT_MASK``: Whether ``TGSI_SEMANTIC_VIEWPORT_MASK`` and ``TGSI_PROPERTY_LAYER_VIEWPORT_RELATIVE`` are supported (see GL_NV_viewport_array2).
+* ``PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE``: Whether mapping a buffer as unsynchronized from any thread is safe.
+* ``PIPE_CAP_GLSL_ZERO_INIT``: Choose a default zero initialization some glsl variables. If `1`, then all glsl shader variables and gl_FragColor are initialized to zero. If `2`, then shader out variables are not initialized but function out variables are.
+
+.. _pipe_capf:
+
+PIPE_CAPF_*
+^^^^^^^^^^^^^^^^
+
+The floating-point capabilities are:
+
+* ``PIPE_CAPF_MAX_LINE_WIDTH``: The maximum width of a regular line.
+* ``PIPE_CAPF_MAX_LINE_WIDTH_AA``: The maximum width of a smoothed line.
+* ``PIPE_CAPF_MAX_POINT_WIDTH``: The maximum width and height of a point.
+* ``PIPE_CAPF_MAX_POINT_WIDTH_AA``: The maximum width and height of a smoothed point.
+* ``PIPE_CAPF_MAX_TEXTURE_ANISOTROPY``: The maximum level of anisotropy that can be
+ applied to anisotropically filtered textures.
+* ``PIPE_CAPF_MAX_TEXTURE_LOD_BIAS``: The maximum :term:`LOD` bias that may be applied
+ to filtered textures.
+* ``PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE``: The minimum conservative rasterization
+ dilation.
+* ``PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE``: The maximum conservative rasterization
+ dilation.
+* ``PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY``: The conservative rasterization
+ dilation granularity for values relative to the minimum dilation.
+
+
+.. _pipe_shader_cap:
+
+PIPE_SHADER_CAP_*
+^^^^^^^^^^^^^^^^^
+
+These are per-shader-stage capabitity queries. Different shader stages may
+support different features.
+
+* ``PIPE_SHADER_CAP_MAX_INSTRUCTIONS``: The maximum number of instructions.
+* ``PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS``: The maximum number of arithmetic instructions.
+* ``PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS``: The maximum number of texture instructions.
+* ``PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS``: The maximum number of texture indirections.
+* ``PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH``: The maximum nested control flow depth.
+* ``PIPE_SHADER_CAP_MAX_INPUTS``: The maximum number of input registers.
+* ``PIPE_SHADER_CAP_MAX_OUTPUTS``: The maximum number of output registers.
+ This is valid for all shaders except the fragment shader.
+* ``PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE``: The maximum size per constant buffer in bytes.
+* ``PIPE_SHADER_CAP_MAX_CONST_BUFFERS``: Maximum number of constant buffers that can be bound
+ to any shader stage using ``set_constant_buffer``. If 0 or 1, the pipe will
+ only permit binding one constant buffer per shader.
+
+If a value greater than 0 is returned, the driver can have multiple
+constant buffers bound to shader stages. The CONST register file is
+accessed with two-dimensional indices, like in the example below.
+
+DCL CONST[0][0..7] # declare first 8 vectors of constbuf 0
+DCL CONST[3][0] # declare first vector of constbuf 3
+MOV OUT[0], CONST[0][3] # copy vector 3 of constbuf 0
+
+* ``PIPE_SHADER_CAP_MAX_TEMPS``: The maximum number of temporary registers.
+* ``PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED``: Whether the continue opcode is supported.
+* ``PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR``: Whether indirect addressing
+ of the input file is supported.
+* ``PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR``: Whether indirect addressing
+ of the output file is supported.
+* ``PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR``: Whether indirect addressing
+ of the temporary file is supported.
+* ``PIPE_SHADER_CAP_INDIRECT_CONST_ADDR``: Whether indirect addressing
+ of the constant file is supported.
+* ``PIPE_SHADER_CAP_SUBROUTINES``: Whether subroutines are supported, i.e.
+ BGNSUB, ENDSUB, CAL, and RET, including RET in the main block.
+* ``PIPE_SHADER_CAP_INTEGERS``: Whether integer opcodes are supported.
+ If unsupported, only float opcodes are supported.
+* ``PIPE_SHADER_CAP_INT64_ATOMICS``: Whether int64 atomic opcodes are supported. The device needs to support add, sub, swap, cmpswap, and, or, xor, min, and max.
+* ``PIPE_SHADER_CAP_FP16``: Whether half precision floating-point opcodes are supported.
+ If unsupported, half precision ops need to be lowered to full precision.
+* ``PIPE_SHADER_CAP_FP16_DERIVATIVES``: Whether half precision floating-point
+ DDX and DDY opcodes are supported.
+* ``PIPE_SHADER_CAP_INT16``: Whether 16-bit signed and unsigned integer types
+ are supported.
+* ``PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS``: The maximum number of texture
+ samplers.
+* ``PIPE_SHADER_CAP_PREFERRED_IR``: Preferred representation of the
+ program. It should be one of the ``pipe_shader_ir`` enum values.
+* ``PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS``: The maximum number of texture
+ sampler views. Must not be lower than PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS.
+* ``PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED``: Whether double precision rounding
+ is supported. If it is, DTRUNC/DCEIL/DFLR/DROUND opcodes may be used.
+* ``PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED``: Whether DFRACEXP and
+ DLDEXP are supported.
+* ``PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED``: Whether LDEXP is supported.
+* ``PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED``: Whether FMA and DFMA (doubles only)
+ are supported.
+* ``PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE``: Whether the driver doesn't
+ ignore tgsi_declaration_range::Last for shader inputs and outputs.
+* ``PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT``: This is the maximum number
+ of iterations that loops are allowed to have to be unrolled. It is only
+ a hint to gallium frontends. Whether any loops will be unrolled is not
+ guaranteed.
+* ``PIPE_SHADER_CAP_MAX_SHADER_BUFFERS``: Maximum number of memory buffers
+ (also used to implement atomic counters). Having this be non-0 also
+ implies support for the ``LOAD``, ``STORE``, and ``ATOM*`` TGSI
+ opcodes.
+* ``PIPE_SHADER_CAP_SUPPORTED_IRS``: Supported representations of the
+ program. It should be a mask of ``pipe_shader_ir`` bits.
+* ``PIPE_SHADER_CAP_MAX_SHADER_IMAGES``: Maximum number of image units.
+* ``PIPE_SHADER_CAP_LOWER_IF_THRESHOLD``: IF and ELSE branches with a lower
+ cost than this value should be lowered by gallium frontends for better
+ performance. This is a tunable for the GLSL compiler and the behavior is
+ specific to the compiler.
+* ``PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS``: Whether the merge registers
+ TGSI pass is skipped. This might reduce code size and register pressure if
+ the underlying driver has a real backend compiler.
+* ``PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS``: If atomic counters are separate,
+ how many HW counters are available for this stage. (0 uses SSBO atomics).
+* ``PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS``: If atomic counters are
+ separate, how many atomic counter buffers are available for this stage.
+
+.. _pipe_compute_cap:
+
+PIPE_COMPUTE_CAP_*
+^^^^^^^^^^^^^^^^^^
+
+Compute-specific capabilities. They can be queried using
+pipe_screen::get_compute_param.
+
+* ``PIPE_COMPUTE_CAP_IR_TARGET``: A description of the target of the form
+ ``processor-arch-manufacturer-os`` that will be passed on to the compiler.
+ This CAP is only relevant for drivers that specify PIPE_SHADER_IR_NATIVE for
+ their preferred IR.
+ Value type: null-terminated string. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_GRID_DIMENSION``: Number of supported dimensions
+ for grid and block coordinates. Value type: ``uint64_t``. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_MAX_GRID_SIZE``: Maximum grid size in block
+ units. Value type: ``uint64_t []``. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE``: Maximum block size in thread
+ units. Value type: ``uint64_t []``. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK``: Maximum number of threads that
+ a single block can contain. Value type: ``uint64_t``. Shader IR type dependent.
+ This may be less than the product of the components of MAX_BLOCK_SIZE and is
+ usually limited by the number of threads that can be resident simultaneously
+ on a compute unit.
+* ``PIPE_COMPUTE_CAP_MAX_GLOBAL_SIZE``: Maximum size of the GLOBAL
+ resource. Value type: ``uint64_t``. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE``: Maximum size of the LOCAL
+ resource. Value type: ``uint64_t``. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_MAX_PRIVATE_SIZE``: Maximum size of the PRIVATE
+ resource. Value type: ``uint64_t``. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_MAX_INPUT_SIZE``: Maximum size of the INPUT
+ resource. Value type: ``uint64_t``. Shader IR type dependent.
+* ``PIPE_COMPUTE_CAP_MAX_MEM_ALLOC_SIZE``: Maximum size of a memory object
+ allocation in bytes. Value type: ``uint64_t``.
+* ``PIPE_COMPUTE_CAP_MAX_CLOCK_FREQUENCY``: Maximum frequency of the GPU
+ clock in MHz. Value type: ``uint32_t``
+* ``PIPE_COMPUTE_CAP_MAX_COMPUTE_UNITS``: Maximum number of compute units
+ Value type: ``uint32_t``
+* ``PIPE_COMPUTE_CAP_IMAGES_SUPPORTED``: Whether images are supported
+ non-zero means yes, zero means no. Value type: ``uint32_t``
+* ``PIPE_COMPUTE_CAP_SUBGROUP_SIZE``: The size of a basic execution unit in
+ threads. Also known as wavefront size, warp size or SIMD width.
+* ``PIPE_COMPUTE_CAP_ADDRESS_BITS``: The default compute device address space
+ size specified as an unsigned integer value in bits.
+* ``PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK``: Maximum variable number
+ of threads that a single block can contain. This is similar to
+ PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK, except that the variable size is not
+ known a compile-time but at dispatch-time.
+
+.. _pipe_bind:
+
+PIPE_BIND_*
+^^^^^^^^^^^
+
+These flags indicate how a resource will be used and are specified at resource
+creation time. Resources may be used in different roles
+during their lifecycle. Bind flags are cumulative and may be combined to create
+a resource which can be used for multiple things.
+Depending on the pipe driver's memory management and these bind flags,
+resources might be created and handled quite differently.
+
+* ``PIPE_BIND_RENDER_TARGET``: A color buffer or pixel buffer which will be
+ rendered to. Any surface/resource attached to pipe_framebuffer_state::cbufs
+ must have this flag set.
+* ``PIPE_BIND_DEPTH_STENCIL``: A depth (Z) buffer and/or stencil buffer. Any
+ depth/stencil surface/resource attached to pipe_framebuffer_state::zsbuf must
+ have this flag set.
+* ``PIPE_BIND_BLENDABLE``: Used in conjunction with PIPE_BIND_RENDER_TARGET to
+ query whether a device supports blending for a given format.
+ If this flag is set, surface creation may fail if blending is not supported
+ for the specified format. If it is not set, a driver may choose to ignore
+ blending on surfaces with formats that would require emulation.
+* ``PIPE_BIND_DISPLAY_TARGET``: A surface that can be presented to screen. Arguments to
+ pipe_screen::flush_front_buffer must have this flag set.
+* ``PIPE_BIND_SAMPLER_VIEW``: A texture that may be sampled from in a fragment
+ or vertex shader.
+* ``PIPE_BIND_VERTEX_BUFFER``: A vertex buffer.
+* ``PIPE_BIND_INDEX_BUFFER``: An vertex index/element buffer.
+* ``PIPE_BIND_CONSTANT_BUFFER``: A buffer of shader constants.
+* ``PIPE_BIND_STREAM_OUTPUT``: A stream output buffer.
+* ``PIPE_BIND_CUSTOM``:
+* ``PIPE_BIND_SCANOUT``: A front color buffer or scanout buffer.
+* ``PIPE_BIND_SHARED``: A sharable buffer that can be given to another
+ process.
+* ``PIPE_BIND_GLOBAL``: A buffer that can be mapped into the global
+ address space of a compute program.
+* ``PIPE_BIND_SHADER_BUFFER``: A buffer without a format that can be bound
+ to a shader and can be used with load, store, and atomic instructions.
+* ``PIPE_BIND_SHADER_IMAGE``: A buffer or texture with a format that can be
+ bound to a shader and can be used with load, store, and atomic instructions.
+* ``PIPE_BIND_COMPUTE_RESOURCE``: A buffer or texture that can be
+ bound to the compute program as a shader resource.
+* ``PIPE_BIND_COMMAND_ARGS_BUFFER``: A buffer that may be sourced by the
+ GPU command processor. It can contain, for example, the arguments to
+ indirect draw calls.
+
+.. _pipe_usage:
+
+PIPE_USAGE_*
+^^^^^^^^^^^^
+
+The PIPE_USAGE enums are hints about the expected usage pattern of a resource.
+Note that drivers must always support read and write CPU access at any time
+no matter which hint they got.
+
+* ``PIPE_USAGE_DEFAULT``: Optimized for fast GPU access.
+* ``PIPE_USAGE_IMMUTABLE``: Optimized for fast GPU access and the resource is
+ not expected to be mapped or changed (even by the GPU) after the first upload.
+* ``PIPE_USAGE_DYNAMIC``: Expect frequent write-only CPU access. What is
+ uploaded is expected to be used at least several times by the GPU.
+* ``PIPE_USAGE_STREAM``: Expect frequent write-only CPU access. What is
+ uploaded is expected to be used only once by the GPU.
+* ``PIPE_USAGE_STAGING``: Optimized for fast CPU access.
+
+
+Methods
+-------
+
+XXX to-do
+
+get_name
+^^^^^^^^
+
+Returns an identifying name for the screen.
+
+The returned string should remain valid and immutable for the lifetime of
+pipe_screen.
+
+get_vendor
+^^^^^^^^^^
+
+Returns the screen vendor.
+
+The returned string should remain valid and immutable for the lifetime of
+pipe_screen.
+
+get_device_vendor
+^^^^^^^^^^^^^^^^^
+
+Returns the actual vendor of the device driving the screen
+(as opposed to the driver vendor).
+
+The returned string should remain valid and immutable for the lifetime of
+pipe_screen.
+
+.. _get_param:
+
+get_param
+^^^^^^^^^
+
+Get an integer/boolean screen parameter.
+
+**param** is one of the :ref:`PIPE_CAP` names.
+
+.. _get_paramf:
+
+get_paramf
+^^^^^^^^^^
+
+Get a floating-point screen parameter.
+
+**param** is one of the :ref:`PIPE_CAPF` names.
+
+context_create
+^^^^^^^^^^^^^^
+
+Create a pipe_context.
+
+**priv** is private data of the caller, which may be put to various
+unspecified uses, typically to do with implementing swapbuffers
+and/or front-buffer rendering.
+
+is_format_supported
+^^^^^^^^^^^^^^^^^^^
+
+Determine if a resource in the given format can be used in a specific manner.
+
+**format** the resource format
+
+**target** one of the PIPE_TEXTURE_x flags
+
+**sample_count** the number of samples. 0 and 1 mean no multisampling,
+the maximum allowed legal value is 32.
+
+**storage_sample_count** the number of storage samples. This must be <=
+sample_count. See the documentation of ``pipe_resource::nr_storage_samples``.
+
+**bindings** is a bitmask of :ref:`PIPE_BIND` flags.
+
+Returns TRUE if all usages can be satisfied.
+
+
+can_create_resource
+^^^^^^^^^^^^^^^^^^^
+
+Check if a resource can actually be created (but don't actually allocate any
+memory). This is used to implement OpenGL's proxy textures. Typically, a
+driver will simply check if the total size of the given resource is less than
+some limit.
+
+For PIPE_TEXTURE_CUBE, the pipe_resource::array_size field should be 6.
+
+
+.. _resource_create:
+
+resource_create
+^^^^^^^^^^^^^^^
+
+Create a new resource from a template.
+The following fields of the pipe_resource must be specified in the template:
+
+**target** one of the pipe_texture_target enums.
+Note that PIPE_BUFFER and PIPE_TEXTURE_X are not really fundamentally different.
+Modern APIs allow using buffers as shader resources.
+
+**format** one of the pipe_format enums.
+
+**width0** the width of the base mip level of the texture or size of the buffer.
+
+**height0** the height of the base mip level of the texture
+(1 for 1D or 1D array textures).
+
+**depth0** the depth of the base mip level of the texture
+(1 for everything else).
+
+**array_size** the array size for 1D and 2D array textures.
+For cube maps this must be 6, for other textures 1.
+
+**last_level** the last mip map level present.
+
+**nr_samples**: Number of samples determining quality, driving the rasterizer,
+shading, and framebuffer. It is the number of samples seen by the whole
+graphics pipeline. 0 and 1 specify a resource which isn't multisampled.
+
+**nr_storage_samples**: Only color buffers can set this lower than nr_samples.
+Multiple samples within a pixel can have the same color. ``nr_storage_samples``
+determines how many slots for different colors there are per pixel.
+If there are not enough slots to store all sample colors, some samples will
+have an undefined color (called "undefined samples").
+
+The resolve blit behavior is driver-specific, but can be one of these two:
+
+1. Only defined samples will be averaged. Undefined samples will be ignored.
+2. Undefined samples will be approximated by looking at surrounding defined
+ samples (even in different pixels).
+
+Blits and MSAA texturing: If the sample being fetched is undefined, one of
+the defined samples is returned instead.
+
+Sample shading (``set_min_samples``) will operate at a sample frequency that
+is at most ``nr_storage_samples``. Greater ``min_samples`` values will be
+replaced by ``nr_storage_samples``.
+
+**usage** one of the :ref:`PIPE_USAGE` flags.
+
+**bind** bitmask of the :ref:`PIPE_BIND` flags.
+
+**flags** bitmask of PIPE_RESOURCE_FLAG flags.
+
+**next**: Pointer to the next plane for resources that consist of multiple
+memory planes.
+
+As a corollary, this mean resources for an image with multiple planes have
+to be created starting from the highest plane.
+
+resource_changed
+^^^^^^^^^^^^^^^^
+
+Mark a resource as changed so derived internal resources will be recreated
+on next use.
+
+When importing external images that can't be directly used as texture sampler
+source, internal copies may have to be created that the hardware can sample
+from. When those resources are reimported, the image data may have changed, and
+the previously derived internal resources must be invalidated to avoid sampling
+from old copies.
+
+
+
+resource_destroy
+^^^^^^^^^^^^^^^^
+
+Destroy a resource. A resource is destroyed if it has no more references.
+
+
+
+get_timestamp
+^^^^^^^^^^^^^
+
+Query a timestamp in nanoseconds. The returned value should match
+PIPE_QUERY_TIMESTAMP. This function returns immediately and doesn't
+wait for rendering to complete (which cannot be achieved with queries).
+
+
+
+get_driver_query_info
+^^^^^^^^^^^^^^^^^^^^^
+
+Return a driver-specific query. If the **info** parameter is NULL,
+the number of available queries is returned. Otherwise, the driver
+query at the specified **index** is returned in **info**.
+The function returns non-zero on success.
+The driver-specific query is described with the pipe_driver_query_info
+structure.
+
+get_driver_query_group_info
+^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+Return a driver-specific query group. If the **info** parameter is NULL,
+the number of available groups is returned. Otherwise, the driver
+query group at the specified **index** is returned in **info**.
+The function returns non-zero on success.
+The driver-specific query group is described with the
+pipe_driver_query_group_info structure.
+
+
+
+get_disk_shader_cache
+^^^^^^^^^^^^^^^^^^^^^
+
+Returns a pointer to a driver-specific on-disk shader cache. If the driver
+failed to create the cache or does not support an on-disk shader cache NULL is
+returned. The callback itself may also be NULL if the driver doesn't support
+an on-disk shader cache.
+
+
+Thread safety
+-------------
+
+Screen methods are required to be thread safe. While gallium rendering
+contexts are not required to be thread safe, it is required to be safe to use
+different contexts created with the same screen in different threads without
+locks. It is also required to be safe using screen methods in a thread, while
+using one of its contexts in another (without locks).
--- /dev/null
+TGSI
+====
+
+TGSI, Tungsten Graphics Shader Infrastructure, is an intermediate language
+for describing shaders. Since Gallium is inherently shaderful, shaders are
+an important part of the API. TGSI is the only intermediate representation
+used by all drivers.
+
+Basics
+------
+
+All TGSI instructions, known as *opcodes*, operate on arbitrary-precision
+floating-point four-component vectors. An opcode may have up to one
+destination register, known as *dst*, and between zero and three source
+registers, called *src0* through *src2*, or simply *src* if there is only
+one.
+
+Some instructions, like :opcode:`I2F`, permit re-interpretation of vector
+components as integers. Other instructions permit using registers as
+two-component vectors with double precision; see :ref:`doubleopcodes`.
+
+When an instruction has a scalar result, the result is usually copied into
+each of the components of *dst*. When this happens, the result is said to be
+*replicated* to *dst*. :opcode:`RCP` is one such instruction.
+
+Modifiers
+^^^^^^^^^^^^^^^
+
+TGSI supports modifiers on inputs (as well as saturate and precise modifier
+on instructions).
+
+For arithmetic instruction having a precise modifier certain optimizations
+which may alter the result are disallowed. Example: *add(mul(a,b),c)* can't be
+optimized to TGSI_OPCODE_MAD, because some hardware only supports the fused
+MAD instruction.
+
+For inputs which have a floating point type, both absolute value and
+negation modifiers are supported (with absolute value being applied
+first). The only source of TGSI_OPCODE_MOV and the second and third
+sources of TGSI_OPCODE_UCMP are considered to have float type for
+applying modifiers.
+
+For inputs which have signed or unsigned type only the negate modifier is
+supported.
+
+Instruction Set
+---------------
+
+Core ISA
+^^^^^^^^^^^^^^^^^^^^^^^^^
+
+These opcodes are guaranteed to be available regardless of the driver being
+used.
+
+.. opcode:: ARL - Address Register Load
+
+.. math::
+
+ dst.x = (int) \lfloor src.x\rfloor
+
+ dst.y = (int) \lfloor src.y\rfloor
+
+ dst.z = (int) \lfloor src.z\rfloor
+
+ dst.w = (int) \lfloor src.w\rfloor
+
+
+.. opcode:: MOV - Move
+
+.. math::
+
+ dst.x = src.x
+
+ dst.y = src.y
+
+ dst.z = src.z
+
+ dst.w = src.w
+
+
+.. opcode:: LIT - Light Coefficients
+
+.. math::
+
+ dst.x &= 1 \\
+ dst.y &= max(src.x, 0) \\
+ dst.z &= (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0 \\
+ dst.w &= 1
+
+
+.. opcode:: RCP - Reciprocal
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = \frac{1}{src.x}
+
+
+.. opcode:: RSQ - Reciprocal Square Root
+
+This instruction replicates its result. The results are undefined for src <= 0.
+
+.. math::
+
+ dst = \frac{1}{\sqrt{src.x}}
+
+
+.. opcode:: SQRT - Square Root
+
+This instruction replicates its result. The results are undefined for src < 0.
+
+.. math::
+
+ dst = {\sqrt{src.x}}
+
+
+.. opcode:: EXP - Approximate Exponential Base 2
+
+.. math::
+
+ dst.x &= 2^{\lfloor src.x\rfloor} \\
+ dst.y &= src.x - \lfloor src.x\rfloor \\
+ dst.z &= 2^{src.x} \\
+ dst.w &= 1
+
+
+.. opcode:: LOG - Approximate Logarithm Base 2
+
+.. math::
+
+ dst.x &= \lfloor\log_2{|src.x|}\rfloor \\
+ dst.y &= \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}} \\
+ dst.z &= \log_2{|src.x|} \\
+ dst.w &= 1
+
+
+.. opcode:: MUL - Multiply
+
+.. math::
+
+ dst.x = src0.x \times src1.x
+
+ dst.y = src0.y \times src1.y
+
+ dst.z = src0.z \times src1.z
+
+ dst.w = src0.w \times src1.w
+
+
+.. opcode:: ADD - Add
+
+.. math::
+
+ dst.x = src0.x + src1.x
+
+ dst.y = src0.y + src1.y
+
+ dst.z = src0.z + src1.z
+
+ dst.w = src0.w + src1.w
+
+
+.. opcode:: DP3 - 3-component Dot Product
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
+
+
+.. opcode:: DP4 - 4-component Dot Product
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
+
+
+.. opcode:: DST - Distance Vector
+
+.. math::
+
+ dst.x &= 1\\
+ dst.y &= src0.y \times src1.y\\
+ dst.z &= src0.z\\
+ dst.w &= src1.w
+
+
+.. opcode:: MIN - Minimum
+
+.. math::
+
+ dst.x = min(src0.x, src1.x)
+
+ dst.y = min(src0.y, src1.y)
+
+ dst.z = min(src0.z, src1.z)
+
+ dst.w = min(src0.w, src1.w)
+
+
+.. opcode:: MAX - Maximum
+
+.. math::
+
+ dst.x = max(src0.x, src1.x)
+
+ dst.y = max(src0.y, src1.y)
+
+ dst.z = max(src0.z, src1.z)
+
+ dst.w = max(src0.w, src1.w)
+
+
+.. opcode:: SLT - Set On Less Than
+
+.. math::
+
+ dst.x = (src0.x < src1.x) ? 1.0F : 0.0F
+
+ dst.y = (src0.y < src1.y) ? 1.0F : 0.0F
+
+ dst.z = (src0.z < src1.z) ? 1.0F : 0.0F
+
+ dst.w = (src0.w < src1.w) ? 1.0F : 0.0F
+
+
+.. opcode:: SGE - Set On Greater Equal Than
+
+.. math::
+
+ dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F
+
+ dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F
+
+ dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F
+
+ dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F
+
+
+.. opcode:: MAD - Multiply And Add
+
+Perform a * b + c. The implementation is free to decide whether there is an
+intermediate rounding step or not.
+
+.. math::
+
+ dst.x = src0.x \times src1.x + src2.x
+
+ dst.y = src0.y \times src1.y + src2.y
+
+ dst.z = src0.z \times src1.z + src2.z
+
+ dst.w = src0.w \times src1.w + src2.w
+
+
+.. opcode:: LRP - Linear Interpolate
+
+.. math::
+
+ dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
+
+ dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
+
+ dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
+
+ dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
+
+
+.. opcode:: FMA - Fused Multiply-Add
+
+Perform a * b + c with no intermediate rounding step.
+
+.. math::
+
+ dst.x = src0.x \times src1.x + src2.x
+
+ dst.y = src0.y \times src1.y + src2.y
+
+ dst.z = src0.z \times src1.z + src2.z
+
+ dst.w = src0.w \times src1.w + src2.w
+
+
+.. opcode:: FRC - Fraction
+
+.. math::
+
+ dst.x = src.x - \lfloor src.x\rfloor
+
+ dst.y = src.y - \lfloor src.y\rfloor
+
+ dst.z = src.z - \lfloor src.z\rfloor
+
+ dst.w = src.w - \lfloor src.w\rfloor
+
+
+.. opcode:: FLR - Floor
+
+.. math::
+
+ dst.x = \lfloor src.x\rfloor
+
+ dst.y = \lfloor src.y\rfloor
+
+ dst.z = \lfloor src.z\rfloor
+
+ dst.w = \lfloor src.w\rfloor
+
+
+.. opcode:: ROUND - Round
+
+.. math::
+
+ dst.x = round(src.x)
+
+ dst.y = round(src.y)
+
+ dst.z = round(src.z)
+
+ dst.w = round(src.w)
+
+
+.. opcode:: EX2 - Exponential Base 2
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = 2^{src.x}
+
+
+.. opcode:: LG2 - Logarithm Base 2
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = \log_2{src.x}
+
+
+.. opcode:: POW - Power
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = src0.x^{src1.x}
+
+
+.. opcode:: LDEXP - Multiply Number by Integral Power of 2
+
+src1 is an integer.
+
+.. math::
+
+ dst.x = src0.x * 2^{src1.x}
+ dst.y = src0.y * 2^{src1.y}
+ dst.z = src0.z * 2^{src1.z}
+ dst.w = src0.w * 2^{src1.w}
+
+
+.. opcode:: COS - Cosine
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = \cos{src.x}
+
+
+.. opcode:: DDX, DDX_FINE - Derivative Relative To X
+
+The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
+advertised. When it is, the fine version guarantees one derivative per row
+while DDX is allowed to be the same for the entire 2x2 quad.
+
+.. math::
+
+ dst.x = partialx(src.x)
+
+ dst.y = partialx(src.y)
+
+ dst.z = partialx(src.z)
+
+ dst.w = partialx(src.w)
+
+
+.. opcode:: DDY, DDY_FINE - Derivative Relative To Y
+
+The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
+advertised. When it is, the fine version guarantees one derivative per column
+while DDY is allowed to be the same for the entire 2x2 quad.
+
+.. math::
+
+ dst.x = partialy(src.x)
+
+ dst.y = partialy(src.y)
+
+ dst.z = partialy(src.z)
+
+ dst.w = partialy(src.w)
+
+
+.. opcode:: PK2H - Pack Two 16-bit Floats
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = f32\_to\_f16(src.x) | f32\_to\_f16(src.y) << 16
+
+
+.. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = f32\_to\_unorm16(src.x) | f32\_to\_unorm16(src.y) << 16
+
+
+.. opcode:: PK4B - Pack Four Signed 8-bit Scalars
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = f32\_to\_snorm8(src.x) |
+ (f32\_to\_snorm8(src.y) << 8) |
+ (f32\_to\_snorm8(src.z) << 16) |
+ (f32\_to\_snorm8(src.w) << 24)
+
+
+.. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = f32\_to\_unorm8(src.x) |
+ (f32\_to\_unorm8(src.y) << 8) |
+ (f32\_to\_unorm8(src.z) << 16) |
+ (f32\_to\_unorm8(src.w) << 24)
+
+
+.. opcode:: SEQ - Set On Equal
+
+.. math::
+
+ dst.x = (src0.x == src1.x) ? 1.0F : 0.0F
+
+ dst.y = (src0.y == src1.y) ? 1.0F : 0.0F
+
+ dst.z = (src0.z == src1.z) ? 1.0F : 0.0F
+
+ dst.w = (src0.w == src1.w) ? 1.0F : 0.0F
+
+
+.. opcode:: SGT - Set On Greater Than
+
+.. math::
+
+ dst.x = (src0.x > src1.x) ? 1.0F : 0.0F
+
+ dst.y = (src0.y > src1.y) ? 1.0F : 0.0F
+
+ dst.z = (src0.z > src1.z) ? 1.0F : 0.0F
+
+ dst.w = (src0.w > src1.w) ? 1.0F : 0.0F
+
+
+.. opcode:: SIN - Sine
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = \sin{src.x}
+
+
+.. opcode:: SLE - Set On Less Equal Than
+
+.. math::
+
+ dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F
+
+ dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F
+
+ dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F
+
+ dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F
+
+
+.. opcode:: SNE - Set On Not Equal
+
+.. math::
+
+ dst.x = (src0.x != src1.x) ? 1.0F : 0.0F
+
+ dst.y = (src0.y != src1.y) ? 1.0F : 0.0F
+
+ dst.z = (src0.z != src1.z) ? 1.0F : 0.0F
+
+ dst.w = (src0.w != src1.w) ? 1.0F : 0.0F
+
+
+.. opcode:: TEX - Texture Lookup
+
+ for array textures src0.y contains the slice for 1D,
+ and src0.z contain the slice for 2D.
+
+ for shadow textures with no arrays (and not cube map),
+ src0.z contains the reference value.
+
+ for shadow textures with arrays, src0.z contains
+ the reference value for 1D arrays, and src0.w contains
+ the reference value for 2D arrays and cube maps.
+
+ for cube map array shadow textures, the reference value
+ cannot be passed in src0.w, and TEX2 must be used instead.
+
+.. math::
+
+ coord = src0
+
+ shadow_ref = src0.z or src0.w (optional)
+
+ unit = src1
+
+ dst = texture\_sample(unit, coord, shadow_ref)
+
+
+.. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)
+
+ this is the same as TEX, but uses another reg to encode the
+ reference value.
+
+.. math::
+
+ coord = src0
+
+ shadow_ref = src1.x
+
+ unit = src2
+
+ dst = texture\_sample(unit, coord, shadow_ref)
+
+
+
+
+.. opcode:: TXD - Texture Lookup with Derivatives
+
+.. math::
+
+ coord = src0
+
+ ddx = src1
+
+ ddy = src2
+
+ unit = src3
+
+ dst = texture\_sample\_deriv(unit, coord, ddx, ddy)
+
+
+.. opcode:: TXP - Projective Texture Lookup
+
+.. math::
+
+ coord.x = src0.x / src0.w
+
+ coord.y = src0.y / src0.w
+
+ coord.z = src0.z / src0.w
+
+ coord.w = src0.w
+
+ unit = src1
+
+ dst = texture\_sample(unit, coord)
+
+
+.. opcode:: UP2H - Unpack Two 16-Bit Floats
+
+.. math::
+
+ dst.x = f16\_to\_f32(src0.x \& 0xffff)
+
+ dst.y = f16\_to\_f32(src0.x >> 16)
+
+ dst.z = f16\_to\_f32(src0.x \& 0xffff)
+
+ dst.w = f16\_to\_f32(src0.x >> 16)
+
+.. note::
+
+ Considered for removal.
+
+.. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
+
+ TBD
+
+.. note::
+
+ Considered for removal.
+
+.. opcode:: UP4B - Unpack Four Signed 8-Bit Values
+
+ TBD
+
+.. note::
+
+ Considered for removal.
+
+.. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
+
+ TBD
+
+.. note::
+
+ Considered for removal.
+
+
+.. opcode:: ARR - Address Register Load With Round
+
+.. math::
+
+ dst.x = (int) round(src.x)
+
+ dst.y = (int) round(src.y)
+
+ dst.z = (int) round(src.z)
+
+ dst.w = (int) round(src.w)
+
+
+.. opcode:: SSG - Set Sign
+
+.. math::
+
+ dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
+
+ dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
+
+ dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
+
+ dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
+
+
+.. opcode:: CMP - Compare
+
+.. math::
+
+ dst.x = (src0.x < 0) ? src1.x : src2.x
+
+ dst.y = (src0.y < 0) ? src1.y : src2.y
+
+ dst.z = (src0.z < 0) ? src1.z : src2.z
+
+ dst.w = (src0.w < 0) ? src1.w : src2.w
+
+
+.. opcode:: KILL_IF - Conditional Discard
+
+ Conditional discard. Allowed in fragment shaders only.
+
+.. math::
+
+ if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
+ discard
+ endif
+
+
+.. opcode:: KILL - Discard
+
+ Unconditional discard. Allowed in fragment shaders only.
+
+
+.. opcode:: DEMOTE - Demote Invocation to a Helper
+
+ This demotes the current invocation to a helper, but continues
+ execution (while KILL may or may not terminate the
+ invocation). After this runs, all the usual helper invocation rules
+ apply about discarding buffer and render target writes. This is
+ useful for having accurate derivatives in the other invocations
+ which have not been demoted.
+
+ Allowed in fragment shaders only.
+
+
+.. opcode:: READ_HELPER - Reads Invocation Helper Status
+
+ This is identical to ``TGSI_SEMANTIC_HELPER_INVOCATION``, except
+ this will read the current value, which might change as a result of
+ a ``DEMOTE`` instruction.
+
+ Allowed in fragment shaders only.
+
+
+.. opcode:: TXB - Texture Lookup With Bias
+
+ for cube map array textures and shadow cube maps, the bias value
+ cannot be passed in src0.w, and TXB2 must be used instead.
+
+ if the target is a shadow texture, the reference value is always
+ in src.z (this prevents shadow 3d and shadow 2d arrays from
+ using this instruction, but this is not needed).
+
+.. math::
+
+ coord.x = src0.x
+
+ coord.y = src0.y
+
+ coord.z = src0.z
+
+ coord.w = none
+
+ bias = src0.w
+
+ unit = src1
+
+ dst = texture\_sample(unit, coord, bias)
+
+
+.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
+
+ this is the same as TXB, but uses another reg to encode the
+ lod bias value for cube map arrays and shadow cube maps.
+ Presumably shadow 2d arrays and shadow 3d targets could use
+ this encoding too, but this is not legal.
+
+ if the target is a shadow cube map array, the reference value is in
+ src1.y.
+
+.. math::
+
+ coord = src0
+
+ bias = src1.x
+
+ unit = src2
+
+ dst = texture\_sample(unit, coord, bias)
+
+
+.. opcode:: DIV - Divide
+
+.. math::
+
+ dst.x = \frac{src0.x}{src1.x}
+
+ dst.y = \frac{src0.y}{src1.y}
+
+ dst.z = \frac{src0.z}{src1.z}
+
+ dst.w = \frac{src0.w}{src1.w}
+
+
+.. opcode:: DP2 - 2-component Dot Product
+
+This instruction replicates its result.
+
+.. math::
+
+ dst = src0.x \times src1.x + src0.y \times src1.y
+
+
+.. opcode:: TEX_LZ - Texture Lookup With LOD = 0
+
+ This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
+ pipe_sampler_view::u.tex.first_level and pipe_sampler_state::min_lod.
+ There is no way to override those two in shaders.
+
+.. math::
+
+ coord.x = src0.x
+
+ coord.y = src0.y
+
+ coord.z = src0.z
+
+ coord.w = none
+
+ lod = 0
+
+ unit = src1
+
+ dst = texture\_sample(unit, coord, lod)
+
+
+.. opcode:: TXL - Texture Lookup With explicit LOD
+
+ for cube map array textures, the explicit lod value
+ cannot be passed in src0.w, and TXL2 must be used instead.
+
+ if the target is a shadow texture, the reference value is always
+ in src.z (this prevents shadow 3d / 2d array / cube targets from
+ using this instruction, but this is not needed).
+
+.. math::
+
+ coord.x = src0.x
+
+ coord.y = src0.y
+
+ coord.z = src0.z
+
+ coord.w = none
+
+ lod = src0.w
+
+ unit = src1
+
+ dst = texture\_sample(unit, coord, lod)
+
+
+.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
+
+ this is the same as TXL, but uses another reg to encode the
+ explicit lod value.
+ Presumably shadow 3d / 2d array / cube targets could use
+ this encoding too, but this is not legal.
+
+ if the target is a shadow cube map array, the reference value is in
+ src1.y.
+
+.. math::
+
+ coord = src0
+
+ lod = src1.x
+
+ unit = src2
+
+ dst = texture\_sample(unit, coord, lod)
+
+
+Compute ISA
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+These opcodes are primarily provided for special-use computational shaders.
+Support for these opcodes indicated by a special pipe capability bit (TBD).
+
+XXX doesn't look like most of the opcodes really belong here.
+
+.. opcode:: CEIL - Ceiling
+
+.. math::
+
+ dst.x = \lceil src.x\rceil
+
+ dst.y = \lceil src.y\rceil
+
+ dst.z = \lceil src.z\rceil
+
+ dst.w = \lceil src.w\rceil
+
+
+.. opcode:: TRUNC - Truncate
+
+.. math::
+
+ dst.x = trunc(src.x)
+
+ dst.y = trunc(src.y)
+
+ dst.z = trunc(src.z)
+
+ dst.w = trunc(src.w)
+
+
+.. opcode:: MOD - Modulus
+
+.. math::
+
+ dst.x = src0.x \bmod src1.x
+
+ dst.y = src0.y \bmod src1.y
+
+ dst.z = src0.z \bmod src1.z
+
+ dst.w = src0.w \bmod src1.w
+
+
+.. opcode:: UARL - Integer Address Register Load
+
+ Moves the contents of the source register, assumed to be an integer, into the
+ destination register, which is assumed to be an address (ADDR) register.
+
+
+.. 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. 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:: TXQ - Texture Size Query
+
+ As per NV_gpu_program4, retrieve the dimensions of the texture depending on
+ the target. For 1D (width), 2D/RECT/CUBE (width, height), 3D (width, height,
+ depth), 1D array (width, layers), 2D array (width, height, layers).
+ Also return the number of accessible levels (last_level - first_level + 1)
+ in W.
+
+ For components which don't return a resource dimension, their value
+ is undefined.
+
+.. math::
+
+ lod = src0.x
+
+ dst.x = texture\_width(unit, lod)
+
+ dst.y = texture\_height(unit, lod)
+
+ dst.z = texture\_depth(unit, lod)
+
+ dst.w = texture\_levels(unit)
+
+
+.. opcode:: TXQS - Texture Samples Query
+
+ This retrieves the number of samples in the texture, and stores it
+ into the x component as an unsigned integer. The other components are
+ undefined. If the texture is not multisampled, this function returns
+ (1, undef, undef, undef).
+
+.. math::
+
+ dst.x = texture\_samples(unit)
+
+
+.. opcode:: TG4 - Texture Gather
+
+ As per ARB_texture_gather, gathers the four texels to be used in a bi-linear
+ filtering operation and packs them into a single register. Only works with
+ 2D, 2D array, cubemaps, and cubemaps arrays. For 2D textures, only the
+ addressing modes of the sampler and the top level of any mip pyramid are
+ used. Set W to zero. It behaves like the TEX instruction, but a filtered
+ sample is not generated. The four samples that contribute to filtering are
+ placed into xyzw in clockwise order, starting with the (u,v) texture
+ coordinate delta at the following locations (-, +), (+, +), (+, -), (-, -),
+ where the magnitude of the deltas are half a texel.
+
+ PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample
+ depth compares, single component selection, and a non-constant offset. It
+ doesn't allow support for the GL independent offset to get i0,j0. This would
+ require another CAP is hw can do it natively. For now we lower that before
+ TGSI.
+
+ PIPE_CAP_TGSI_TG4_COMPONENT_IN_SWIZZLE changes the encoding so that component
+ is stored in the sampler source swizzle x.
+
+.. math::
+
+ coord = src0
+
+ (without TGSI_TG4_COMPONENT_IN_SWIZZLE)
+ component = src1
+
+ dst = texture\_gather4 (unit, coord, component)
+
+ (with TGSI_TG4_COMPONENT_IN_SWIZZLE)
+ dst = texture\_gather4 (unit, coord)
+ component is encoded in sampler swizzle.
+
+(with SM5 - cube array shadow)
+
+.. math::
+
+ coord = src0
+
+ compare = src1
+
+ dst = texture\_gather (uint, coord, compare)
+
+.. opcode:: LODQ - level of detail query
+
+ Compute the LOD information that the texture pipe would use to access the
+ texture. The Y component contains the computed LOD lambda_prime. The X
+ component contains the LOD that will be accessed, based on min/max lod's
+ and mipmap filters.
+
+.. math::
+
+ coord = src0
+
+ dst.xy = lodq(uint, coord);
+
+.. opcode:: CLOCK - retrieve the current shader time
+
+ Invoking this instruction multiple times in the same shader should
+ cause monotonically increasing values to be returned. The values
+ are implicitly 64-bit, so if fewer than 64 bits of precision are
+ available, to provide expected wraparound semantics, the value
+ should be shifted up so that the most significant bit of the time
+ is the most significant bit of the 64-bit value.
+
+.. math::
+
+ dst.xy = clock()
+
+
+Integer ISA
+^^^^^^^^^^^^^^^^^^^^^^^^
+These opcodes are used for integer operations.
+Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
+
+
+.. opcode:: I2F - Signed Integer To Float
+
+ Rounding is unspecified (round to nearest even suggested).
+
+.. math::
+
+ dst.x = (float) src.x
+
+ dst.y = (float) src.y
+
+ dst.z = (float) src.z
+
+ dst.w = (float) src.w
+
+
+.. opcode:: U2F - Unsigned Integer To Float
+
+ Rounding is unspecified (round to nearest even suggested).
+
+.. math::
+
+ dst.x = (float) src.x
+
+ dst.y = (float) src.y
+
+ dst.z = (float) src.z
+
+ dst.w = (float) src.w
+
+
+.. opcode:: F2I - Float to Signed Integer
+
+ Rounding is towards zero (truncate).
+ Values outside signed range (including NaNs) produce undefined results.
+
+.. math::
+
+ dst.x = (int) src.x
+
+ dst.y = (int) src.y
+
+ dst.z = (int) src.z
+
+ dst.w = (int) src.w
+
+
+.. opcode:: F2U - Float to Unsigned Integer
+
+ Rounding is towards zero (truncate).
+ Values outside unsigned range (including NaNs) produce undefined results.
+
+.. math::
+
+ dst.x = (unsigned) src.x
+
+ dst.y = (unsigned) src.y
+
+ dst.z = (unsigned) src.z
+
+ dst.w = (unsigned) src.w
+
+
+.. opcode:: UADD - Integer Add
+
+ This instruction works the same for signed and unsigned integers.
+ The low 32bit of the result is returned.
+
+.. math::
+
+ dst.x = src0.x + src1.x
+
+ dst.y = src0.y + src1.y
+
+ dst.z = src0.z + src1.z
+
+ dst.w = src0.w + src1.w
+
+
+.. opcode:: UMAD - Integer Multiply And Add
+
+ This instruction works the same for signed and unsigned integers.
+ The multiplication returns the low 32bit (as does the result itself).
+
+.. math::
+
+ dst.x = src0.x \times src1.x + src2.x
+
+ dst.y = src0.y \times src1.y + src2.y
+
+ dst.z = src0.z \times src1.z + src2.z
+
+ dst.w = src0.w \times src1.w + src2.w
+
+
+.. opcode:: UMUL - Integer Multiply
+
+ This instruction works the same for signed and unsigned integers.
+ The low 32bit of the result is returned.
+
+.. math::
+
+ dst.x = src0.x \times src1.x
+
+ dst.y = src0.y \times src1.y
+
+ dst.z = src0.z \times src1.z
+
+ dst.w = src0.w \times src1.w
+
+
+.. opcode:: IMUL_HI - Signed Integer Multiply High Bits
+
+ The high 32bits of the multiplication of 2 signed integers are returned.
+
+.. math::
+
+ dst.x = (src0.x \times src1.x) >> 32
+
+ dst.y = (src0.y \times src1.y) >> 32
+
+ dst.z = (src0.z \times src1.z) >> 32
+
+ dst.w = (src0.w \times src1.w) >> 32
+
+
+.. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits
+
+ The high 32bits of the multiplication of 2 unsigned integers are returned.
+
+.. math::
+
+ dst.x = (src0.x \times src1.x) >> 32
+
+ dst.y = (src0.y \times src1.y) >> 32
+
+ dst.z = (src0.z \times src1.z) >> 32
+
+ dst.w = (src0.w \times src1.w) >> 32
+
+
+.. opcode:: IDIV - Signed Integer Division
+
+ TBD: behavior for division by zero.
+
+.. math::
+
+ dst.x = \frac{src0.x}{src1.x}
+
+ dst.y = \frac{src0.y}{src1.y}
+
+ dst.z = \frac{src0.z}{src1.z}
+
+ dst.w = \frac{src0.w}{src1.w}
+
+
+.. opcode:: UDIV - Unsigned Integer Division
+
+ For division by zero, 0xffffffff is returned.
+
+.. math::
+
+ dst.x = \frac{src0.x}{src1.x}
+
+ dst.y = \frac{src0.y}{src1.y}
+
+ dst.z = \frac{src0.z}{src1.z}
+
+ dst.w = \frac{src0.w}{src1.w}
+
+
+.. opcode:: UMOD - Unsigned Integer Remainder
+
+ If second arg is zero, 0xffffffff is returned.
+
+.. math::
+
+ dst.x = src0.x \bmod src1.x
+
+ dst.y = src0.y \bmod src1.y
+
+ dst.z = src0.z \bmod src1.z
+
+ dst.w = src0.w \bmod src1.w
+
+
+.. opcode:: NOT - Bitwise Not
+
+.. math::
+
+ dst.x = \sim src.x
+
+ dst.y = \sim src.y
+
+ dst.z = \sim src.z
+
+ dst.w = \sim src.w
+
+
+.. opcode:: AND - Bitwise And
+
+.. math::
+
+ dst.x = src0.x \& src1.x
+
+ dst.y = src0.y \& src1.y
+
+ dst.z = src0.z \& src1.z
+
+ dst.w = src0.w \& src1.w
+
+
+.. opcode:: OR - Bitwise Or
+
+.. math::
+
+ dst.x = src0.x | src1.x
+
+ dst.y = src0.y | src1.y
+
+ dst.z = src0.z | src1.z
+
+ dst.w = src0.w | src1.w
+
+
+.. opcode:: XOR - Bitwise Xor
+
+.. math::
+
+ dst.x = src0.x \oplus src1.x
+
+ dst.y = src0.y \oplus src1.y
+
+ dst.z = src0.z \oplus src1.z
+
+ dst.w = src0.w \oplus src1.w
+
+
+.. opcode:: IMAX - Maximum of Signed Integers
+
+.. math::
+
+ dst.x = max(src0.x, src1.x)
+
+ dst.y = max(src0.y, src1.y)
+
+ dst.z = max(src0.z, src1.z)
+
+ dst.w = max(src0.w, src1.w)
+
+
+.. opcode:: UMAX - Maximum of Unsigned Integers
+
+.. math::
+
+ dst.x = max(src0.x, src1.x)
+
+ dst.y = max(src0.y, src1.y)
+
+ dst.z = max(src0.z, src1.z)
+
+ dst.w = max(src0.w, src1.w)
+
+
+.. opcode:: IMIN - Minimum of Signed Integers
+
+.. math::
+
+ dst.x = min(src0.x, src1.x)
+
+ dst.y = min(src0.y, src1.y)
+
+ dst.z = min(src0.z, src1.z)
+
+ dst.w = min(src0.w, src1.w)
+
+
+.. opcode:: UMIN - Minimum of Unsigned Integers
+
+.. math::
+
+ dst.x = min(src0.x, src1.x)
+
+ dst.y = min(src0.y, src1.y)
+
+ dst.z = min(src0.z, src1.z)
+
+ dst.w = min(src0.w, src1.w)
+
+
+.. opcode:: SHL - Shift Left
+
+ The shift count is masked with 0x1f before the shift is applied.
+
+.. math::
+
+ dst.x = src0.x << (0x1f \& src1.x)
+
+ dst.y = src0.y << (0x1f \& src1.y)
+
+ dst.z = src0.z << (0x1f \& src1.z)
+
+ dst.w = src0.w << (0x1f \& src1.w)
+
+
+.. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)
+
+ The shift count is masked with 0x1f before the shift is applied.
+
+.. math::
+
+ dst.x = src0.x >> (0x1f \& src1.x)
+
+ dst.y = src0.y >> (0x1f \& src1.y)
+
+ dst.z = src0.z >> (0x1f \& src1.z)
+
+ dst.w = src0.w >> (0x1f \& src1.w)
+
+
+.. opcode:: USHR - Logical Shift Right
+
+ The shift count is masked with 0x1f before the shift is applied.
+
+.. math::
+
+ dst.x = src0.x >> (unsigned) (0x1f \& src1.x)
+
+ dst.y = src0.y >> (unsigned) (0x1f \& src1.y)
+
+ dst.z = src0.z >> (unsigned) (0x1f \& src1.z)
+
+ dst.w = src0.w >> (unsigned) (0x1f \& src1.w)
+
+
+.. opcode:: UCMP - Integer Conditional Move
+
+.. 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:: ISSG - Integer Set Sign
+
+.. math::
+
+ dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0
+
+ dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0
+
+ dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0
+
+ dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0
+
+
+
+.. opcode:: FSLT - Float Set On Less Than (ordered)
+
+ Same comparison as SLT but returns integer instead of 1.0/0.0 float
+
+.. math::
+
+ dst.x = (src0.x < src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y < src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z < src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w < src1.w) ? \sim 0 : 0
+
+
+.. opcode:: ISLT - Signed Integer Set On Less Than
+
+.. math::
+
+ dst.x = (src0.x < src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y < src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z < src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w < src1.w) ? \sim 0 : 0
+
+
+.. opcode:: USLT - Unsigned Integer Set On Less Than
+
+.. math::
+
+ dst.x = (src0.x < src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y < src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z < src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w < src1.w) ? \sim 0 : 0
+
+
+.. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
+
+ Same comparison as SGE but returns integer instead of 1.0/0.0 float
+
+.. math::
+
+ dst.x = (src0.x >= src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y >= src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z >= src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w >= src1.w) ? \sim 0 : 0
+
+
+.. opcode:: ISGE - Signed Integer Set On Greater Equal Than
+
+.. math::
+
+ dst.x = (src0.x >= src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y >= src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z >= src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w >= src1.w) ? \sim 0 : 0
+
+
+.. opcode:: USGE - Unsigned Integer Set On Greater Equal Than
+
+.. math::
+
+ dst.x = (src0.x >= src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y >= src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z >= src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w >= src1.w) ? \sim 0 : 0
+
+
+.. opcode:: FSEQ - Float Set On Equal (ordered)
+
+ Same comparison as SEQ but returns integer instead of 1.0/0.0 float
+
+.. math::
+
+ dst.x = (src0.x == src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y == src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z == src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w == src1.w) ? \sim 0 : 0
+
+
+.. opcode:: USEQ - Integer Set On Equal
+
+.. math::
+
+ dst.x = (src0.x == src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y == src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z == src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w == src1.w) ? \sim 0 : 0
+
+
+.. opcode:: FSNE - Float Set On Not Equal (unordered)
+
+ Same comparison as SNE but returns integer instead of 1.0/0.0 float
+
+.. math::
+
+ dst.x = (src0.x != src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y != src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z != src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w != src1.w) ? \sim 0 : 0
+
+
+.. opcode:: USNE - Integer Set On Not Equal
+
+.. math::
+
+ dst.x = (src0.x != src1.x) ? \sim 0 : 0
+
+ dst.y = (src0.y != src1.y) ? \sim 0 : 0
+
+ dst.z = (src0.z != src1.z) ? \sim 0 : 0
+
+ dst.w = (src0.w != src1.w) ? \sim 0 : 0
+
+
+.. opcode:: INEG - Integer Negate
+
+ Two's complement.
+
+.. math::
+
+ dst.x = -src.x
+
+ dst.y = -src.y
+
+ dst.z = -src.z
+
+ dst.w = -src.w
+
+
+.. opcode:: IABS - Integer Absolute Value
+
+.. math::
+
+ dst.x = |src.x|
+
+ dst.y = |src.y|
+
+ dst.z = |src.z|
+
+ dst.w = |src.w|
+
+Bitwise ISA
+^^^^^^^^^^^
+These opcodes are used for bit-level manipulation of integers.
+
+.. opcode:: IBFE - Signed Bitfield Extract
+
+ Like GLSL bitfieldExtract. Extracts a set of bits from the input, and
+ sign-extends them if the high bit of the extracted window is set.
+
+ Pseudocode::
+
+ def ibfe(value, offset, bits):
+ if offset < 0 or bits < 0 or offset + bits > 32:
+ return undefined
+ if bits == 0: return 0
+ # Note: >> sign-extends
+ return (value << (32 - offset - bits)) >> (32 - bits)
+
+.. opcode:: UBFE - Unsigned Bitfield Extract
+
+ Like GLSL bitfieldExtract. Extracts a set of bits from the input, without
+ any sign-extension.
+
+ Pseudocode::
+
+ def ubfe(value, offset, bits):
+ if offset < 0 or bits < 0 or offset + bits > 32:
+ return undefined
+ if bits == 0: return 0
+ # Note: >> does not sign-extend
+ return (value << (32 - offset - bits)) >> (32 - bits)
+
+.. opcode:: BFI - Bitfield Insert
+
+ Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits
+ of 'insert'.
+
+ Pseudocode::
+
+ def bfi(base, insert, offset, bits):
+ if offset < 0 or bits < 0 or offset + bits > 32:
+ return undefined
+ # << defined such that mask == ~0 when bits == 32, offset == 0
+ mask = ((1 << bits) - 1) << offset
+ return ((insert << offset) & mask) | (base & ~mask)
+
+.. opcode:: BREV - Bitfield Reverse
+
+ See SM5 instruction BFREV. Reverses the bits of the argument.
+
+.. opcode:: POPC - Population Count
+
+ See SM5 instruction COUNTBITS. Counts the number of set bits in the argument.
+
+.. opcode:: LSB - Index of lowest set bit
+
+ See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set
+ bit of the argument. Returns -1 if none are set.
+
+.. opcode:: IMSB - Index of highest non-sign bit
+
+ See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest
+ non-sign bit of the argument (i.e. highest 0 bit for negative numbers,
+ highest 1 bit for positive numbers). Returns -1 if all bits are the same
+ (i.e. for inputs 0 and -1).
+
+.. opcode:: UMSB - Index of highest set bit
+
+ See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest
+ set bit of the argument. Returns -1 if none are set.
+
+Geometry ISA
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+These opcodes are only supported in geometry shaders; they have no meaning
+in any other type of shader.
+
+.. opcode:: EMIT - Emit
+
+ Generate a new vertex for the current primitive into the specified vertex
+ stream using the values in the output registers.
+
+
+.. opcode:: ENDPRIM - End Primitive
+
+ Complete the current primitive in the specified vertex stream (consisting of
+ the emitted vertices), and start a new one.
+
+
+GLSL ISA
+^^^^^^^^^^
+
+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/SWITCH/CASE/DEFAULT/ENDSWITCH).
+
+.. opcode:: CAL - Subroutine Call
+
+ push(pc)
+ pc = target
+
+
+.. opcode:: RET - Subroutine Call Return
+
+ pc = pop()
+
+
+.. opcode:: CONT - Continue
+
+ Unconditionally moves the point of execution to the instruction after the
+ last bgnloop. The instruction must appear within a bgnloop/endloop.
+
+.. note::
+
+ Support for CONT is determined by a special capability bit,
+ ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
+
+
+.. opcode:: BGNLOOP - Begin a Loop
+
+ Start a loop. Must have a matching endloop.
+
+
+.. opcode:: BGNSUB - Begin Subroutine
+
+ Starts definition of a subroutine. Must have a matching endsub.
+
+
+.. opcode:: ENDLOOP - End a Loop
+
+ End a loop started with bgnloop.
+
+
+.. opcode:: ENDSUB - End Subroutine
+
+ Ends definition of a subroutine.
+
+
+.. opcode:: NOP - No Operation
+
+ Do nothing.
+
+
+.. opcode:: BRK - Break
+
+ Unconditionally 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.
+
+
+.. opcode:: IF - Float If
+
+ Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
+
+ src0.x != 0.0
+
+ where src0.x is interpreted as a floating point register.
+
+
+.. opcode:: UIF - Bitwise If
+
+ Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
+
+ src0.x != 0
+
+ where src0.x is interpreted as an integer register.
+
+
+.. opcode:: ELSE - Else
+
+ Starts an else block, after an IF or UIF statement.
+
+
+.. opcode:: ENDIF - End If
+
+ Ends an IF or UIF block.
+
+
+.. opcode:: SWITCH - Switch
+
+ Starts a C-style switch expression. The switch consists of one or multiple
+ CASE statements, and at most one DEFAULT statement. Execution of a statement
+ ends when a BRK is hit, but just like in C falling through to other cases
+ without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
+ just as last statement, and fallthrough is allowed into/from it.
+ CASE src arguments are evaluated at bit level against the SWITCH src argument.
+
+ Example::
+
+ SWITCH src[0].x
+ CASE src[0].x
+ (some instructions here)
+ (optional BRK here)
+ DEFAULT
+ (some instructions here)
+ (optional BRK here)
+ CASE src[0].x
+ (some instructions here)
+ (optional BRK here)
+ ENDSWITCH
+
+
+.. opcode:: CASE - Switch case
+
+ This represents a switch case label. The src arg must be an integer immediate.
+
+
+.. opcode:: DEFAULT - Switch default
+
+ This represents the default case in the switch, which is taken if no other
+ case matches.
+
+
+.. opcode:: ENDSWITCH - End of switch
+
+ Ends a switch expression.
+
+
+Interpolation ISA
+^^^^^^^^^^^^^^^^^
+
+The interpolation instructions allow an input to be interpolated in a
+different way than its declaration. This corresponds to the GLSL 4.00
+interpolateAt* functions. The first argument of each of these must come from
+``TGSI_FILE_INPUT``.
+
+.. opcode:: INTERP_CENTROID - Interpolate at the centroid
+
+ Interpolates the varying specified by src0 at the centroid
+
+.. opcode:: INTERP_SAMPLE - Interpolate at the specified sample
+
+ Interpolates the varying specified by src0 at the sample id specified by
+ src1.x (interpreted as an integer)
+
+.. opcode:: INTERP_OFFSET - Interpolate at the specified offset
+
+ Interpolates the varying specified by src0 at the offset src1.xy from the
+ pixel center (interpreted as floats)
+
+
+.. _doubleopcodes:
+
+Double ISA
+^^^^^^^^^^^^^^^
+
+The double-precision opcodes reinterpret four-component vectors into
+two-component vectors with doubled precision in each component.
+
+.. opcode:: DABS - Absolute
+
+.. math::
+
+ dst.xy = |src0.xy|
+
+ dst.zw = |src0.zw|
+
+.. opcode:: DADD - Add
+
+.. math::
+
+ dst.xy = src0.xy + src1.xy
+
+ dst.zw = src0.zw + src1.zw
+
+.. opcode:: DSEQ - Set on Equal
+
+.. math::
+
+ dst.x = src0.xy == src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw == src1.zw ? \sim 0 : 0
+
+.. opcode:: DSNE - Set on Not Equal
+
+.. math::
+
+ dst.x = src0.xy != src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw != src1.zw ? \sim 0 : 0
+
+.. opcode:: DSLT - Set on Less than
+
+.. math::
+
+ dst.x = src0.xy < src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw < src1.zw ? \sim 0 : 0
+
+.. opcode:: DSGE - Set on Greater equal
+
+.. math::
+
+ dst.x = src0.xy >= src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw >= src1.zw ? \sim 0 : 0
+
+.. opcode:: DFRAC - Fraction
+
+.. math::
+
+ dst.xy = src.xy - \lfloor src.xy\rfloor
+
+ dst.zw = src.zw - \lfloor src.zw\rfloor
+
+.. opcode:: DTRUNC - Truncate
+
+.. math::
+
+ dst.xy = trunc(src.xy)
+
+ dst.zw = trunc(src.zw)
+
+.. opcode:: DCEIL - Ceiling
+
+.. math::
+
+ dst.xy = \lceil src.xy\rceil
+
+ dst.zw = \lceil src.zw\rceil
+
+.. opcode:: DFLR - Floor
+
+.. math::
+
+ dst.xy = \lfloor src.xy\rfloor
+
+ dst.zw = \lfloor src.zw\rfloor
+
+.. opcode:: DROUND - Fraction
+
+.. math::
+
+ dst.xy = round(src.xy)
+
+ dst.zw = round(src.zw)
+
+.. opcode:: DSSG - Set Sign
+
+.. math::
+
+ dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0
+
+ dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0
+
+.. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
+
+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` . The results are replicated across
+channels.
+
+.. math::
+
+ dst0.xy = dst.zw = frac(src.xy)
+
+ dst1 = frac(src.xy)
+
+
+.. opcode:: DLDEXP - Multiply Number by Integral Power of 2
+
+This opcode is the inverse of :opcode:`DFRACEXP`. The second
+source is an integer.
+
+.. math::
+
+ dst.xy = src0.xy \times 2^{src1.x}
+
+ dst.zw = src0.zw \times 2^{src1.z}
+
+.. opcode:: DMIN - Minimum
+
+.. math::
+
+ dst.xy = min(src0.xy, src1.xy)
+
+ dst.zw = min(src0.zw, src1.zw)
+
+.. opcode:: DMAX - Maximum
+
+.. math::
+
+ dst.xy = max(src0.xy, src1.xy)
+
+ dst.zw = max(src0.zw, src1.zw)
+
+.. opcode:: DMUL - Multiply
+
+.. math::
+
+ dst.xy = src0.xy \times src1.xy
+
+ dst.zw = src0.zw \times src1.zw
+
+
+.. opcode:: DMAD - Multiply And Add
+
+.. math::
+
+ dst.xy = src0.xy \times src1.xy + src2.xy
+
+ dst.zw = src0.zw \times src1.zw + src2.zw
+
+
+.. opcode:: DFMA - Fused Multiply-Add
+
+Perform a * b + c with no intermediate rounding step.
+
+.. math::
+
+ dst.xy = src0.xy \times src1.xy + src2.xy
+
+ dst.zw = src0.zw \times src1.zw + src2.zw
+
+
+.. opcode:: DDIV - Divide
+
+.. math::
+
+ dst.xy = \frac{src0.xy}{src1.xy}
+
+ dst.zw = \frac{src0.zw}{src1.zw}
+
+
+.. opcode:: DRCP - Reciprocal
+
+.. math::
+
+ dst.xy = \frac{1}{src.xy}
+
+ dst.zw = \frac{1}{src.zw}
+
+.. opcode:: DSQRT - Square Root
+
+.. math::
+
+ dst.xy = \sqrt{src.xy}
+
+ dst.zw = \sqrt{src.zw}
+
+.. opcode:: DRSQ - Reciprocal Square Root
+
+.. math::
+
+ dst.xy = \frac{1}{\sqrt{src.xy}}
+
+ dst.zw = \frac{1}{\sqrt{src.zw}}
+
+.. opcode:: F2D - Float to Double
+
+.. math::
+
+ dst.xy = double(src0.x)
+
+ dst.zw = double(src0.y)
+
+.. opcode:: D2F - Double to Float
+
+.. math::
+
+ dst.x = float(src0.xy)
+
+ dst.y = float(src0.zw)
+
+.. opcode:: I2D - Int to Double
+
+.. math::
+
+ dst.xy = double(src0.x)
+
+ dst.zw = double(src0.y)
+
+.. opcode:: D2I - Double to Int
+
+.. math::
+
+ dst.x = int(src0.xy)
+
+ dst.y = int(src0.zw)
+
+.. opcode:: U2D - Unsigned Int to Double
+
+.. math::
+
+ dst.xy = double(src0.x)
+
+ dst.zw = double(src0.y)
+
+.. opcode:: D2U - Double to Unsigned Int
+
+.. math::
+
+ dst.x = unsigned(src0.xy)
+
+ dst.y = unsigned(src0.zw)
+
+64-bit Integer ISA
+^^^^^^^^^^^^^^^^^^
+
+The 64-bit integer opcodes reinterpret four-component vectors into
+two-component vectors with 64-bits in each component.
+
+.. opcode:: I64ABS - 64-bit Integer Absolute Value
+
+.. math::
+
+ dst.xy = |src0.xy|
+
+ dst.zw = |src0.zw|
+
+.. opcode:: I64NEG - 64-bit Integer Negate
+
+ Two's complement.
+
+.. math::
+
+ dst.xy = -src.xy
+
+ dst.zw = -src.zw
+
+.. opcode:: I64SSG - 64-bit Integer Set Sign
+
+.. math::
+
+ dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0
+
+ dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0
+
+.. opcode:: U64ADD - 64-bit Integer Add
+
+.. math::
+
+ dst.xy = src0.xy + src1.xy
+
+ dst.zw = src0.zw + src1.zw
+
+.. opcode:: U64MUL - 64-bit Integer Multiply
+
+.. math::
+
+ dst.xy = src0.xy * src1.xy
+
+ dst.zw = src0.zw * src1.zw
+
+.. opcode:: U64SEQ - 64-bit Integer Set on Equal
+
+.. math::
+
+ dst.x = src0.xy == src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw == src1.zw ? \sim 0 : 0
+
+.. opcode:: U64SNE - 64-bit Integer Set on Not Equal
+
+.. math::
+
+ dst.x = src0.xy != src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw != src1.zw ? \sim 0 : 0
+
+.. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than
+
+.. math::
+
+ dst.x = src0.xy < src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw < src1.zw ? \sim 0 : 0
+
+.. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal
+
+.. math::
+
+ dst.x = src0.xy >= src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw >= src1.zw ? \sim 0 : 0
+
+.. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than
+
+.. math::
+
+ dst.x = src0.xy < src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw < src1.zw ? \sim 0 : 0
+
+.. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal
+
+.. math::
+
+ dst.x = src0.xy >= src1.xy ? \sim 0 : 0
+
+ dst.z = src0.zw >= src1.zw ? \sim 0 : 0
+
+.. opcode:: I64MIN - Minimum of 64-bit Signed Integers
+
+.. math::
+
+ dst.xy = min(src0.xy, src1.xy)
+
+ dst.zw = min(src0.zw, src1.zw)
+
+.. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers
+
+.. math::
+
+ dst.xy = min(src0.xy, src1.xy)
+
+ dst.zw = min(src0.zw, src1.zw)
+
+.. opcode:: I64MAX - Maximum of 64-bit Signed Integers
+
+.. math::
+
+ dst.xy = max(src0.xy, src1.xy)
+
+ dst.zw = max(src0.zw, src1.zw)
+
+.. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers
+
+.. math::
+
+ dst.xy = max(src0.xy, src1.xy)
+
+ dst.zw = max(src0.zw, src1.zw)
+
+.. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer
+
+ The shift count is masked with 0x3f before the shift is applied.
+
+.. math::
+
+ dst.xy = src0.xy << (0x3f \& src1.x)
+
+ dst.zw = src0.zw << (0x3f \& src1.y)
+
+.. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer)
+
+ The shift count is masked with 0x3f before the shift is applied.
+
+.. math::
+
+ dst.xy = src0.xy >> (0x3f \& src1.x)
+
+ dst.zw = src0.zw >> (0x3f \& src1.y)
+
+.. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer)
+
+ The shift count is masked with 0x3f before the shift is applied.
+
+.. math::
+
+ dst.xy = src0.xy >> (unsigned) (0x3f \& src1.x)
+
+ dst.zw = src0.zw >> (unsigned) (0x3f \& src1.y)
+
+.. opcode:: I64DIV - 64-bit Signed Integer Division
+
+.. math::
+
+ dst.xy = \frac{src0.xy}{src1.xy}
+
+ dst.zw = \frac{src0.zw}{src1.zw}
+
+.. opcode:: U64DIV - 64-bit Unsigned Integer Division
+
+.. math::
+
+ dst.xy = \frac{src0.xy}{src1.xy}
+
+ dst.zw = \frac{src0.zw}{src1.zw}
+
+.. opcode:: U64MOD - 64-bit Unsigned Integer Remainder
+
+.. math::
+
+ dst.xy = src0.xy \bmod src1.xy
+
+ dst.zw = src0.zw \bmod src1.zw
+
+.. opcode:: I64MOD - 64-bit Signed Integer Remainder
+
+.. math::
+
+ dst.xy = src0.xy \bmod src1.xy
+
+ dst.zw = src0.zw \bmod src1.zw
+
+.. opcode:: F2U64 - Float to 64-bit Unsigned Int
+
+.. math::
+
+ dst.xy = (uint64_t) src0.x
+
+ dst.zw = (uint64_t) src0.y
+
+.. opcode:: F2I64 - Float to 64-bit Int
+
+.. math::
+
+ dst.xy = (int64_t) src0.x
+
+ dst.zw = (int64_t) src0.y
+
+.. opcode:: U2I64 - Unsigned Integer to 64-bit Integer
+
+ This is a zero extension.
+
+.. math::
+
+ dst.xy = (int64_t) src0.x
+
+ dst.zw = (int64_t) src0.y
+
+.. opcode:: I2I64 - Signed Integer to 64-bit Integer
+
+ This is a sign extension.
+
+.. math::
+
+ dst.xy = (int64_t) src0.x
+
+ dst.zw = (int64_t) src0.y
+
+.. opcode:: D2U64 - Double to 64-bit Unsigned Int
+
+.. math::
+
+ dst.xy = (uint64_t) src0.xy
+
+ dst.zw = (uint64_t) src0.zw
+
+.. opcode:: D2I64 - Double to 64-bit Int
+
+.. math::
+
+ dst.xy = (int64_t) src0.xy
+
+ dst.zw = (int64_t) src0.zw
+
+.. opcode:: U642F - 64-bit unsigned integer to float
+
+.. math::
+
+ dst.x = (float) src0.xy
+
+ dst.y = (float) src0.zw
+
+.. opcode:: I642F - 64-bit Int to Float
+
+.. math::
+
+ dst.x = (float) src0.xy
+
+ dst.y = (float) src0.zw
+
+.. opcode:: U642D - 64-bit unsigned integer to double
+
+.. math::
+
+ dst.xy = (double) src0.xy
+
+ dst.zw = (double) src0.zw
+
+.. opcode:: I642D - 64-bit Int to double
+
+.. math::
+
+ dst.xy = (double) src0.xy
+
+ dst.zw = (double) src0.zw
+
+.. _samplingopcodes:
+
+Resource Sampling Opcodes
+^^^^^^^^^^^^^^^^^^^^^^^^^
+
+Those opcodes follow very closely semantics of the respective Direct3D
+instructions. If in doubt double check Direct3D documentation.
+Note that the swizzle on SVIEW (src1) determines texel swizzling
+after lookup.
+
+.. opcode:: SAMPLE
+
+ Using provided address, sample data from the specified texture using the
+ filtering mode identified by the given sampler. The source data may come from
+ any resource type other than buffers.
+
+ Syntax: ``SAMPLE dst, address, sampler_view, sampler``
+
+ Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]``
+
+.. opcode:: SAMPLE_I
+
+ Simplified alternative to the SAMPLE instruction. Using the provided
+ integer address, SAMPLE_I fetches data from the specified sampler view
+ without any filtering. The source data may come from any resource type
+ other than CUBE.
+
+ Syntax: ``SAMPLE_I dst, address, sampler_view``
+
+ Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]``
+
+ The 'address' is specified as unsigned integers. If the 'address' is out of
+ range [0...(# texels - 1)] the result of the fetch is always 0 in all
+ components. As such the instruction doesn't honor address wrap modes, in
+ cases where that behavior is desirable 'SAMPLE' instruction should be used.
+ address.w always provides an unsigned integer mipmap level. If the value is
+ out of the range then the instruction always returns 0 in all components.
+ address.yz are ignored for buffers and 1d textures. address.z is ignored
+ for 1d texture arrays and 2d textures.
+
+ For 1D texture arrays address.y provides the array index (also as unsigned
+ integer). If the value is out of the range of available array indices
+ [0... (array size - 1)] then the opcode always returns 0 in all components.
+ For 2D texture arrays address.z provides the array index, otherwise it
+ exhibits the same behavior as in the case for 1D texture arrays. The exact
+ semantics of the source address are presented in the table below:
+
+ +---------------------------+----+-----+-----+---------+
+ | resource type | X | Y | Z | W |
+ +===========================+====+=====+=====+=========+
+ | ``PIPE_BUFFER`` | x | | | ignored |
+ +---------------------------+----+-----+-----+---------+
+ | ``PIPE_TEXTURE_1D`` | x | | | mpl |
+ +---------------------------+----+-----+-----+---------+
+ | ``PIPE_TEXTURE_2D`` | x | y | | mpl |
+ +---------------------------+----+-----+-----+---------+
+ | ``PIPE_TEXTURE_3D`` | x | y | z | mpl |
+ +---------------------------+----+-----+-----+---------+
+ | ``PIPE_TEXTURE_RECT`` | x | y | | mpl |
+ +---------------------------+----+-----+-----+---------+
+ | ``PIPE_TEXTURE_CUBE`` | not allowed as source |
+ +---------------------------+----+-----+-----+---------+
+ | ``PIPE_TEXTURE_1D_ARRAY`` | x | idx | | mpl |
+ +---------------------------+----+-----+-----+---------+
+ | ``PIPE_TEXTURE_2D_ARRAY`` | x | y | idx | mpl |
+ +---------------------------+----+-----+-----+---------+
+
+ Where 'mpl' is a mipmap level and 'idx' is the array index.
+
+.. opcode:: SAMPLE_I_MS
+
+ Just like SAMPLE_I but allows fetch data from multi-sampled surfaces.
+
+ Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample``
+
+.. opcode:: SAMPLE_B
+
+ Just like the SAMPLE instruction with the exception that an additional bias
+ is applied to the level of detail computed as part of the instruction
+ execution.
+
+ Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias``
+
+ Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
+
+.. opcode:: SAMPLE_C
+
+ Similar to the SAMPLE instruction but it performs a comparison filter. The
+ operands to SAMPLE_C are identical to SAMPLE, except that there is an
+ additional float32 operand, reference value, which must be a register with
+ single-component, or a scalar literal. SAMPLE_C makes the hardware use the
+ current samplers compare_func (in pipe_sampler_state) to compare reference
+ value against the red component value for the surce resource at each texel
+ that the currently configured texture filter covers based on the provided
+ coordinates.
+
+ Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value``
+
+ Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
+
+.. opcode:: SAMPLE_C_LZ
+
+ Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands
+ for level-zero.
+
+ Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value``
+
+ Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
+
+
+.. opcode:: SAMPLE_D
+
+ SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for
+ the source address in the x direction and the y direction are provided by
+ extra parameters.
+
+ Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y``
+
+ Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]``
+
+.. opcode:: SAMPLE_L
+
+ SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided
+ directly as a scalar value, representing no anisotropy.
+
+ Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod``
+
+ Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
+
+.. opcode:: GATHER4
+
+ Gathers the four texels to be used in a bi-linear filtering operation and
+ packs them into a single register. Only works with 2D, 2D array, cubemaps,
+ and cubemaps arrays. For 2D textures, only the addressing modes of the
+ sampler and the top level of any mip pyramid are used. Set W to zero. It
+ behaves like the SAMPLE instruction, but a filtered sample is not
+ generated. The four samples that contribute to filtering are placed into
+ xyzw in counter-clockwise order, starting with the (u,v) texture coordinate
+ delta at the following locations (-, +), (+, +), (+, -), (-, -), where the
+ magnitude of the deltas are half a texel.
+
+
+.. opcode:: SVIEWINFO
+
+ Query the dimensions of a given sampler view. dst receives width, height,
+ depth or array size and number of mipmap levels as int4. The dst can have a
+ writemask which will specify what info is the caller interested in.
+
+ Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view``
+
+ Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]``
+
+ src_mip_level is an unsigned integer scalar. If it's out of range then
+ returns 0 for width, height and depth/array size but the total number of
+ mipmap is still returned correctly for the given sampler view. The returned
+ width, height and depth values are for the mipmap level selected by the
+ src_mip_level and are in the number of texels. For 1d texture array width
+ is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is
+ still in dst.w. In contrast to d3d10 resinfo, there's no way in the tgsi
+ instruction encoding to specify the return type (float/rcpfloat/uint), hence
+ always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1
+ resinfo allowing swizzling dst values is ignored (due to the interaction
+ with rcpfloat modifier which requires some swizzle handling in the state
+ tracker anyway).
+
+.. opcode:: SAMPLE_POS
+
+ Query the position of a sample in the given resource or render target
+ when per-sample fragment shading is in effect.
+
+ Syntax: ``SAMPLE_POS dst, source, sample_index``
+
+ dst receives float4 (x, y, undef, undef) indicated where the sample is
+ located. Sample locations are in the range [0, 1] where 0.5 is the center
+ of the fragment.
+
+ source is either a sampler view (to indicate a shader resource) or temp
+ register (to indicate the render target). The source register may have
+ an optional swizzle to apply to the returned result
+
+ sample_index is an integer scalar indicating which sample position is to
+ be queried.
+
+ If per-sample shading is not in effect or the source resource or render
+ target is not multisampled, the result is (0.5, 0.5, undef, undef).
+
+ NOTE: no driver has implemented this opcode yet (and no gallium frontend
+ emits it). This information is subject to change.
+
+.. opcode:: SAMPLE_INFO
+
+ Query the number of samples in a multisampled resource or render target.
+
+ Syntax: ``SAMPLE_INFO dst, source``
+
+ dst receives int4 (n, 0, 0, 0) where n is the number of samples in a
+ resource or the render target.
+
+ source is either a sampler view (to indicate a shader resource) or temp
+ register (to indicate the render target). The source register may have
+ an optional swizzle to apply to the returned result
+
+ If per-sample shading is not in effect or the source resource or render
+ target is not multisampled, the result is (1, 0, 0, 0).
+
+ NOTE: no driver has implemented this opcode yet (and no gallium frontend
+ emits it). This information is subject to change.
+
+.. opcode:: LOD - level of detail
+
+ Same syntax as the SAMPLE opcode but instead of performing an actual
+ texture lookup/filter, return the computed LOD information that the
+ texture pipe would use to access the texture. The Y component contains
+ the computed LOD lambda_prime. The X component contains the LOD that will
+ be accessed, based on min/max lod's and mipmap filters.
+ The Z and W components are set to 0.
+
+ Syntax: ``LOD dst, address, sampler_view, sampler``
+
+
+.. _resourceopcodes:
+
+Resource Access Opcodes
+^^^^^^^^^^^^^^^^^^^^^^^
+
+For these opcodes, the resource can be a BUFFER, IMAGE, or MEMORY.
+
+.. opcode:: LOAD - Fetch data from a shader buffer or image
+
+ Syntax: ``LOAD dst, resource, address``
+
+ Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]``
+
+ Using the provided integer address, LOAD fetches data
+ from the specified buffer or texture without any
+ filtering.
+
+ The 'address' is specified as a vector of unsigned
+ integers. If the 'address' is out of range the result
+ is unspecified.
+
+ Only the first mipmap level of a resource can be read
+ from using this instruction.
+
+ For 1D or 2D texture arrays, the array index is
+ provided as an unsigned integer in address.y or
+ address.z, respectively. address.yz are ignored for
+ buffers and 1D textures. address.z is ignored for 1D
+ texture arrays and 2D textures. address.w is always
+ ignored.
+
+ A swizzle suffix may be added to the resource argument
+ this will cause the resource data to be swizzled accordingly.
+
+.. opcode:: STORE - Write data to a shader resource
+
+ Syntax: ``STORE resource, address, src``
+
+ Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]``
+
+ Using the provided integer address, STORE writes data
+ to the specified buffer or texture.
+
+ The 'address' is specified as a vector of unsigned
+ integers. If the 'address' is out of range the result
+ is unspecified.
+
+ Only the first mipmap level of a resource can be
+ written to using this instruction.
+
+ For 1D or 2D texture arrays, the array index is
+ provided as an unsigned integer in address.y or
+ address.z, respectively. address.yz are ignored for
+ buffers and 1D textures. address.z is ignored for 1D
+ texture arrays and 2D textures. address.w is always
+ ignored.
+
+.. opcode:: RESQ - Query information about a resource
+
+ Syntax: ``RESQ dst, resource``
+
+ Example: ``RESQ TEMP[0], BUFFER[0]``
+
+ Returns information about the buffer or image resource. For buffer
+ resources, the size (in bytes) is returned in the x component. For
+ image resources, .xyz will contain the width/height/layers of the
+ image, while .w will contain the number of samples for multi-sampled
+ images.
+
+.. opcode:: FBFETCH - Load data from framebuffer
+
+ Syntax: ``FBFETCH dst, output``
+
+ Example: ``FBFETCH TEMP[0], OUT[0]``
+
+ This is only valid on ``COLOR`` semantic outputs. Returns the color
+ of the current position in the framebuffer from before this fragment
+ shader invocation. May return the same value from multiple calls for
+ a particular output within a single invocation. Note that result may
+ be undefined if a fragment is drawn multiple times without a blend
+ barrier in between.
+
+
+.. _bindlessopcodes:
+
+Bindless Opcodes
+^^^^^^^^^^^^^^^^
+
+These opcodes are for working with bindless sampler or image handles and
+require PIPE_CAP_BINDLESS_TEXTURE.
+
+.. opcode:: IMG2HND - Get a bindless handle for a image
+
+ Syntax: ``IMG2HND dst, image``
+
+ Example: ``IMG2HND TEMP[0], IMAGE[0]``
+
+ Sets 'dst' to a bindless handle for 'image'.
+
+.. opcode:: SAMP2HND - Get a bindless handle for a sampler
+
+ Syntax: ``SAMP2HND dst, sampler``
+
+ Example: ``SAMP2HND TEMP[0], SAMP[0]``
+
+ Sets 'dst' to a bindless handle for 'sampler'.
+
+
+.. _threadsyncopcodes:
+
+Inter-thread synchronization opcodes
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+These opcodes are intended for communication between threads running
+within the same compute grid. For now they're only valid in compute
+programs.
+
+.. opcode:: BARRIER - Thread group barrier
+
+ ``BARRIER``
+
+ This opcode suspends the execution of the current thread until all
+ the remaining threads in the working group reach the same point of
+ the program. Results are unspecified if any of the remaining
+ threads terminates or never reaches an executed BARRIER instruction.
+
+.. opcode:: MEMBAR - Memory barrier
+
+ ``MEMBAR type``
+
+ This opcode waits for the completion of all memory accesses based on
+ the type passed in. The type is an immediate bitfield with the following
+ meaning:
+
+ Bit 0: Shader storage buffers
+ Bit 1: Atomic buffers
+ Bit 2: Images
+ Bit 3: Shared memory
+ Bit 4: Thread group
+
+ These may be passed in in any combination. An implementation is free to not
+ distinguish between these as it sees fit. However these map to all the
+ possibilities made available by GLSL.
+
+.. _atomopcodes:
+
+Atomic opcodes
+^^^^^^^^^^^^^^
+
+These opcodes provide atomic variants of some common arithmetic and
+logical operations. In this context atomicity means that another
+concurrent memory access operation that affects the same memory
+location is guaranteed to be performed strictly before or after the
+entire execution of the atomic operation. The resource may be a BUFFER,
+IMAGE, HWATOMIC, or MEMORY. In the case of an image, the offset works
+the same as for ``LOAD`` and ``STORE``, specified above. For atomic
+counters, the offset is an immediate index to the base hw atomic
+counter for this operation.
+These atomic operations may only be used with 32-bit integer image formats.
+
+.. opcode:: ATOMUADD - Atomic integer addition
+
+ Syntax: ``ATOMUADD dst, resource, offset, src``
+
+ Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = dst_x + src_x
+
+
+.. opcode:: ATOMFADD - Atomic floating point addition
+
+ Syntax: ``ATOMFADD dst, resource, offset, src``
+
+ Example: ``ATOMFADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = dst_x + src_x
+
+
+.. opcode:: ATOMXCHG - Atomic exchange
+
+ Syntax: ``ATOMXCHG dst, resource, offset, src``
+
+ Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = src_x
+
+
+.. opcode:: ATOMCAS - Atomic compare-and-exchange
+
+ Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
+
+ Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = (dst_x == cmp_x ? src_x : dst_x)
+
+
+.. opcode:: ATOMAND - Atomic bitwise And
+
+ Syntax: ``ATOMAND dst, resource, offset, src``
+
+ Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = dst_x \& src_x
+
+
+.. opcode:: ATOMOR - Atomic bitwise Or
+
+ Syntax: ``ATOMOR dst, resource, offset, src``
+
+ Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = dst_x | src_x
+
+
+.. opcode:: ATOMXOR - Atomic bitwise Xor
+
+ Syntax: ``ATOMXOR dst, resource, offset, src``
+
+ Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = dst_x \oplus src_x
+
+
+.. opcode:: ATOMUMIN - Atomic unsigned minimum
+
+ Syntax: ``ATOMUMIN dst, resource, offset, src``
+
+ Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = (dst_x < src_x ? dst_x : src_x)
+
+
+.. opcode:: ATOMUMAX - Atomic unsigned maximum
+
+ Syntax: ``ATOMUMAX dst, resource, offset, src``
+
+ Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = (dst_x > src_x ? dst_x : src_x)
+
+
+.. opcode:: ATOMIMIN - Atomic signed minimum
+
+ Syntax: ``ATOMIMIN dst, resource, offset, src``
+
+ Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = (dst_x < src_x ? dst_x : src_x)
+
+
+.. opcode:: ATOMIMAX - Atomic signed maximum
+
+ Syntax: ``ATOMIMAX dst, resource, offset, src``
+
+ Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = (dst_x > src_x ? dst_x : src_x)
+
+
+.. opcode:: ATOMINC_WRAP - Atomic increment + wrap around
+
+ Syntax: ``ATOMINC_WRAP dst, resource, offset, src``
+
+ Example: ``ATOMINC_WRAP TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset] + 1
+
+ resource[offset] = dst_x <= src_x ? dst_x : 0
+
+
+.. opcode:: ATOMDEC_WRAP - Atomic decrement + wrap around
+
+ Syntax: ``ATOMDEC_WRAP dst, resource, offset, src``
+
+ Example: ``ATOMDEC_WRAP TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
+
+ The following operation is performed atomically:
+
+.. math::
+
+ dst_x = resource[offset]
+
+ resource[offset] = (dst_x > 0 && dst_x < src_x) ? dst_x - 1 : 0
+
+
+.. _interlaneopcodes:
+
+Inter-lane opcodes
+^^^^^^^^^^^^^^^^^^
+
+These opcodes reduce the given value across the shader invocations
+running in the current SIMD group. Every thread in the subgroup will receive
+the same result. The BALLOT operations accept a single-channel argument that
+is treated as a boolean and produce a 64-bit value.
+
+.. opcode:: VOTE_ANY - Value is set in any of the active invocations
+
+ Syntax: ``VOTE_ANY dst, value``
+
+ Example: ``VOTE_ANY TEMP[0].x, TEMP[1].x``
+
+
+.. opcode:: VOTE_ALL - Value is set in all of the active invocations
+
+ Syntax: ``VOTE_ALL dst, value``
+
+ Example: ``VOTE_ALL TEMP[0].x, TEMP[1].x``
+
+
+.. opcode:: VOTE_EQ - Value is the same in all of the active invocations
+
+ Syntax: ``VOTE_EQ dst, value``
+
+ Example: ``VOTE_EQ TEMP[0].x, TEMP[1].x``
+
+
+.. opcode:: BALLOT - Lanemask of whether the value is set in each active
+ invocation
+
+ Syntax: ``BALLOT dst, value``
+
+ Example: ``BALLOT TEMP[0].xy, TEMP[1].x``
+
+ When the argument is a constant true, this produces a bitmask of active
+ invocations. In fragment shaders, this can include helper invocations
+ (invocations whose outputs and writes to memory are discarded, but which
+ are used to compute derivatives).
+
+
+.. opcode:: READ_FIRST - Broadcast the value from the first active
+ invocation to all active lanes
+
+ Syntax: ``READ_FIRST dst, value``
+
+ Example: ``READ_FIRST TEMP[0], TEMP[1]``
+
+
+.. opcode:: READ_INVOC - Retrieve the value from the given invocation
+ (need not be uniform)
+
+ Syntax: ``READ_INVOC dst, value, invocation``
+
+ Example: ``READ_INVOC TEMP[0].xy, TEMP[1].xy, TEMP[2].x``
+
+ invocation.x controls the invocation number to read from for all channels.
+ The invocation number must be the same across all active invocations in a
+ sub-group; otherwise, the results are undefined.
+
+
+Explanation of symbols used
+------------------------------
+
+
+Functions
+^^^^^^^^^^^^^^
+
+
+ :math:`|x|` Absolute value of `x`.
+
+ :math:`\lceil x \rceil` Ceiling of `x`.
+
+ clamp(x,y,z) Clamp x between y and z.
+ (x < y) ? y : (x > z) ? z : x
+
+ :math:`\lfloor x\rfloor` Floor of `x`.
+
+ :math:`\log_2{x}` Logarithm of `x`, base 2.
+
+ 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.
+
+ :math:`x^y` `x` to the power `y`.
+
+ push(x) Push x on stack.
+
+ round(x) Round x.
+
+ trunc(x) Truncate x, i.e. drop the fraction bits.
+
+
+Keywords
+^^^^^^^^^^^^^
+
+
+ discard Discard fragment.
+
+ pc Program counter.
+
+ target Label of target instruction.
+
+
+Other tokens
+---------------
+
+
+Declaration
+^^^^^^^^^^^
+
+
+Declares a register that is will be referenced as an operand in Instruction
+tokens.
+
+File field contains register file that is being declared and is one
+of TGSI_FILE.
+
+UsageMask field specifies which of the register components can be accessed
+and is one of TGSI_WRITEMASK.
+
+The Local flag specifies that a given value isn't intended for
+subroutine parameter passing and, as a result, the implementation
+isn't required to give any guarantees of it being preserved across
+subroutine boundaries. As it's merely a compiler hint, the
+implementation is free to ignore it.
+
+If Dimension flag is set to 1, a Declaration Dimension token follows.
+
+If Semantic flag is set to 1, a Declaration Semantic token follows.
+
+If Interpolate flag is set to 1, a Declaration Interpolate token follows.
+
+If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
+
+If Array flag is set to 1, a Declaration Array token follows.
+
+Array Declaration
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+Declarations can optional have an ArrayID attribute which can be referred by
+indirect addressing operands. An ArrayID of zero is reserved and treated as
+if no ArrayID is specified.
+
+If an indirect addressing operand refers to a specific declaration by using
+an ArrayID only the registers in this declaration are guaranteed to be
+accessed, accessing any register outside this declaration results in undefined
+behavior. Note that for compatibility the effective index is zero-based and
+not relative to the specified declaration
+
+If no ArrayID is specified with an indirect addressing operand the whole
+register file might be accessed by this operand. This is strongly discouraged
+and will prevent packing of scalar/vec2 arrays and effective alias analysis.
+This is only legal for TEMP and CONST register files.
+
+Declaration Semantic
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+Vertex and fragment shader input and output registers may be labeled
+with semantic information consisting of a name and index.
+
+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.
+
+TGSI_SEMANTIC_POSITION
+""""""""""""""""""""""
+
+For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
+output register which contains the homogeneous vertex position in the clip
+space coordinate system. After clipping, the X, Y and Z components of the
+vertex will be divided by the W value to get normalized device coordinates.
+
+For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
+fragment shader input (or system value, depending on which one is
+supported by the driver) contains the fragment's window position. The X
+component starts at zero and always increases from left to right.
+The Y component starts at zero and always increases but Y=0 may either
+indicate the top of the window or the bottom depending on the fragment
+coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
+The Z coordinate ranges from 0 to 1 to represent depth from the front
+to the back of the Z buffer. The W component contains the interpolated
+reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
+but unlike d3d10 which interpolates the same 1/w but then gives back
+the reciprocal of the interpolated value).
+
+Fragment shaders may also declare an output register with
+TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
+the fragment shader to change the fragment's Z position.
+
+
+
+TGSI_SEMANTIC_COLOR
+"""""""""""""""""""
+
+For vertex shader outputs or fragment shader inputs/outputs, this
+label indicates that the register contains an R,G,B,A color.
+
+Several shader inputs/outputs may contain colors so the semantic index
+is used to distinguish them. For example, color[0] may be the diffuse
+color while color[1] may be the specular color.
+
+This label is needed so that the flat/smooth shading can be applied
+to the right interpolants during rasterization.
+
+
+
+TGSI_SEMANTIC_BCOLOR
+""""""""""""""""""""
+
+Back-facing colors are only used for back-facing polygons, and are only valid
+in vertex shader outputs. After rasterization, all polygons are front-facing
+and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
+so all BCOLORs effectively become regular COLORs in the fragment shader.
+
+
+TGSI_SEMANTIC_FOG
+"""""""""""""""""
+
+Vertex shader inputs and outputs and fragment shader inputs may be
+labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
+a fog coordinate. Typically, the fragment shader will use the fog coordinate
+to compute a fog blend factor which is used to blend the normal fragment color
+with a constant fog color. But fog coord really is just an ordinary vec4
+register like regular semantics.
+
+
+TGSI_SEMANTIC_PSIZE
+"""""""""""""""""""
+
+Vertex shader input and output registers may be labeled with
+TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
+in the form (S, 0, 0, 1). The point size controls the width or diameter
+of points for rasterization. This label cannot be used in fragment
+shaders.
+
+When using this semantic, be sure to set the appropriate state in the
+:ref:`rasterizer` first.
+
+
+TGSI_SEMANTIC_TEXCOORD
+""""""""""""""""""""""
+
+Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
+
+Vertex shader outputs and fragment shader inputs may be labeled with
+this semantic to make them replaceable by sprite coordinates via the
+sprite_coord_enable state in the :ref:`rasterizer`.
+The semantic index permitted with this semantic is limited to <= 7.
+
+If the driver does not support TEXCOORD, sprite coordinate replacement
+applies to inputs with the GENERIC semantic instead.
+
+The intended use case for this semantic is gl_TexCoord.
+
+
+TGSI_SEMANTIC_PCOORD
+""""""""""""""""""""
+
+Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
+
+Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
+that the register contains sprite coordinates in the form (x, y, 0, 1), if
+the current primitive is a point and point sprites are enabled. Otherwise,
+the contents of the register are undefined.
+
+The intended use case for this semantic is gl_PointCoord.
+
+
+TGSI_SEMANTIC_GENERIC
+"""""""""""""""""""""
+
+All vertex/fragment shader inputs/outputs not labeled with any other
+semantic label can be considered to be generic attributes. Typical
+uses of generic inputs/outputs are texcoords and user-defined values.
+
+
+TGSI_SEMANTIC_NORMAL
+""""""""""""""""""""
+
+Indicates that a vertex shader input is a normal vector. This is
+typically only used for legacy graphics APIs.
+
+
+TGSI_SEMANTIC_FACE
+""""""""""""""""""
+
+This label applies to fragment shader inputs (or system values,
+depending on which one is supported by the driver) and indicates that
+the register contains front/back-face information.
+
+If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1),
+where F will be positive when the fragment belongs to a front-facing polygon,
+and negative when the fragment belongs to a back-facing polygon.
+
+If it is a system value, it will be an integer vector in the form (F, 0, 0, 1),
+where F is 0xffffffff when the fragment belongs to a front-facing polygon and
+0 when the fragment belongs to a back-facing polygon.
+
+
+TGSI_SEMANTIC_EDGEFLAG
+""""""""""""""""""""""
+
+For vertex shaders, this sematic label indicates that an input or
+output is a boolean edge flag. The register layout is [F, x, x, x]
+where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
+simply copies the edge flag input to the edgeflag output.
+
+Edge flags are used to control which lines or points are actually
+drawn when the polygon mode converts triangles/quads/polygons into
+points or lines.
+
+
+TGSI_SEMANTIC_STENCIL
+"""""""""""""""""""""
+
+For fragment shaders, this semantic label indicates that an output
+is a writable stencil reference value. Only the Y component is writable.
+This allows the fragment shader to change the fragments stencilref value.
+
+
+TGSI_SEMANTIC_VIEWPORT_INDEX
+""""""""""""""""""""""""""""
+
+For geometry shaders, this semantic label indicates that an output
+contains the index of the viewport (and scissor) to use.
+This is an integer value, and only the X component is used.
+
+If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
+supported, then this semantic label can also be used in vertex or
+tessellation evaluation shaders, respectively. Only the value written in the
+last vertex processing stage is used.
+
+
+TGSI_SEMANTIC_LAYER
+"""""""""""""""""""
+
+For geometry shaders, this semantic label indicates that an output
+contains the layer value to use for the color and depth/stencil surfaces.
+This is an integer value, and only the X component is used.
+(Also known as rendertarget array index.)
+
+If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
+supported, then this semantic label can also be used in vertex or
+tessellation evaluation shaders, respectively. Only the value written in the
+last vertex processing stage is used.
+
+
+TGSI_SEMANTIC_CLIPDIST
+""""""""""""""""""""""
+
+Note this covers clipping and culling distances.
+
+When components of vertex elements are identified this way, these
+values are each assumed to be a float32 signed distance to a plane.
+
+For clip distances:
+Primitive setup only invokes rasterization on pixels for which
+the interpolated plane distances are >= 0.
+
+For cull distances:
+Primitives will be completely discarded if the plane distance
+for all of the vertices in the primitive are < 0.
+If a vertex has a cull distance of NaN, that vertex counts as "out"
+(as if its < 0);
+
+Multiple clip/cull planes can be implemented simultaneously, by
+annotating multiple components of one or more vertex elements with
+the above specified semantic.
+The limits on both clip and cull distances are bound
+by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
+the maximum number of components that can be used to hold the
+distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
+which specifies the maximum number of registers which can be
+annotated with those semantics.
+The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED
+are used to divide up the 2 x vec4 space between clipping and culling.
+
+TGSI_SEMANTIC_SAMPLEID
+""""""""""""""""""""""
+
+For fragment shaders, this semantic label indicates that a system value
+contains the current sample id (i.e. gl_SampleID) as an unsigned int.
+Only the X component is used. If per-sample shading is not enabled,
+the result is (0, undef, undef, undef).
+
+Note that if the fragment shader uses this system value, the fragment
+shader is automatically executed at per sample frequency.
+
+TGSI_SEMANTIC_SAMPLEPOS
+"""""""""""""""""""""""
+
+For fragment shaders, this semantic label indicates that a system
+value contains the current sample's position as float4(x, y, undef, undef)
+in the render target (i.e. gl_SamplePosition) when per-fragment shading
+is in effect. Position values are in the range [0, 1] where 0.5 is
+the center of the fragment.
+
+Note that if the fragment shader uses this system value, the fragment
+shader is automatically executed at per sample frequency.
+
+TGSI_SEMANTIC_SAMPLEMASK
+""""""""""""""""""""""""
+
+For fragment shaders, this semantic label can be applied to either a
+shader system value input or output.
+
+For a system value, the sample mask indicates the set of samples covered by
+the current primitive. If MSAA is not enabled, the value is (1, 0, 0, 0).
+
+For an output, the sample mask is used to disable further sample processing.
+
+For both, the register type is uint[4] but only the X component is used
+(i.e. gl_SampleMask[0]). Each bit corresponds to one sample position (up
+to 32x MSAA is supported).
+
+TGSI_SEMANTIC_INVOCATIONID
+""""""""""""""""""""""""""
+
+For geometry shaders, this semantic label indicates that a system value
+contains the current invocation id (i.e. gl_InvocationID).
+This is an integer value, and only the X component is used.
+
+TGSI_SEMANTIC_INSTANCEID
+""""""""""""""""""""""""
+
+For vertex shaders, this semantic label indicates that a system value contains
+the current instance id (i.e. gl_InstanceID). It does not include the base
+instance. This is an integer value, and only the X component is used.
+
+TGSI_SEMANTIC_VERTEXID
+""""""""""""""""""""""
+
+For vertex shaders, this semantic label indicates that a system value contains
+the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the
+base vertex. This is an integer value, and only the X component is used.
+
+TGSI_SEMANTIC_VERTEXID_NOBASE
+"""""""""""""""""""""""""""""""
+
+For vertex shaders, this semantic label indicates that a system value contains
+the current vertex id without including the base vertex (this corresponds to
+d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX
+== TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component
+is used.
+
+TGSI_SEMANTIC_BASEVERTEX
+""""""""""""""""""""""""
+
+For vertex shaders, this semantic label indicates that a system value contains
+the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls,
+this contains the first (or start) value instead.
+This is an integer value, and only the X component is used.
+
+TGSI_SEMANTIC_PRIMID
+""""""""""""""""""""
+
+For geometry and fragment shaders, this semantic label indicates the value
+contains the primitive id (i.e. gl_PrimitiveID). This is an integer value,
+and only the X component is used.
+FIXME: This right now can be either a ordinary input or a system value...
+
+
+TGSI_SEMANTIC_PATCH
+"""""""""""""""""""
+
+For tessellation evaluation/control shaders, this semantic label indicates a
+generic per-patch attribute. Such semantics will not implicitly be per-vertex
+arrays.
+
+TGSI_SEMANTIC_TESSCOORD
+"""""""""""""""""""""""
+
+For tessellation evaluation shaders, this semantic label indicates the
+coordinates of the vertex being processed. This is available in XYZ; W is
+undefined.
+
+TGSI_SEMANTIC_TESSOUTER
+"""""""""""""""""""""""
+
+For tessellation evaluation/control shaders, this semantic label indicates the
+outer tessellation levels of the patch. Isoline tessellation will only have XY
+defined, triangle will have XYZ and quads will have XYZW defined. This
+corresponds to gl_TessLevelOuter.
+
+TGSI_SEMANTIC_TESSINNER
+"""""""""""""""""""""""
+
+For tessellation evaluation/control shaders, this semantic label indicates the
+inner tessellation levels of the patch. The X value is only defined for
+triangle tessellation, while quads will have XY defined. This is entirely
+undefined for isoline tessellation.
+
+TGSI_SEMANTIC_VERTICESIN
+""""""""""""""""""""""""
+
+For tessellation evaluation/control shaders, this semantic label indicates the
+number of vertices provided in the input patch. Only the X value is defined.
+
+TGSI_SEMANTIC_HELPER_INVOCATION
+"""""""""""""""""""""""""""""""
+
+For fragment shaders, this semantic indicates whether the current
+invocation is covered or not. Helper invocations are created in order
+to properly compute derivatives, however it may be desirable to skip
+some of the logic in those cases. See ``gl_HelperInvocation`` documentation.
+
+TGSI_SEMANTIC_BASEINSTANCE
+""""""""""""""""""""""""""
+
+For vertex shaders, the base instance argument supplied for this
+draw. This is an integer value, and only the X component is used.
+
+TGSI_SEMANTIC_DRAWID
+""""""""""""""""""""
+
+For vertex shaders, the zero-based index of the current draw in a
+``glMultiDraw*`` invocation. This is an integer value, and only the X
+component is used.
+
+
+TGSI_SEMANTIC_WORK_DIM
+""""""""""""""""""""""
+
+For compute shaders started via opencl this retrieves the work_dim
+parameter to the clEnqueueNDRangeKernel call with which the shader
+was started.
+
+
+TGSI_SEMANTIC_GRID_SIZE
+"""""""""""""""""""""""
+
+For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
+of a grid of thread blocks.
+
+
+TGSI_SEMANTIC_BLOCK_ID
+""""""""""""""""""""""
+
+For compute shaders, this semantic indicates the (x, y, z) coordinates of the
+current block inside of the grid.
+
+
+TGSI_SEMANTIC_BLOCK_SIZE
+""""""""""""""""""""""""
+
+For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
+of a block in threads.
+
+
+TGSI_SEMANTIC_THREAD_ID
+"""""""""""""""""""""""
+
+For compute shaders, this semantic indicates the (x, y, z) coordinates of the
+current thread inside of the block.
+
+
+TGSI_SEMANTIC_SUBGROUP_SIZE
+"""""""""""""""""""""""""""
+
+This semantic indicates the subgroup size for the current invocation. This is
+an integer of at most 64, as it indicates the width of lanemasks. It does not
+depend on the number of invocations that are active.
+
+
+TGSI_SEMANTIC_SUBGROUP_INVOCATION
+"""""""""""""""""""""""""""""""""
+
+The index of the current invocation within its subgroup.
+
+
+TGSI_SEMANTIC_SUBGROUP_EQ_MASK
+""""""""""""""""""""""""""""""
+
+A bit mask of ``bit index == TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
+``1 << subgroup_invocation`` in arbitrary precision arithmetic.
+
+
+TGSI_SEMANTIC_SUBGROUP_GE_MASK
+""""""""""""""""""""""""""""""
+
+A bit mask of ``bit index >= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
+``((1 << (subgroup_size - subgroup_invocation)) - 1) << subgroup_invocation``
+in arbitrary precision arithmetic.
+
+
+TGSI_SEMANTIC_SUBGROUP_GT_MASK
+""""""""""""""""""""""""""""""
+
+A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
+``((1 << (subgroup_size - subgroup_invocation - 1)) - 1) << (subgroup_invocation + 1)``
+in arbitrary precision arithmetic.
+
+
+TGSI_SEMANTIC_SUBGROUP_LE_MASK
+""""""""""""""""""""""""""""""
+
+A bit mask of ``bit index <= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
+``(1 << (subgroup_invocation + 1)) - 1`` in arbitrary precision arithmetic.
+
+
+TGSI_SEMANTIC_SUBGROUP_LT_MASK
+""""""""""""""""""""""""""""""
+
+A bit mask of ``bit index < TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
+``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic.
+
+
+TGSI_SEMANTIC_VIEWPORT_MASK
+"""""""""""""""""""""""""""
+
+A bit mask of viewports to broadcast the current primitive to. See
+GL_NV_viewport_array2 for more details.
+
+
+TGSI_SEMANTIC_TESS_DEFAULT_OUTER_LEVEL
+""""""""""""""""""""""""""""""""""""""
+
+A system value equal to the default_outer_level array set via set_tess_level.
+
+
+TGSI_SEMANTIC_TESS_DEFAULT_INNER_LEVEL
+""""""""""""""""""""""""""""""""""""""
+
+A system value equal to the default_inner_level array set via set_tess_level.
+
+
+Declaration Interpolate
+^^^^^^^^^^^^^^^^^^^^^^^
+
+This token is only valid for fragment shader INPUT declarations.
+
+The Interpolate field specifes the way input is being interpolated by
+the rasteriser and is one of TGSI_INTERPOLATE_*.
+
+The Location field specifies the location inside the pixel that the
+interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that
+when per-sample shading is enabled, the implementation may choose to
+interpolate at the sample irrespective of the Location field.
+
+The CylindricalWrap bitfield specifies which register components
+should be subject to cylindrical wrapping when interpolating by the
+rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
+should be interpolated according to cylindrical wrapping rules.
+
+
+Declaration Sampler View
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
+
+DCL SVIEW[#], resource, type(s)
+
+Declares a shader input sampler view and assigns it to a SVIEW[#]
+register.
+
+resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
+
+type must be 1 or 4 entries (if specifying on a per-component
+level) out of UNORM, SNORM, SINT, UINT and FLOAT.
+
+For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
+which take an explicit SVIEW[#] source register), there may be optionally
+SVIEW[#] declarations. In this case, the SVIEW index is implied by the
+SAMP index, and there must be a corresponding SVIEW[#] declaration for
+each SAMP[#] declaration. Drivers are free to ignore this if they wish.
+But note in particular that some drivers need to know the sampler type
+(float/int/unsigned) in order to generate the correct code, so cases
+where integer textures are sampled, SVIEW[#] declarations should be
+used.
+
+NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
+in the same shader.
+
+Declaration Resource
+^^^^^^^^^^^^^^^^^^^^
+
+Follows Declaration token if file is TGSI_FILE_RESOURCE.
+
+DCL RES[#], resource [, WR] [, RAW]
+
+Declares a shader input resource and assigns it to a RES[#]
+register.
+
+resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
+2DArray.
+
+If the RAW keyword is not specified, the texture data will be
+subject to conversion, swizzling and scaling as required to yield
+the specified data type from the physical data format of the bound
+resource.
+
+If the RAW keyword is specified, no channel conversion will be
+performed: the values read for each of the channels (X,Y,Z,W) will
+correspond to consecutive words in the same order and format
+they're found in memory. No element-to-address conversion will be
+performed either: the value of the provided X coordinate will be
+interpreted in byte units instead of texel units. The result of
+accessing a misaligned address is undefined.
+
+Usage of the STORE opcode is only allowed if the WR (writable) flag
+is set.
+
+Hardware Atomic Register File
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+Hardware atomics are declared as a 2D array with an optional array id.
+
+The first member of the dimension is the buffer resource the atomic
+is located in.
+The second member is a range into the buffer resource, either for
+one or multiple counters. If this is an array, the declaration will have
+an unique array id.
+
+Each counter is 4 bytes in size, and index and ranges are in counters not bytes.
+DCL HWATOMIC[0][0]
+DCL HWATOMIC[0][1]
+
+This declares two atomics, one at the start of the buffer and one in the
+second 4 bytes.
+
+DCL HWATOMIC[0][0]
+DCL HWATOMIC[1][0]
+DCL HWATOMIC[1][1..3], ARRAY(1)
+
+This declares 5 atomics, one in buffer 0 at 0,
+one in buffer 1 at 0, and an array of 3 atomics in
+the buffer 1, starting at 1.
+
+Properties
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+Properties are general directives that apply to the whole TGSI program.
+
+FS_COORD_ORIGIN
+"""""""""""""""
+
+Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
+The default value is UPPER_LEFT.
+
+If UPPER_LEFT, the position will be (0,0) at the upper left corner and
+increase downward and rightward.
+If LOWER_LEFT, the position will be (0,0) at the lower left corner and
+increase upward and rightward.
+
+OpenGL defaults to LOWER_LEFT, and is configurable with the
+GL_ARB_fragment_coord_conventions extension.
+
+DirectX 9/10 use UPPER_LEFT.
+
+FS_COORD_PIXEL_CENTER
+"""""""""""""""""""""
+
+Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
+The default value is HALF_INTEGER.
+
+If HALF_INTEGER, the fractionary part of the position will be 0.5
+If INTEGER, the fractionary part of the position will be 0.0
+
+Note that this does not affect the set of fragments generated by
+rasterization, which is instead controlled by half_pixel_center in the
+rasterizer.
+
+OpenGL defaults to HALF_INTEGER, and is configurable with the
+GL_ARB_fragment_coord_conventions extension.
+
+DirectX 9 uses INTEGER.
+DirectX 10 uses HALF_INTEGER.
+
+FS_COLOR0_WRITES_ALL_CBUFS
+""""""""""""""""""""""""""
+Specifies that writes to the fragment shader color 0 are replicated to all
+bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
+fragData is directed to a single color buffer, but fragColor is broadcast.
+
+VS_PROHIBIT_UCPS
+""""""""""""""""""""""""""
+If this property is set on the program bound to the shader stage before the
+fragment shader, user clip planes should have no effect (be disabled) even if
+that shader does not write to any clip distance outputs and the rasterizer's
+clip_plane_enable is non-zero.
+This property is only supported by drivers that also support shader clip
+distance outputs.
+This is useful for APIs that don't have UCPs and where clip distances written
+by a shader cannot be disabled.
+
+GS_INVOCATIONS
+""""""""""""""
+
+Specifies the number of times a geometry shader should be executed for each
+input primitive. Each invocation will have a different
+TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to
+be 1.
+
+VS_WINDOW_SPACE_POSITION
+""""""""""""""""""""""""""
+If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output
+is assumed to contain window space coordinates.
+Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is
+directly taken from the 4-th component of the shader output.
+Naturally, clipping is not performed on window coordinates either.
+The effect of this property is undefined if a geometry or tessellation shader
+are in use.
+
+TCS_VERTICES_OUT
+""""""""""""""""
+
+The number of vertices written by the tessellation control shader. This
+effectively defines the patch input size of the tessellation evaluation shader
+as well.
+
+TES_PRIM_MODE
+"""""""""""""
+
+This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``,
+``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no
+separate isolines settings, the regular lines is assumed to mean isolines.)
+
+TES_SPACING
+"""""""""""
+
+This sets the spacing mode of the tessellation generator, one of
+``PIPE_TESS_SPACING_*``.
+
+TES_VERTEX_ORDER_CW
+"""""""""""""""""""
+
+This sets the vertex order to be clockwise if the value is 1, or
+counter-clockwise if set to 0.
+
+TES_POINT_MODE
+""""""""""""""
+
+If set to a non-zero value, this turns on point mode for the tessellator,
+which means that points will be generated instead of primitives.
+
+NUM_CLIPDIST_ENABLED
+""""""""""""""""""""
+
+How many clip distance scalar outputs are enabled.
+
+NUM_CULLDIST_ENABLED
+""""""""""""""""""""
+
+How many cull distance scalar outputs are enabled.
+
+FS_EARLY_DEPTH_STENCIL
+""""""""""""""""""""""
+
+Whether depth test, stencil test, and occlusion query should run before
+the fragment shader (regardless of fragment shader side effects). Corresponds
+to GLSL early_fragment_tests.
+
+NEXT_SHADER
+"""""""""""
+
+Which shader stage will MOST LIKELY follow after this shader when the shader
+is bound. This is only a hint to the driver and doesn't have to be precise.
+Only set for VS and TES.
+
+CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
+"""""""""""""""""""""""""""""""""""""
+
+Threads per block in each dimension, if known at compile time. If the block size
+is known all three should be at least 1. If it is unknown they should all be set
+to 0 or not set.
+
+MUL_ZERO_WINS
+"""""""""""""
+
+The MUL TGSI operation (FP32 multiplication) will return 0 if either
+of the operands are equal to 0. That means that 0 * Inf = 0. This
+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, DST, LOG, LRP, and possibly others. If there is a
+mismatch between shaders, then it is unspecified whether this behavior
+will be enabled.
+
+FS_POST_DEPTH_COVERAGE
+""""""""""""""""""""""
+
+When enabled, the input for TGSI_SEMANTIC_SAMPLEMASK will exclude samples
+that have failed the depth/stencil tests. This is only valid when
+FS_EARLY_DEPTH_STENCIL is also specified.
+
+LAYER_VIEWPORT_RELATIVE
+"""""""""""""""""""""""
+
+When enabled, the TGSI_SEMATNIC_LAYER output value is relative to the
+current viewport. This is especially useful in conjunction with
+TGSI_SEMANTIC_VIEWPORT_MASK.
+
+
+Texture Sampling and Texture Formats
+------------------------------------
+
+This table shows how texture image components are returned as (x,y,z,w) tuples
+by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
+:opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
+well.
+
++--------------------+--------------+--------------------+--------------+
+| Texture Components | Gallium | OpenGL | Direct3D 9 |
++====================+==============+====================+==============+
+| R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
++--------------------+--------------+--------------------+--------------+
+| RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
++--------------------+--------------+--------------------+--------------+
+| RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
++--------------------+--------------+--------------------+--------------+
+| RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
++--------------------+--------------+--------------------+--------------+
+| A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
++--------------------+--------------+--------------------+--------------+
+| L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
++--------------------+--------------+--------------------+--------------+
+| LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
++--------------------+--------------+--------------------+--------------+
+| I | (i, i, i, i) | (i, i, i, i) | N/A |
++--------------------+--------------+--------------------+--------------+
+| UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
+| | | [#envmap-bumpmap]_ | |
++--------------------+--------------+--------------------+--------------+
+| Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
+| | | [#depth-tex-mode]_ | |
++--------------------+--------------+--------------------+--------------+
+| S | (s, s, s, s) | unknown | unknown |
++--------------------+--------------+--------------------+--------------+
+
+.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
+.. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
+ or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.
+++ /dev/null
-# Makefile for Sphinx documentation
-#
-
-# You can set these variables from the command line.
-SPHINXOPTS =
-SPHINXBUILD = sphinx-build
-PAPER =
-BUILDDIR = build
-
-# Internal variables.
-PAPEROPT_a4 = -D latex_paper_size=a4
-PAPEROPT_letter = -D latex_paper_size=letter
-ALLSPHINXOPTS = -d $(BUILDDIR)/doctrees $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) source
-
-.PHONY: help clean html dirhtml pickle json htmlhelp qthelp latex changes linkcheck doctest
-
-help:
- @echo "Please use \`make <target>' where <target> is one of"
- @echo " html to make standalone HTML files"
- @echo " dirhtml to make HTML files named index.html in directories"
- @echo " pickle to make pickle files"
- @echo " json to make JSON files"
- @echo " htmlhelp to make HTML files and a HTML help project"
- @echo " qthelp to make HTML files and a qthelp project"
- @echo " latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter"
- @echo " changes to make an overview of all changed/added/deprecated items"
- @echo " linkcheck to check all external links for integrity"
- @echo " doctest to run all doctests embedded in the documentation (if enabled)"
-
-clean:
- -rm -rf $(BUILDDIR)/*
-
-html:
- $(SPHINXBUILD) -b html $(ALLSPHINXOPTS) $(BUILDDIR)/html
- @echo
- @echo "Build finished. The HTML pages are in $(BUILDDIR)/html."
-
-dirhtml:
- $(SPHINXBUILD) -b dirhtml $(ALLSPHINXOPTS) $(BUILDDIR)/dirhtml
- @echo
- @echo "Build finished. The HTML pages are in $(BUILDDIR)/dirhtml."
-
-pickle:
- $(SPHINXBUILD) -b pickle $(ALLSPHINXOPTS) $(BUILDDIR)/pickle
- @echo
- @echo "Build finished; now you can process the pickle files."
-
-json:
- $(SPHINXBUILD) -b json $(ALLSPHINXOPTS) $(BUILDDIR)/json
- @echo
- @echo "Build finished; now you can process the JSON files."
-
-htmlhelp:
- $(SPHINXBUILD) -b htmlhelp $(ALLSPHINXOPTS) $(BUILDDIR)/htmlhelp
- @echo
- @echo "Build finished; now you can run HTML Help Workshop with the" \
- ".hhp project file in $(BUILDDIR)/htmlhelp."
-
-qthelp:
- $(SPHINXBUILD) -b qthelp $(ALLSPHINXOPTS) $(BUILDDIR)/qthelp
- @echo
- @echo "Build finished; now you can run "qcollectiongenerator" with the" \
- ".qhcp project file in $(BUILDDIR)/qthelp, like this:"
- @echo "# qcollectiongenerator $(BUILDDIR)/qthelp/Gallium.qhcp"
- @echo "To view the help file:"
- @echo "# assistant -collectionFile $(BUILDDIR)/qthelp/Gallium.qhc"
-
-latex:
- $(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
- @echo
- @echo "Build finished; the LaTeX files are in $(BUILDDIR)/latex."
- @echo "Run \`make all-pdf' or \`make all-ps' in that directory to" \
- "run these through (pdf)latex."
-
-changes:
- $(SPHINXBUILD) -b changes $(ALLSPHINXOPTS) $(BUILDDIR)/changes
- @echo
- @echo "The overview file is in $(BUILDDIR)/changes."
-
-linkcheck:
- $(SPHINXBUILD) -b linkcheck $(ALLSPHINXOPTS) $(BUILDDIR)/linkcheck
- @echo
- @echo "Link check complete; look for any errors in the above output " \
- "or in $(BUILDDIR)/linkcheck/output.txt."
-
-doctest:
- $(SPHINXBUILD) -b doctest $(ALLSPHINXOPTS) $(BUILDDIR)/doctest
- @echo "Testing of doctests in the sources finished, look at the " \
- "results in $(BUILDDIR)/doctest/output.txt."
+++ /dev/null
-@ECHO OFF
-
-REM Command file for Sphinx documentation
-
-set SPHINXBUILD=sphinx-build
-set BUILDDIR=build
-set ALLSPHINXOPTS=-d %BUILDDIR%/doctrees %SPHINXOPTS% source
-if NOT "%PAPER%" == "" (
- set ALLSPHINXOPTS=-D latex_paper_size=%PAPER% %ALLSPHINXOPTS%
-)
-
-if "%1" == "" goto help
-
-if "%1" == "help" (
- :help
- echo.Please use `make ^<target^>` where ^<target^> is one of
- echo. html to make standalone HTML files
- echo. dirhtml to make HTML files named index.html in directories
- echo. pickle to make pickle files
- echo. json to make JSON files
- echo. htmlhelp to make HTML files and a HTML help project
- echo. qthelp to make HTML files and a qthelp project
- echo. latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter
- echo. changes to make an overview over all changed/added/deprecated items
- echo. linkcheck to check all external links for integrity
- echo. doctest to run all doctests embedded in the documentation if enabled
- goto end
-)
-
-if "%1" == "clean" (
- for /d %%i in (%BUILDDIR%\*) do rmdir /q /s %%i
- del /q /s %BUILDDIR%\*
- goto end
-)
-
-if "%1" == "html" (
- %SPHINXBUILD% -b html %ALLSPHINXOPTS% %BUILDDIR%/html
- echo.
- echo.Build finished. The HTML pages are in %BUILDDIR%/html.
- goto end
-)
-
-if "%1" == "dirhtml" (
- %SPHINXBUILD% -b dirhtml %ALLSPHINXOPTS% %BUILDDIR%/dirhtml
- echo.
- echo.Build finished. The HTML pages are in %BUILDDIR%/dirhtml.
- goto end
-)
-
-if "%1" == "pickle" (
- %SPHINXBUILD% -b pickle %ALLSPHINXOPTS% %BUILDDIR%/pickle
- echo.
- echo.Build finished; now you can process the pickle files.
- goto end
-)
-
-if "%1" == "json" (
- %SPHINXBUILD% -b json %ALLSPHINXOPTS% %BUILDDIR%/json
- echo.
- echo.Build finished; now you can process the JSON files.
- goto end
-)
-
-if "%1" == "htmlhelp" (
- %SPHINXBUILD% -b htmlhelp %ALLSPHINXOPTS% %BUILDDIR%/htmlhelp
- echo.
- echo.Build finished; now you can run HTML Help Workshop with the ^
-.hhp project file in %BUILDDIR%/htmlhelp.
- goto end
-)
-
-if "%1" == "qthelp" (
- %SPHINXBUILD% -b qthelp %ALLSPHINXOPTS% %BUILDDIR%/qthelp
- echo.
- echo.Build finished; now you can run "qcollectiongenerator" with the ^
-.qhcp project file in %BUILDDIR%/qthelp, like this:
- echo.^> qcollectiongenerator %BUILDDIR%\qthelp\Gallium.qhcp
- echo.To view the help file:
- echo.^> assistant -collectionFile %BUILDDIR%\qthelp\Gallium.ghc
- goto end
-)
-
-if "%1" == "latex" (
- %SPHINXBUILD% -b latex %ALLSPHINXOPTS% %BUILDDIR%/latex
- echo.
- echo.Build finished; the LaTeX files are in %BUILDDIR%/latex.
- goto end
-)
-
-if "%1" == "changes" (
- %SPHINXBUILD% -b changes %ALLSPHINXOPTS% %BUILDDIR%/changes
- echo.
- echo.The overview file is in %BUILDDIR%/changes.
- goto end
-)
-
-if "%1" == "linkcheck" (
- %SPHINXBUILD% -b linkcheck %ALLSPHINXOPTS% %BUILDDIR%/linkcheck
- echo.
- echo.Link check complete; look for any errors in the above output ^
-or in %BUILDDIR%/linkcheck/output.txt.
- goto end
-)
-
-if "%1" == "doctest" (
- %SPHINXBUILD% -b doctest %ALLSPHINXOPTS% %BUILDDIR%/doctest
- echo.
- echo.Testing of doctests in the sources finished, look at the ^
-results in %BUILDDIR%/doctest/output.txt.
- goto end
-)
-
-:end
+++ /dev/null
-# formatting.py
-# Sphinx extension providing formatting for Gallium-specific data
-# (c) Corbin Simpson 2010
-# Public domain to the extent permitted; contact author for special licensing
-
-import docutils.nodes
-import sphinx.addnodes
-
-def parse_envvar(env, sig, signode):
- envvar, t, default = sig.split(" ", 2)
- envvar = envvar.strip().upper()
- t = " Type: %s" % t.strip(" <>").lower()
- default = " Default: %s" % default.strip(" ()")
- signode += sphinx.addnodes.desc_name(envvar, envvar)
- signode += sphinx.addnodes.desc_type(t, t)
- signode += sphinx.addnodes.desc_annotation(default, default)
- return envvar
-
-def parse_opcode(env, sig, signode):
- opcode, desc = sig.split("-", 1)
- opcode = opcode.strip().upper()
- desc = " (%s)" % desc.strip()
- signode += sphinx.addnodes.desc_name(opcode, opcode)
- signode += sphinx.addnodes.desc_annotation(desc, desc)
- return opcode
-
-def setup(app):
- app.add_object_type("envvar", "envvar", "%s (environment variable)",
- parse_envvar)
- app.add_object_type("opcode", "opcode", "%s (TGSI opcode)",
- parse_opcode)
+++ /dev/null
-# -*- coding: utf-8 -*-
-#
-# Gallium documentation build configuration file, created by
-# sphinx-quickstart on Sun Dec 20 14:09:05 2009.
-#
-# This file is execfile()d with the current directory set to its containing dir.
-#
-# Note that not all possible configuration values are present in this
-# autogenerated file.
-#
-# All configuration values have a default; values that are commented out
-# serve to show the default.
-
-import sys, os
-
-# If extensions (or modules to document with autodoc) are in another directory,
-# add these directories to sys.path here. If the directory is relative to the
-# documentation root, use os.path.abspath to make it absolute, like shown here.
-sys.path.append(os.path.abspath('_exts'))
-
-# -- General configuration -----------------------------------------------------
-
-# Add any Sphinx extension module names here, as strings. They can be extensions
-# coming with Sphinx (named 'sphinx.ext.*') or your custom ones.
-extensions = ['sphinx.ext.graphviz', 'formatting']
-
-# Add any paths that contain templates here, relative to this directory.
-templates_path = ['_templates']
-
-# The suffix of source filenames.
-source_suffix = '.rst'
-
-# The encoding of source files.
-#source_encoding = 'utf-8'
-
-# The master toctree document.
-master_doc = 'index'
-
-# General information about the project.
-project = u'Gallium'
-copyright = u'2009-2012, VMware, X.org, Nouveau'
-
-# The version info for the project you're documenting, acts as replacement for
-# |version| and |release|, also used in various other places throughout the
-# built documents.
-#
-# The short X.Y version.
-version = '0.4'
-# The full version, including alpha/beta/rc tags.
-release = '0.4'
-
-# The language for content autogenerated by Sphinx. Refer to documentation
-# for a list of supported languages.
-#language = None
-
-# There are two options for replacing |today|: either, you set today to some
-# non-false value, then it is used:
-#today = ''
-# Else, today_fmt is used as the format for a strftime call.
-#today_fmt = '%B %d, %Y'
-
-# List of documents that shouldn't be included in the build.
-#unused_docs = []
-
-# List of directories, relative to source directory, that shouldn't be searched
-# for source files.
-exclude_trees = []
-
-# The reST default role (used for this markup: `text`) to use for all documents.
-#default_role = None
-
-# If true, '()' will be appended to :func: etc. cross-reference text.
-#add_function_parentheses = True
-
-# If true, the current module name will be prepended to all description
-# unit titles (such as .. function::).
-#add_module_names = True
-
-# If true, sectionauthor and moduleauthor directives will be shown in the
-# output. They are ignored by default.
-#show_authors = False
-
-# The name of the Pygments (syntax highlighting) style to use.
-pygments_style = 'sphinx'
-
-# The language for highlighting source code.
-highlight_language = 'none'
-
-# A list of ignored prefixes for module index sorting.
-#modindex_common_prefix = []
-
-
-# -- Options for HTML output ---------------------------------------------------
-
-# The theme to use for HTML and HTML Help pages. Major themes that come with
-# Sphinx are currently 'default' and 'sphinxdoc'.
-html_theme = 'default'
-
-# Theme options are theme-specific and customize the look and feel of a theme
-# further. For a list of options available for each theme, see the
-# documentation.
-#html_theme_options = {}
-
-# Add any paths that contain custom themes here, relative to this directory.
-#html_theme_path = []
-
-# The name for this set of Sphinx documents. If None, it defaults to
-# "<project> v<release> documentation".
-#html_title = None
-
-# A shorter title for the navigation bar. Default is the same as html_title.
-#html_short_title = None
-
-# The name of an image file (relative to this directory) to place at the top
-# of the sidebar.
-#html_logo = None
-
-# The name of an image file (within the static path) to use as favicon of the
-# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
-# pixels large.
-#html_favicon = None
-
-# Add any paths that contain custom static files (such as style sheets) here,
-# relative to this directory. They are copied after the builtin static files,
-# so a file named "default.css" will overwrite the builtin "default.css".
-html_static_path = []
-
-# If not '', a 'Last updated on:' timestamp is inserted at every page bottom,
-# using the given strftime format.
-#html_last_updated_fmt = '%b %d, %Y'
-
-# If true, SmartyPants will be used to convert quotes and dashes to
-# typographically correct entities.
-#html_use_smartypants = True
-
-# Custom sidebar templates, maps document names to template names.
-#html_sidebars = {}
-
-# Additional templates that should be rendered to pages, maps page names to
-# template names.
-#html_additional_pages = {}
-
-# If false, no module index is generated.
-#html_use_modindex = True
-
-# If false, no index is generated.
-#html_use_index = True
-
-# If true, the index is split into individual pages for each letter.
-#html_split_index = False
-
-# If true, links to the reST sources are added to the pages.
-#html_show_sourcelink = True
-
-# If true, an OpenSearch description file will be output, and all pages will
-# contain a <link> tag referring to it. The value of this option must be the
-# base URL from which the finished HTML is served.
-#html_use_opensearch = ''
-
-# If nonempty, this is the file name suffix for HTML files (e.g. ".xhtml").
-#html_file_suffix = ''
-
-# Output file base name for HTML help builder.
-htmlhelp_basename = 'Galliumdoc'
-
-
-# -- Options for LaTeX output --------------------------------------------------
-
-# The paper size ('letter' or 'a4').
-#latex_paper_size = 'letter'
-
-# The font size ('10pt', '11pt' or '12pt').
-#latex_font_size = '10pt'
-
-# Grouping the document tree into LaTeX files. List of tuples
-# (source start file, target name, title, author, documentclass [howto/manual]).
-latex_documents = [
- ('index', 'Gallium.tex', u'Gallium Documentation',
- u'VMware, X.org, Nouveau', 'manual'),
-]
-
-# The name of an image file (relative to this directory) to place at the top of
-# the title page.
-#latex_logo = None
-
-# For "manual" documents, if this is true, then toplevel headings are parts,
-# not chapters.
-#latex_use_parts = False
-
-# Additional stuff for the LaTeX preamble.
-#latex_preamble = ''
-
-# Documents to append as an appendix to all manuals.
-#latex_appendices = []
-
-# If false, no module index is generated.
-#latex_use_modindex = True
+++ /dev/null
-.. _context:
-
-Context
-=======
-
-A Gallium rendering context encapsulates the state which effects 3D
-rendering such as blend state, depth/stencil state, texture samplers,
-etc.
-
-Note that resource/texture allocation is not per-context but per-screen.
-
-
-Methods
--------
-
-CSO State
-^^^^^^^^^
-
-All Constant State Object (CSO) state is created, bound, and destroyed,
-with triplets of methods that all follow a specific naming scheme.
-For example, ``create_blend_state``, ``bind_blend_state``, and
-``destroy_blend_state``.
-
-CSO objects handled by the context object:
-
-* :ref:`Blend`: ``*_blend_state``
-* :ref:`Sampler`: Texture sampler states are bound separately for fragment,
- vertex, geometry and compute shaders with the ``bind_sampler_states``
- function. The ``start`` and ``num_samplers`` parameters indicate a range
- of samplers to change. NOTE: at this time, start is always zero and
- the CSO module will always replace all samplers at once (no sub-ranges).
- This may change in the future.
-* :ref:`Rasterizer`: ``*_rasterizer_state``
-* :ref:`depth-stencil-alpha`: ``*_depth_stencil_alpha_state``
-* :ref:`Shader`: These are create, bind and destroy methods for vertex,
- fragment and geometry shaders.
-* :ref:`vertexelements`: ``*_vertex_elements_state``
-
-
-Resource Binding State
-^^^^^^^^^^^^^^^^^^^^^^
-
-This state describes how resources in various flavours (textures,
-buffers, surfaces) are bound to the driver.
-
-
-* ``set_constant_buffer`` sets a constant buffer to be used for a given shader
- type. index is used to indicate which buffer to set (some apis may allow
- multiple ones to be set, and binding a specific one later, though drivers
- are mostly restricted to the first one right now).
-
-* ``set_framebuffer_state``
-
-* ``set_vertex_buffers``
-
-
-Non-CSO State
-^^^^^^^^^^^^^
-
-These pieces of state are too small, variable, and/or trivial to have CSO
-objects. They all follow simple, one-method binding calls, e.g.
-``set_blend_color``.
-
-* ``set_stencil_ref`` sets the stencil front and back reference values
- which are used as comparison values in stencil test.
-* ``set_blend_color``
-* ``set_sample_mask`` sets the per-context multisample sample mask. Note
- that this takes effect even if multisampling is not explicitly enabled if
- the frambuffer surface(s) are multisampled. Also, this mask is AND-ed
- with the optional fragment shader sample mask output (when emitted).
-* ``set_sample_locations`` sets the sample locations used for rasterization.
- ```get_sample_position``` still returns the default locations. When NULL,
- the default locations are used.
-* ``set_min_samples`` sets the minimum number of samples that must be run.
-* ``set_clip_state``
-* ``set_polygon_stipple``
-* ``set_scissor_states`` sets the bounds for the scissor test, which culls
- pixels before blending to render targets. If the :ref:`Rasterizer` does
- not have the scissor test enabled, then the scissor bounds never need to
- be set since they will not be used. Note that scissor xmin and ymin are
- inclusive, but xmax and ymax are exclusive. The inclusive ranges in x
- and y would be [xmin..xmax-1] and [ymin..ymax-1]. The number of scissors
- should be the same as the number of set viewports and can be up to
- PIPE_MAX_VIEWPORTS.
-* ``set_viewport_states``
-* ``set_window_rectangles`` sets the window rectangles to be used for
- rendering, as defined by GL_EXT_window_rectangles. There are two
- modes - include and exclude, which define whether the supplied
- rectangles are to be used for including fragments or excluding
- them. All of the rectangles are ORed together, so in exclude mode,
- any fragment inside any rectangle would be culled, while in include
- mode, any fragment outside all rectangles would be culled. xmin/ymin
- are inclusive, while xmax/ymax are exclusive (same as scissor states
- above). Note that this only applies to draws, not clears or
- blits. (Blits have their own way to pass the requisite rectangles
- in.)
-* ``set_tess_state`` configures the default tessellation parameters:
-
- * ``default_outer_level`` is the default value for the outer tessellation
- levels. This corresponds to GL's ``PATCH_DEFAULT_OUTER_LEVEL``.
- * ``default_inner_level`` is the default value for the inner tessellation
- levels. This corresponds to GL's ``PATCH_DEFAULT_INNER_LEVEL``.
-
-* ``set_debug_callback`` sets the callback to be used for reporting
- various debug messages, eventually reported via KHR_debug and
- similar mechanisms.
-
-Samplers
-^^^^^^^^
-
-pipe_sampler_state objects control how textures are sampled (coordinate
-wrap modes, interpolation modes, etc). Note that samplers are not used
-for texture buffer objects. That is, pipe_context::bind_sampler_views()
-will not bind a sampler if the corresponding sampler view refers to a
-PIPE_BUFFER resource.
-
-Sampler Views
-^^^^^^^^^^^^^
-
-These are the means to bind textures to shader stages. To create one, specify
-its format, swizzle and LOD range in sampler view template.
-
-If texture format is different than template format, it is said the texture
-is being cast to another format. Casting can be done only between compatible
-formats, that is formats that have matching component order and sizes.
-
-Swizzle fields specify the way in which fetched texel components are placed
-in the result register. For example, ``swizzle_r`` specifies what is going to be
-placed in first component of result register.
-
-The ``first_level`` and ``last_level`` fields of sampler view template specify
-the LOD range the texture is going to be constrained to. Note that these
-values are in addition to the respective min_lod, max_lod values in the
-pipe_sampler_state (that is if min_lod is 2.0, and first_level 3, the first mip
-level used for sampling from the resource is effectively the fifth).
-
-The ``first_layer`` and ``last_layer`` fields specify the layer range the
-texture is going to be constrained to. Similar to the LOD range, this is added
-to the array index which is used for sampling.
-
-* ``set_sampler_views`` binds an array of sampler views to a shader stage.
- Every binding point acquires a reference
- to a respective sampler view and releases a reference to the previous
- sampler view.
-
- Sampler views outside of ``[start_slot, start_slot + num_views)`` are
- unmodified. If ``views`` is NULL, the behavior is the same as if
- ``views[n]`` was NULL for the entire range, ie. releasing the reference
- for all the sampler views in the specified range.
-
-* ``create_sampler_view`` creates a new sampler view. ``texture`` is associated
- with the sampler view which results in sampler view holding a reference
- to the texture. Format specified in template must be compatible
- with texture format.
-
-* ``sampler_view_destroy`` destroys a sampler view and releases its reference
- to associated texture.
-
-Hardware Atomic buffers
-^^^^^^^^^^^^^^^^^^^^^^^
-
-Buffers containing hw atomics are required to support the feature
-on some drivers.
-
-Drivers that require this need to fill the ``set_hw_atomic_buffers`` method.
-
-Shader Resources
-^^^^^^^^^^^^^^^^
-
-Shader resources are textures or buffers that may be read or written
-from a shader without an associated sampler. This means that they
-have no support for floating point coordinates, address wrap modes or
-filtering.
-
-There are 2 types of shader resources: buffers and images.
-
-Buffers are specified using the ``set_shader_buffers`` method.
-
-Images are specified using the ``set_shader_images`` method. When binding
-images, the ``level``, ``first_layer`` and ``last_layer`` pipe_image_view
-fields specify the mipmap level and the range of layers the image will be
-constrained to.
-
-Surfaces
-^^^^^^^^
-
-These are the means to use resources as color render targets or depthstencil
-attachments. To create one, specify the mip level, the range of layers, and
-the bind flags (either PIPE_BIND_DEPTH_STENCIL or PIPE_BIND_RENDER_TARGET).
-Note that layer values are in addition to what is indicated by the geometry
-shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
-shader indicates index 2, the 5th layer of the resource will be used). These
-first_layer and last_layer parameters will only be used for 1d array, 2d array,
-cube, and 3d textures otherwise they are 0.
-
-* ``create_surface`` creates a new surface.
-
-* ``surface_destroy`` destroys a surface and releases its reference to the
- associated resource.
-
-Stream output targets
-^^^^^^^^^^^^^^^^^^^^^
-
-Stream output, also known as transform feedback, allows writing the primitives
-produced by the vertex pipeline to buffers. This is done after the geometry
-shader or vertex shader if no geometry shader is present.
-
-The stream output targets are views into buffer resources which can be bound
-as stream outputs and specify a memory range where it's valid to write
-primitives. The pipe driver must implement memory protection such that any
-primitives written outside of the specified memory range are discarded.
-
-Two stream output targets can use the same resource at the same time, but
-with a disjoint memory range.
-
-Additionally, the stream output target internally maintains the offset
-into the buffer which is incremented everytime something is written to it.
-The internal offset is equal to how much data has already been written.
-It can be stored in device memory and the CPU actually doesn't have to query
-it.
-
-The stream output target can be used in a draw command to provide
-the vertex count. The vertex count is derived from the internal offset
-discussed above.
-
-* ``create_stream_output_target`` create a new target.
-
-* ``stream_output_target_destroy`` destroys a target. Users of this should
- use pipe_so_target_reference instead.
-
-* ``set_stream_output_targets`` binds stream output targets. The parameter
- offset is an array which specifies the internal offset of the buffer. The
- internal offset is, besides writing, used for reading the data during the
- draw_auto stage, i.e. it specifies how much data there is in the buffer
- for the purposes of the draw_auto stage. -1 means the buffer should
- be appended to, and everything else sets the internal offset.
-
-NOTE: The currently-bound vertex or geometry shader must be compiled with
-the properly-filled-in structure pipe_stream_output_info describing which
-outputs should be written to buffers and how. The structure is part of
-pipe_shader_state.
-
-Clearing
-^^^^^^^^
-
-Clear is one of the most difficult concepts to nail down to a single
-interface (due to both different requirements from APIs and also driver/hw
-specific differences).
-
-``clear`` initializes some or all of the surfaces currently bound to
-the framebuffer to particular RGBA, depth, or stencil values.
-Currently, this does not take into account color or stencil write masks (as
-used by GL), and always clears the whole surfaces (no scissoring as used by
-GL clear or explicit rectangles like d3d9 uses). It can, however, also clear
-only depth or stencil in a combined depth/stencil surface.
-If a surface includes several layers then all layers will be cleared.
-
-``clear_render_target`` clears a single color rendertarget with the specified
-color value. While it is only possible to clear one surface at a time (which can
-include several layers), this surface need not be bound to the framebuffer.
-If render_condition_enabled is false, any current rendering condition is ignored
-and the clear will be unconditional.
-
-``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
-with the specified depth and stencil values (for combined depth/stencil buffers,
-it is also possible to only clear one or the other part). While it is only
-possible to clear one surface at a time (which can include several layers),
-this surface need not be bound to the framebuffer.
-If render_condition_enabled is false, any current rendering condition is ignored
-and the clear will be unconditional.
-
-``clear_texture`` clears a non-PIPE_BUFFER resource's specified level
-and bounding box with a clear value provided in that resource's native
-format.
-
-``clear_buffer`` clears a PIPE_BUFFER resource with the specified clear value
-(which may be multiple bytes in length). Logically this is a memset with a
-multi-byte element value starting at offset bytes from resource start, going
-for size bytes. It is guaranteed that size % clear_value_size == 0.
-
-Evaluating Depth Buffers
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-``evaluate_depth_buffer`` is a hint to decompress the current depth buffer
-assuming the current sample locations to avoid problems that could arise when
-using programmable sample locations.
-
-If a depth buffer is rendered with different sample location state than
-what is current at the time of reading the depth buffer, the values may differ
-because depth buffer compression can depend the sample locations.
-
-
-Uploading
-^^^^^^^^^
-
-For simple single-use uploads, use ``pipe_context::stream_uploader`` or
-``pipe_context::const_uploader``. The latter should be used for uploading
-constants, while the former should be used for uploading everything else.
-PIPE_USAGE_STREAM is implied in both cases, so don't use the uploaders
-for static allocations.
-
-Usage:
-
-Call u_upload_alloc or u_upload_data as many times as you want. After you are
-done, call u_upload_unmap. If the driver doesn't support persistent mappings,
-u_upload_unmap makes sure the previously mapped memory is unmapped.
-
-Gotchas:
-- Always fill the memory immediately after u_upload_alloc. Any following call
-to u_upload_alloc and u_upload_data can unmap memory returned by previous
-u_upload_alloc.
-- Don't interleave calls using stream_uploader and const_uploader. If you use
-one of them, do the upload, unmap, and only then can you use the other one.
-
-
-Drawing
-^^^^^^^
-
-``draw_vbo`` draws a specified primitive. The primitive mode and other
-properties are described by ``pipe_draw_info``.
-
-The ``mode``, ``start``, and ``count`` fields of ``pipe_draw_info`` specify the
-the mode of the primitive and the vertices to be fetched, in the range between
-``start`` to ``start``+``count``-1, inclusive.
-
-Every instance with instanceID in the range between ``start_instance`` and
-``start_instance``+``instance_count``-1, inclusive, will be drawn.
-
-If ``index_size`` != 0, all vertex indices will be looked up from the index
-buffer.
-
-In indexed draw, ``min_index`` and ``max_index`` respectively provide a lower
-and upper bound of the indices contained in the index buffer inside the range
-between ``start`` to ``start``+``count``-1. This allows the driver to
-determine which subset of vertices will be referenced during te draw call
-without having to scan the index buffer. Providing a over-estimation of the
-the true bounds, for example, a ``min_index`` and ``max_index`` of 0 and
-0xffffffff respectively, must give exactly the same rendering, albeit with less
-performance due to unreferenced vertex buffers being unnecessarily DMA'ed or
-processed. Providing a underestimation of the true bounds will result in
-undefined behavior, but should not result in program or system failure.
-
-In case of non-indexed draw, ``min_index`` should be set to
-``start`` and ``max_index`` should be set to ``start``+``count``-1.
-
-``index_bias`` is a value added to every vertex index after lookup and before
-fetching vertex attributes.
-
-When drawing indexed primitives, the primitive restart index can be
-used to draw disjoint primitive strips. For example, several separate
-line strips can be drawn by designating a special index value as the
-restart index. The ``primitive_restart`` flag enables/disables this
-feature. The ``restart_index`` field specifies the restart index value.
-
-When primitive restart is in use, array indexes are compared to the
-restart index before adding the index_bias offset.
-
-If a given vertex element has ``instance_divisor`` set to 0, it is said
-it contains per-vertex data and effective vertex attribute address needs
-to be recalculated for every index.
-
- attribAddr = ``stride`` * index + ``src_offset``
-
-If a given vertex element has ``instance_divisor`` set to non-zero,
-it is said it contains per-instance data and effective vertex attribute
-address needs to recalculated for every ``instance_divisor``-th instance.
-
- attribAddr = ``stride`` * instanceID / ``instance_divisor`` + ``src_offset``
-
-In the above formulas, ``src_offset`` is taken from the given vertex element
-and ``stride`` is taken from a vertex buffer associated with the given
-vertex element.
-
-The calculated attribAddr is used as an offset into the vertex buffer to
-fetch the attribute data.
-
-The value of ``instanceID`` can be read in a vertex shader through a system
-value register declared with INSTANCEID semantic name.
-
-
-Queries
-^^^^^^^
-
-Queries gather some statistic from the 3D pipeline over one or more
-draws. Queries may be nested, though not all gallium frontends exercise this.
-
-Queries can be created with ``create_query`` and deleted with
-``destroy_query``. To start a query, use ``begin_query``, and when finished,
-use ``end_query`` to end the query.
-
-``create_query`` takes a query type (``PIPE_QUERY_*``), as well as an index,
-which is the vertex stream for ``PIPE_QUERY_PRIMITIVES_GENERATED`` and
-``PIPE_QUERY_PRIMITIVES_EMITTED``, and allocates a query structure.
-
-``begin_query`` will clear/reset previous query results.
-
-``get_query_result`` is used to retrieve the results of a query. If
-the ``wait`` parameter is TRUE, then the ``get_query_result`` call
-will block until the results of the query are ready (and TRUE will be
-returned). Otherwise, if the ``wait`` parameter is FALSE, the call
-will not block and the return value will be TRUE if the query has
-completed or FALSE otherwise.
-
-``get_query_result_resource`` is used to store the result of a query into
-a resource without synchronizing with the CPU. This write will optionally
-wait for the query to complete, and will optionally write whether the value
-is available instead of the value itself.
-
-``set_active_query_state`` Set whether all current non-driver queries except
-TIME_ELAPSED are active or paused.
-
-The interface currently includes the following types of queries:
-
-``PIPE_QUERY_OCCLUSION_COUNTER`` counts the number of fragments which
-are written to the framebuffer without being culled by
-:ref:`depth-stencil-alpha` testing or shader KILL instructions.
-The result is an unsigned 64-bit integer.
-This query can be used with ``render_condition``.
-
-In cases where a boolean result of an occlusion query is enough,
-``PIPE_QUERY_OCCLUSION_PREDICATE`` should be used. It is just like
-``PIPE_QUERY_OCCLUSION_COUNTER`` except that the result is a boolean
-value of FALSE for cases where COUNTER would result in 0 and TRUE
-for all other cases.
-This query can be used with ``render_condition``.
-
-In cases where a conservative approximation of an occlusion query is enough,
-``PIPE_QUERY_OCCLUSION_PREDICATE_CONSERVATIVE`` should be used. It behaves
-like ``PIPE_QUERY_OCCLUSION_PREDICATE``, except that it may return TRUE in
-additional, implementation-dependent cases.
-This query can be used with ``render_condition``.
-
-``PIPE_QUERY_TIME_ELAPSED`` returns the amount of time, in nanoseconds,
-the context takes to perform operations.
-The result is an unsigned 64-bit integer.
-
-``PIPE_QUERY_TIMESTAMP`` returns a device/driver internal timestamp,
-scaled to nanoseconds, recorded after all commands issued prior to
-``end_query`` have been processed.
-This query does not require a call to ``begin_query``.
-The result is an unsigned 64-bit integer.
-
-``PIPE_QUERY_TIMESTAMP_DISJOINT`` can be used to check the
-internal timer resolution and whether the timestamp counter has become
-unreliable due to things like throttling etc. - only if this is FALSE
-a timestamp query (within the timestamp_disjoint query) should be trusted.
-The result is a 64-bit integer specifying the timer resolution in Hz,
-followed by a boolean value indicating whether the timestamp counter
-is discontinuous or disjoint.
-
-``PIPE_QUERY_PRIMITIVES_GENERATED`` returns a 64-bit integer indicating
-the number of primitives processed by the pipeline (regardless of whether
-stream output is active or not).
-
-``PIPE_QUERY_PRIMITIVES_EMITTED`` returns a 64-bit integer indicating
-the number of primitives written to stream output buffers.
-
-``PIPE_QUERY_SO_STATISTICS`` returns 2 64-bit integers corresponding to
-the result of
-``PIPE_QUERY_PRIMITIVES_EMITTED`` and
-the number of primitives that would have been written to stream output buffers
-if they had infinite space available (primitives_storage_needed), in this order.
-XXX the 2nd value is equivalent to ``PIPE_QUERY_PRIMITIVES_GENERATED`` but it is
-unclear if it should be increased if stream output is not active.
-
-``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` returns a boolean value indicating
-whether a selected stream output target has overflowed as a result of the
-commands issued between ``begin_query`` and ``end_query``.
-This query can be used with ``render_condition``. The output stream is
-selected by the stream number passed to ``create_query``.
-
-``PIPE_QUERY_SO_OVERFLOW_ANY_PREDICATE`` returns a boolean value indicating
-whether any stream output target has overflowed as a result of the commands
-issued between ``begin_query`` and ``end_query``. This query can be used
-with ``render_condition``, and its result is the logical OR of multiple
-``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` queries, one for each stream output
-target.
-
-``PIPE_QUERY_GPU_FINISHED`` returns a boolean value indicating whether
-all commands issued before ``end_query`` have completed. However, this
-does not imply serialization.
-This query does not require a call to ``begin_query``.
-
-``PIPE_QUERY_PIPELINE_STATISTICS`` returns an array of the following
-64-bit integers:
-Number of vertices read from vertex buffers.
-Number of primitives read from vertex buffers.
-Number of vertex shader threads launched.
-Number of geometry shader threads launched.
-Number of primitives generated by geometry shaders.
-Number of primitives forwarded to the rasterizer.
-Number of primitives rasterized.
-Number of fragment shader threads launched.
-Number of tessellation control shader threads launched.
-Number of tessellation evaluation shader threads launched.
-If a shader type is not supported by the device/driver,
-the corresponding values should be set to 0.
-
-``PIPE_QUERY_PIPELINE_STATISTICS_SINGLE`` returns a single counter from
-the ``PIPE_QUERY_PIPELINE_STATISTICS`` group. The specific counter must
-be selected when calling ``create_query`` by passing one of the
-``PIPE_STAT_QUERY`` enums as the query's ``index``.
-
-Gallium does not guarantee the availability of any query types; one must
-always check the capabilities of the :ref:`Screen` first.
-
-
-Conditional Rendering
-^^^^^^^^^^^^^^^^^^^^^
-
-A drawing command can be skipped depending on the outcome of a query
-(typically an occlusion query, or streamout overflow predicate).
-The ``render_condition`` function specifies the query which should be checked
-prior to rendering anything. Functions always honoring render_condition include
-(and are limited to) draw_vbo and clear.
-The blit, clear_render_target and clear_depth_stencil functions (but
-not resource_copy_region, which seems inconsistent) can also optionally honor
-the current render condition.
-
-If ``render_condition`` is called with ``query`` = NULL, conditional
-rendering is disabled and drawing takes place normally.
-
-If ``render_condition`` is called with a non-null ``query`` subsequent
-drawing commands will be predicated on the outcome of the query.
-Commands will be skipped if ``condition`` is equal to the predicate result
-(for non-boolean queries such as OCCLUSION_QUERY, zero counts as FALSE,
-non-zero as TRUE).
-
-If ``mode`` is PIPE_RENDER_COND_WAIT the driver will wait for the
-query to complete before deciding whether to render.
-
-If ``mode`` is PIPE_RENDER_COND_NO_WAIT and the query has not yet
-completed, the drawing command will be executed normally. If the query
-has completed, drawing will be predicated on the outcome of the query.
-
-If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
-PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
-for the non-REGION modes but in the case that an occlusion query returns
-a non-zero result, regions which were occluded may be ommitted by subsequent
-drawing commands. This can result in better performance with some GPUs.
-Normally, if the occlusion query returned a non-zero result subsequent
-drawing happens normally so fragments may be generated, shaded and
-processed even where they're known to be obscured.
-
-
-Flushing
-^^^^^^^^
-
-``flush``
-
-PIPE_FLUSH_END_OF_FRAME: Whether the flush marks the end of frame.
-
-PIPE_FLUSH_DEFERRED: It is not required to flush right away, but it is required
-to return a valid fence. If fence_finish is called with the returned fence
-and the context is still unflushed, and the ctx parameter of fence_finish is
-equal to the context where the fence was created, fence_finish will flush
-the context.
-
-PIPE_FLUSH_ASYNC: The flush is allowed to be asynchronous. Unlike
-``PIPE_FLUSH_DEFERRED``, the driver must still ensure that the returned fence
-will finish in finite time. However, subsequent operations in other contexts of
-the same screen are no longer guaranteed to happen after the flush. Drivers
-which use this flag must implement pipe_context::fence_server_sync.
-
-PIPE_FLUSH_HINT_FINISH: Hints to the driver that the caller will immediately
-wait for the returned fence.
-
-Additional flags may be set together with ``PIPE_FLUSH_DEFERRED`` for even
-finer-grained fences. Note that as a general rule, GPU caches may not have been
-flushed yet when these fences are signaled. Drivers are free to ignore these
-flags and create normal fences instead. At most one of the following flags can
-be specified:
-
-PIPE_FLUSH_TOP_OF_PIPE: The fence should be signaled as soon as the next
-command is ready to start executing at the top of the pipeline, before any of
-its data is actually read (including indirect draw parameters).
-
-PIPE_FLUSH_BOTTOM_OF_PIPE: The fence should be signaled as soon as the previous
-command has finished executing on the GPU entirely (but data written by the
-command may still be in caches and inaccessible to the CPU).
-
-
-``flush_resource``
-
-Flush the resource cache, so that the resource can be used
-by an external client. Possible usage:
-- flushing a resource before presenting it on the screen
-- flushing a resource if some other process or device wants to use it
-This shouldn't be used to flush caches if the resource is only managed
-by a single pipe_screen and is not shared with another process.
-(i.e. you shouldn't use it to flush caches explicitly if you want to e.g.
-use the resource for texturing)
-
-Fences
-^^^^^^
-
-``pipe_fence_handle``, and related methods, are used to synchronize
-execution between multiple parties. Examples include CPU <-> GPU synchronization,
-renderer <-> windowing system, multiple external APIs, etc.
-
-A ``pipe_fence_handle`` can either be 'one time use' or 're-usable'. A 'one time use'
-fence behaves like a traditional GPU fence. Once it reaches the signaled state it
-is forever considered to be signaled.
-
-Once a re-usable ``pipe_fence_handle`` becomes signaled, it can be reset
-back into an unsignaled state. The ``pipe_fence_handle`` will be reset to
-the unsignaled state by performing a wait operation on said object, i.e.
-``fence_server_sync``. As a corollary to this behaviour, a re-usable
-``pipe_fence_handle`` can only have one waiter.
-
-This behaviour is useful in producer <-> consumer chains. It helps avoid
-unecessarily sharing a new ``pipe_fence_handle`` each time a new frame is
-ready. Instead, the fences are exchanged once ahead of time, and access is synchronized
-through GPU signaling instead of direct producer <-> consumer communication.
-
-``fence_server_sync`` inserts a wait command into the GPU's command stream.
-
-``fence_server_signal`` inserts a signal command into the GPU's command stream.
-
-There are no guarantees that the wait/signal commands will be flushed when
-calling ``fence_server_sync`` or ``fence_server_signal``. An explicit
-call to ``flush`` is required to make sure the commands are emitted to the GPU.
-
-The Gallium implementation may implicitly ``flush`` the command stream during a
-``fence_server_sync`` or ``fence_server_signal`` call if necessary.
-
-Resource Busy Queries
-^^^^^^^^^^^^^^^^^^^^^
-
-``is_resource_referenced``
-
-
-
-Blitting
-^^^^^^^^
-
-These methods emulate classic blitter controls.
-
-These methods operate directly on ``pipe_resource`` objects, and stand
-apart from any 3D state in the context. Blitting functionality may be
-moved to a separate abstraction at some point in the future.
-
-``resource_copy_region`` blits a region of a resource to a region of another
-resource, provided that both resources have the same format, or compatible
-formats, i.e., formats for which copying the bytes from the source resource
-unmodified to the destination resource will achieve the same effect of a
-textured quad blitter.. The source and destination may be the same resource,
-but overlapping blits are not permitted.
-This can be considered the equivalent of a CPU memcpy.
-
-``blit`` blits a region of a resource to a region of another resource, including
-scaling, format conversion, and up-/downsampling, as well as a destination clip
-rectangle (scissors) and window rectangles. It can also optionally honor the
-current render condition (but either way the blit itself never contributes
-anything to queries currently gathering data).
-As opposed to manually drawing a textured quad, this lets the pipe driver choose
-the optimal method for blitting (like using a special 2D engine), and usually
-offers, for example, accelerated stencil-only copies even where
-PIPE_CAP_SHADER_STENCIL_EXPORT is not available.
-
-
-Transfers
-^^^^^^^^^
-
-These methods are used to get data to/from a resource.
-
-``transfer_map`` creates a memory mapping and the transfer object
-associated with it.
-The returned pointer points to the start of the mapped range according to
-the box region, not the beginning of the resource. If transfer_map fails,
-the returned pointer to the buffer memory is NULL, and the pointer
-to the transfer object remains unchanged (i.e. it can be non-NULL).
-
-``transfer_unmap`` remove the memory mapping for and destroy
-the transfer object. The pointer into the resource should be considered
-invalid and discarded.
-
-``texture_subdata`` and ``buffer_subdata`` perform a simplified
-transfer for simple writes. Basically transfer_map, data write, and
-transfer_unmap all in one.
-
-
-The box parameter to some of these functions defines a 1D, 2D or 3D
-region of pixels. This is self-explanatory for 1D, 2D and 3D texture
-targets.
-
-For PIPE_TEXTURE_1D_ARRAY and PIPE_TEXTURE_2D_ARRAY, the box::z and box::depth
-fields refer to the array dimension of the texture.
-
-For PIPE_TEXTURE_CUBE, the box:z and box::depth fields refer to the
-faces of the cube map (z + depth <= 6).
-
-For PIPE_TEXTURE_CUBE_ARRAY, the box:z and box::depth fields refer to both
-the face and array dimension of the texture (face = z % 6, array = z / 6).
-
-
-.. _transfer_flush_region:
-
-transfer_flush_region
-%%%%%%%%%%%%%%%%%%%%%
-
-If a transfer was created with ``FLUSH_EXPLICIT``, it will not automatically
-be flushed on write or unmap. Flushes must be requested with
-``transfer_flush_region``. Flush ranges are relative to the mapped range, not
-the beginning of the resource.
-
-
-
-.. _texture_barrier:
-
-texture_barrier
-%%%%%%%%%%%%%%%
-
-This function flushes all pending writes to the currently-set surfaces and
-invalidates all read caches of the currently-set samplers. This can be used
-for both regular textures as well as for framebuffers read via FBFETCH.
-
-
-
-.. _memory_barrier:
-
-memory_barrier
-%%%%%%%%%%%%%%%
-
-This function flushes caches according to which of the PIPE_BARRIER_* flags
-are set.
-
-
-
-.. _resource_commit:
-
-resource_commit
-%%%%%%%%%%%%%%%
-
-This function changes the commit state of a part of a sparse resource. Sparse
-resources are created by setting the ``PIPE_RESOURCE_FLAG_SPARSE`` flag when
-calling ``resource_create``. Initially, sparse resources only reserve a virtual
-memory region that is not backed by memory (i.e., it is uncommitted). The
-``resource_commit`` function can be called to commit or uncommit parts (or all)
-of a resource. The driver manages the underlying backing memory.
-
-The contents of newly committed memory regions are undefined. Calling this
-function to commit an already committed memory region is allowed and leaves its
-content unchanged. Similarly, calling this function to uncommit an already
-uncommitted memory region is allowed.
-
-For buffers, the given box must be aligned to multiples of
-``PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE``. As an exception to this rule, if the size
-of the buffer is not a multiple of the page size, changing the commit state of
-the last (partial) page requires a box that ends at the end of the buffer
-(i.e., box->x + box->width == buffer->width0).
-
-
-
-.. _pipe_transfer:
-
-PIPE_TRANSFER
-^^^^^^^^^^^^^
-
-These flags control the behavior of a transfer object.
-
-``PIPE_TRANSFER_READ``
- Resource contents read back (or accessed directly) at transfer create time.
-
-``PIPE_TRANSFER_WRITE``
- Resource contents will be written back at transfer_unmap time (or modified
- as a result of being accessed directly).
-
-``PIPE_TRANSFER_MAP_DIRECTLY``
- a transfer should directly map the resource. May return NULL if not supported.
-
-``PIPE_TRANSFER_DISCARD_RANGE``
- The memory within the mapped region is discarded. Cannot be used with
- ``PIPE_TRANSFER_READ``.
-
-``PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE``
- Discards all memory backing the resource. It should not be used with
- ``PIPE_TRANSFER_READ``.
-
-``PIPE_TRANSFER_DONTBLOCK``
- Fail if the resource cannot be mapped immediately.
-
-``PIPE_TRANSFER_UNSYNCHRONIZED``
- Do not synchronize pending operations on the resource when mapping. The
- interaction of any writes to the map and any operations pending on the
- resource are undefined. Cannot be used with ``PIPE_TRANSFER_READ``.
-
-``PIPE_TRANSFER_FLUSH_EXPLICIT``
- Written ranges will be notified later with :ref:`transfer_flush_region`.
- Cannot be used with ``PIPE_TRANSFER_READ``.
-
-``PIPE_TRANSFER_PERSISTENT``
- Allows the resource to be used for rendering while mapped.
- PIPE_RESOURCE_FLAG_MAP_PERSISTENT must be set when creating
- the resource.
- If COHERENT is not set, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER)
- must be called to ensure the device can see what the CPU has written.
-
-``PIPE_TRANSFER_COHERENT``
- If PERSISTENT is set, this ensures any writes done by the device are
- immediately visible to the CPU and vice versa.
- PIPE_RESOURCE_FLAG_MAP_COHERENT must be set when creating
- the resource.
-
-Compute kernel execution
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-A compute program can be defined, bound or destroyed using
-``create_compute_state``, ``bind_compute_state`` or
-``destroy_compute_state`` respectively.
-
-Any of the subroutines contained within the compute program can be
-executed on the device using the ``launch_grid`` method. This method
-will execute as many instances of the program as elements in the
-specified N-dimensional grid, hopefully in parallel.
-
-The compute program has access to four special resources:
-
-* ``GLOBAL`` represents a memory space shared among all the threads
- running on the device. An arbitrary buffer created with the
- ``PIPE_BIND_GLOBAL`` flag can be mapped into it using the
- ``set_global_binding`` method.
-
-* ``LOCAL`` represents a memory space shared among all the threads
- running in the same working group. The initial contents of this
- resource are undefined.
-
-* ``PRIVATE`` represents a memory space local to a single thread.
- The initial contents of this resource are undefined.
-
-* ``INPUT`` represents a read-only memory space that can be
- initialized at ``launch_grid`` time.
-
-These resources use a byte-based addressing scheme, and they can be
-accessed from the compute program by means of the LOAD/STORE TGSI
-opcodes. Additional resources to be accessed using the same opcodes
-may be specified by the user with the ``set_compute_resources``
-method.
-
-In addition, normal texture sampling is allowed from the compute
-program: ``bind_sampler_states`` may be used to set up texture
-samplers for the compute stage and ``set_sampler_views`` may
-be used to bind a number of sampler views to it.
-
-Mipmap generation
-^^^^^^^^^^^^^^^^^
-
-If PIPE_CAP_GENERATE_MIPMAP is true, ``generate_mipmap`` can be used
-to generate mipmaps for the specified texture resource.
-It replaces texel image levels base_level+1 through
-last_level for layers range from first_layer through last_layer.
-It returns TRUE if mipmap generation succeeds, otherwise it
-returns FALSE. Mipmap generation may fail when it is not supported
-for particular texture types or formats.
-
-Device resets
-^^^^^^^^^^^^^
-
-Gallium frontends can query or request notifications of when the GPU
-is reset for whatever reason (application error, driver error). When
-a GPU reset happens, the context becomes unusable and all related state
-should be considered lost and undefined. Despite that, context
-notifications are single-shot, i.e. subsequent calls to
-``get_device_reset_status`` will return PIPE_NO_RESET.
-
-* ``get_device_reset_status`` queries whether a device reset has happened
- since the last call or since the last notification by callback.
-* ``set_device_reset_callback`` sets a callback which will be called when
- a device reset is detected. The callback is only called synchronously.
-
-Bindless
-^^^^^^^^
-
-If PIPE_CAP_BINDLESS_TEXTURE is TRUE, the following ``pipe_context`` functions
-are used to create/delete bindless handles, and to make them resident in the
-current context when they are going to be used by shaders.
-
-* ``create_texture_handle`` creates a 64-bit unsigned integer texture handle
- that is going to be directly used in shaders.
-* ``delete_texture_handle`` deletes a 64-bit unsigned integer texture handle.
-* ``make_texture_handle_resident`` makes a 64-bit unsigned texture handle
- resident in the current context to be accessible by shaders for texture
- mapping.
-* ``create_image_handle`` creates a 64-bit unsigned integer image handle that
- is going to be directly used in shaders.
-* ``delete_image_handle`` deletes a 64-bit unsigned integer image handle.
-* ``make_image_handle_resident`` makes a 64-bit unsigned integer image handle
- resident in the current context to be accessible by shaders for image loads,
- stores and atomic operations.
-
-Using several contexts
-----------------------
-
-Several contexts from the same screen can be used at the same time. Objects
-created on one context cannot be used in another context, but the objects
-created by the screen methods can be used by all contexts.
-
-Transfers
-^^^^^^^^^
-A transfer on one context is not expected to synchronize properly with
-rendering on other contexts, thus only areas not yet used for rendering should
-be locked.
-
-A flush is required after transfer_unmap to expect other contexts to see the
-uploaded data, unless:
-
-* Using persistent mapping. Associated with coherent mapping, unmapping the
- resource is also not required to use it in other contexts. Without coherent
- mapping, memory_barrier(PIPE_BARRIER_MAPPED_BUFFER) should be called on the
- context that has mapped the resource. No flush is required.
-
-* Mapping the resource with PIPE_TRANSFER_MAP_DIRECTLY.
+++ /dev/null
-CSO
-===
-
-CSO, Constant State Objects, are a core part of Gallium's API.
-
-CSO work on the principle of reusable state; they are created by filling
-out a state object with the desired properties, then passing that object
-to a context. The context returns an opaque context-specific handle which
-can be bound at any time for the desired effect.
-
-.. toctree::
- :glob:
-
- cso/*
+++ /dev/null
-.. _blend:
-
-Blend
-=====
-
-This state controls blending of the final fragments into the target rendering
-buffers.
-
-Blend Factors
--------------
-
-The blend factors largely follow the same pattern as their counterparts
-in other modern and legacy drawing APIs.
-
-Dual source blend factors are supported for up to 1 MRT, although
-you can advertise > 1 MRT, the stack cannot handle them for a few reasons.
-There is no definition on how the 1D array of shader outputs should be mapped
-to something that would be a 2D array (location, index). No current hardware
-exposes > 1 MRT, and we should revisit this issue if anyone ever does.
-
-Logical Operations
-------------------
-
-Logical operations, also known as logicops, lops, or rops, are supported.
-Only two-operand logicops are available. When logicops are enabled, all other
-blend state is ignored, including per-render-target state, so logicops are
-performed on all render targets.
-
-.. warning::
- The blend_enable flag is ignored for all render targets when logical
- operations are enabled.
-
-For a source component `s` and destination component `d`, the logical
-operations are defined as taking the bits of each channel of each component,
-and performing one of the following operations per-channel:
-
-* ``CLEAR``: 0
-* ``NOR``: :math:`\lnot(s \lor d)`
-* ``AND_INVERTED``: :math:`\lnot s \land d`
-* ``COPY_INVERTED``: :math:`\lnot s`
-* ``AND_REVERSE``: :math:`s \land \lnot d`
-* ``INVERT``: :math:`\lnot d`
-* ``XOR``: :math:`s \oplus d`
-* ``NAND``: :math:`\lnot(s \land d)`
-* ``AND``: :math:`s \land d`
-* ``EQUIV``: :math:`\lnot(s \oplus d)`
-* ``NOOP``: :math:`d`
-* ``OR_INVERTED``: :math:`\lnot s \lor d`
-* ``COPY``: :math:`s`
-* ``OR_REVERSE``: :math:`s \lor \lnot d`
-* ``OR``: :math:`s \lor d`
-* ``SET``: 1
-
-.. note::
- The logical operation names and definitions match those of the OpenGL API,
- and are similar to the ROP2 and ROP3 definitions of GDI. This is
- intentional, to ease transitions to Gallium.
-
-Members
--------
-
-These members affect all render targets.
-
-dither
-%%%%%%
-
-Whether dithering is enabled.
-
-.. note::
- Dithering is completely implementation-dependent. It may be ignored by
- drivers for any reason, and some render targets may always or never be
- dithered depending on their format or usage flags.
-
-logicop_enable
-%%%%%%%%%%%%%%
-
-Whether the blender should perform a logicop instead of blending.
-
-logicop_func
-%%%%%%%%%%%%
-
-The logicop to use. One of ``PIPE_LOGICOP``.
-
-independent_blend_enable
- If enabled, blend state is different for each render target, and
- for each render target set in the respective member of the rt array.
- If disabled, blend state is the same for all render targets, and only
- the first member of the rt array contains valid data.
-rt
- Contains the per-rendertarget blend state.
-alpha_to_coverage
- If enabled, the fragment's alpha value is used to override the fragment's
- coverage mask. The coverage mask will be all zeros if the alpha value is
- zero. The coverage mask will be all ones if the alpha value is one.
- Otherwise, the number of bits set in the coverage mask will be proportional
- to the alpha value. Note that this step happens regardless of whether
- multisample is enabled or the destination buffer is multisampled.
-alpha_to_one
- If enabled, the fragment's alpha value will be set to one. As with
- alpha_to_coverage, this step happens regardless of whether multisample
- is enabled or the destination buffer is multisampled.
-max_rt
- The index of the max render target (irrespecitive of whether independent
- blend is enabled), ie. the number of MRTs minus one. This is provided
- so that the driver can avoid the overhead of programming unused MRTs.
-
-
-Per-rendertarget Members
-------------------------
-
-blend_enable
- If blending is enabled, perform a blend calculation according to blend
- functions and source/destination factors. Otherwise, the incoming fragment
- color gets passed unmodified (but colormask still applies).
-rgb_func
- The blend function to use for rgb channels. One of PIPE_BLEND.
-rgb_src_factor
- The blend source factor to use for rgb channels. One of PIPE_BLENDFACTOR.
-rgb_dst_factor
- The blend destination factor to use for rgb channels. One of PIPE_BLENDFACTOR.
-alpha_func
- The blend function to use for the alpha channel. One of PIPE_BLEND.
-alpha_src_factor
- The blend source factor to use for the alpha channel. One of PIPE_BLENDFACTOR.
-alpha_dst_factor
- The blend destination factor to use for alpha channel. One of PIPE_BLENDFACTOR.
-colormask
- Bitmask of which channels to write. Combination of PIPE_MASK bits.
+++ /dev/null
-.. _depth-stencil-alpha:
-
-Depth, Stencil, & Alpha
-=======================
-
-These three states control the depth, stencil, and alpha tests, used to
-discard fragments that have passed through the fragment shader.
-
-Traditionally, these three tests have been clumped together in hardware, so
-they are all stored in one structure.
-
-During actual execution, the order of operations done on fragments is always:
-
-* Alpha
-* Stencil
-* Depth
-
-Depth Members
--------------
-
-enabled
- Whether the depth test is enabled.
-writemask
- Whether the depth buffer receives depth writes.
-func
- The depth test function. One of PIPE_FUNC.
-
-Stencil Members
----------------
-
-enabled
- Whether the stencil test is enabled. For the second stencil, whether the
- two-sided stencil is enabled. If two-sided stencil is disabled, the other
- fields for the second array member are not valid.
-func
- The stencil test function. One of PIPE_FUNC.
-valuemask
- Stencil test value mask; this is ANDed with the value in the stencil
- buffer and the reference value before doing the stencil comparison test.
-writemask
- Stencil test writemask; this controls which bits of the stencil buffer
- are written.
-fail_op
- The operation to carry out if the stencil test fails. One of
- PIPE_STENCIL_OP.
-zfail_op
- The operation to carry out if the stencil test passes but the depth test
- fails. One of PIPE_STENCIL_OP.
-zpass_op
- The operation to carry out if the stencil test and depth test both pass.
- One of PIPE_STENCIL_OP.
-
-Alpha Members
--------------
-
-enabled
- Whether the alpha test is enabled.
-func
- The alpha test function. One of PIPE_FUNC.
-ref_value
- Alpha test reference value; used for certain functions.
+++ /dev/null
-.. _rasterizer:
-
-Rasterizer
-==========
-
-The rasterizer state controls the rendering of points, lines and triangles.
-Attributes include polygon culling state, line width, line stipple,
-multisample state, scissoring and flat/smooth shading.
-
-Linkage
-
-clamp_vertex_color
-^^^^^^^^^^^^^^^^^^
-
-If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after
-the execution of the vertex shader, before being passed to the geometry
-shader or fragment shader.
-
-OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float
-
-D3D11: seems always disabled
-
-Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
-driver supports this control. If it's not supported, gallium frontends may
-have to insert extra clamping code.
-
-
-clamp_fragment_color
-^^^^^^^^^^^^^^^^^^^^
-
-Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader
-are clamped to [0, 1].
-
-OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float
-
-D3D11: seems always disabled
-
-Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
-driver supports this control. If it's not supported, gallium frontends may
-have to insert extra clamping code.
-
-
-Shading
--------
-
-flatshade
-^^^^^^^^^
-
-If set, the provoking vertex of each polygon is used to determine the color
-of the entire polygon. If not set, fragment colors will be interpolated
-between the vertex colors.
-
-The actual interpolated shading algorithm is obviously
-implementation-dependent, but will usually be Gourard for most hardware.
-
-.. note::
-
- This is separate from the fragment shader input attributes
- CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
- clipping time to determine how to set the color of new vertices.
-
- :ref:`Draw` can implement flat shading by copying the provoking vertex
- color to all the other vertices in the primitive.
-
-flatshade_first
-^^^^^^^^^^^^^^^
-
-Whether the first vertex should be the provoking vertex, for most primitives.
-If not set, the last vertex is the provoking vertex.
-
-There are a few important exceptions to the specification of this rule.
-
-* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
- vertex. If the caller wishes to change the provoking vertex, they merely
- need to rotate the vertices themselves.
-* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: The option only has
- an effect if ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION`` is true.
- If it is not, the provoking vertex is always the last vertex.
-* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
- second vertex, not the first. This permits each segment of the fan to have
- a different color.
-
-Polygons
---------
-
-light_twoside
-^^^^^^^^^^^^^
-
-If set, there are per-vertex back-facing colors. The hardware
-(perhaps assisted by :ref:`Draw`) should be set up to use this state
-along with the front/back information to set the final vertex colors
-prior to rasterization.
-
-The frontface vertex shader color output is marked with TGSI semantic
-COLOR[0], and backface COLOR[1].
-
-front_ccw
- Indicates whether the window order of front-facing polygons is
- counter-clockwise (TRUE) or clockwise (FALSE).
-
-cull_mode
- Indicates which faces of polygons to cull, either PIPE_FACE_NONE
- (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
- PIPE_FACE_BACK (cull back-facing polygons), or
- PIPE_FACE_FRONT_AND_BACK (cull all polygons).
-
-fill_front
- Indicates how to fill front-facing polygons, either
- PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
- PIPE_POLYGON_MODE_POINT.
-fill_back
- Indicates how to fill back-facing polygons, either
- PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
- PIPE_POLYGON_MODE_POINT.
-
-poly_stipple_enable
- Whether polygon stippling is enabled.
-poly_smooth
- Controls OpenGL-style polygon smoothing/antialiasing
-
-offset_point
- If set, point-filled polygons will have polygon offset factors applied
-offset_line
- If set, line-filled polygons will have polygon offset factors applied
-offset_tri
- If set, filled polygons will have polygon offset factors applied
-
-offset_units
- Specifies the polygon offset bias
-offset_units_unscaled
- Specifies the unit of the polygon offset bias. If false, use the
- GL/D3D1X behaviour. If true, offset_units is a floating point offset
- which isn't scaled (D3D9). Note that GL/D3D1X behaviour has different
- formula whether the depth buffer is unorm or float, which is not
- the case for D3D9.
-offset_scale
- Specifies the polygon offset scale
-offset_clamp
- Upper (if > 0) or lower (if < 0) bound on the polygon offset result
-
-
-
-Lines
------
-
-line_width
- The width of lines.
-line_smooth
- Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
-line_stipple_enable
- Whether line stippling is enabled.
-line_stipple_pattern
- 16-bit bitfield of on/off flags, used to pattern the line stipple.
-line_stipple_factor
- When drawing a stippled line, each bit in the stipple pattern is
- repeated N times, where N = line_stipple_factor + 1.
-line_last_pixel
- Controls whether the last pixel in a line is drawn or not. OpenGL
- omits the last pixel to avoid double-drawing pixels at the ends of lines
- when drawing connected lines.
-
-
-Points
-------
-
-sprite_coord_enable
-^^^^^^^^^^^^^^^^^^^
-The effect of this state depends on PIPE_CAP_TGSI_TEXCOORD !
-
-Controls automatic texture coordinate generation for rendering sprite points.
-
-If PIPE_CAP_TGSI_TEXCOORD is false:
-When bit k in the sprite_coord_enable bitfield is set, then generic
-input k to the fragment shader will get an automatically computed
-texture coordinate.
-
-If PIPE_CAP_TGSI_TEXCOORD is true:
-The bitfield refers to inputs with TEXCOORD semantic instead of generic inputs.
-
-The texture coordinate will be of the form (s, t, 0, 1) where s varies
-from 0 to 1 from left to right while t varies from 0 to 1 according to
-the state of 'sprite_coord_mode' (see below).
-
-If any bit is set, then point_smooth MUST be disabled (there are no
-round sprites) and point_quad_rasterization MUST be true (sprites are
-always rasterized as quads). Any mismatch between these states should
-be considered a bug in the gallium frontend.
-
-This feature is implemented in the :ref:`Draw` module but may also be
-implemented natively by GPUs or implemented with a geometry shader.
-
-
-sprite_coord_mode
-^^^^^^^^^^^^^^^^^
-
-Specifies how the value for each shader output should be computed when drawing
-point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
-have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
-vertex will have coordinates (0,0,0,1).
-This state is used by :ref:`Draw` to generate texcoords.
-
-
-point_quad_rasterization
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-Determines if points should be rasterized according to quad or point
-rasterization rules.
-
-(Legacy-only) OpenGL actually has quite different rasterization rules
-for points and point sprites - hence this indicates if points should be
-rasterized as points or according to point sprite (which decomposes them
-into quads, basically) rules. Newer GL versions no longer support the old
-point rules at all.
-
-Additionally Direct3D will always use quad rasterization rules for
-points, regardless of whether point sprites are enabled or not.
-
-If this state is enabled, point smoothing and antialiasing are
-disabled. If it is disabled, point sprite coordinates are not
-generated.
-
-.. note::
-
- Some renderers always internally translate points into quads; this state
- still affects those renderers by overriding other rasterization state.
-
-point_tri_clip
- Determines if clipping of points should happen after they are converted
- to "rectangles" (required by d3d) or before (required by OpenGL, though
- this rule is ignored by some IHVs).
- It is not valid to set this to enabled but have point_quad_rasterization
- disabled.
-point_smooth
- Whether points should be smoothed. Point smoothing turns rectangular
- points into circles or ovals.
-point_size_per_vertex
- Whether the vertex shader is expected to have a point size output.
- Undefined behaviour is permitted if there is disagreement between
- this flag and the actual bound shader.
-point_size
- The size of points, if not specified per-vertex.
-
-
-
-Other Members
--------------
-
-scissor
- Whether the scissor test is enabled.
-
-multisample
- Whether :term:`MSAA` is enabled.
-
-half_pixel_center
- When true, the rasterizer should use (0.5, 0.5) pixel centers for
- determining pixel ownership (e.g, OpenGL, D3D10 and higher)::
-
- 0 0.5 1
- 0 +-----+
- | |
- 0.5 | X |
- | |
- 1 +-----+
-
- When false, the rasterizer should use (0, 0) pixel centers for determining
- pixel ownership (e.g., D3D9 or ealier)::
-
- -0.5 0 0.5
- -0.5 +-----+
- | |
- 0 | X |
- | |
- 0.5 +-----+
-
-bottom_edge_rule
- Determines what happens when a pixel sample lies precisely on a triangle
- edge.
-
- When true, a pixel sample is considered to lie inside of a triangle if it
- lies on the *bottom edge* or *left edge* (e.g., OpenGL drawables)::
-
- 0 x
- 0 +--------------------->
- |
- | +-------------+
- | | |
- | | |
- | | |
- | +=============+
- |
- y V
-
- When false, a pixel sample is considered to lie inside of a triangle if it
- lies on the *top edge* or *left edge* (e.g., OpenGL FBOs, D3D)::
-
- 0 x
- 0 +--------------------->
- |
- | +=============+
- | | |
- | | |
- | | |
- | +-------------+
- |
- y V
-
- Where:
- - a *top edge* is an edge that is horizontal and is above the other edges;
- - a *bottom edge* is an edge that is horizontal and is below the other
- edges;
- - a *left edge* is an edge that is not horizontal and is on the left side of
- the triangle.
-
- .. note::
-
- Actually all graphics APIs use a top-left rasterization rule for pixel
- ownership, but their notion of top varies with the axis origin (which
- can be either at y = 0 or at y = height). Gallium instead always
- assumes that top is always at y=0.
-
- See also:
- - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
- - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
-
-clip_halfz
- When true clip space in the z axis goes from [0..1] (D3D). When false
- [-1, 1] (GL)
-
-depth_clip
- When false, the near and far depth clipping planes of the view volume are
- disabled and the depth value will be clamped at the per-pixel level, after
- polygon offset has been applied and before depth testing.
-
-clip_plane_enable
- For each k in [0, PIPE_MAX_CLIP_PLANES), if bit k of this field is set,
- clipping half-space k is enabled, if it is clear, it is disabled.
- The clipping half-spaces are defined either by the user clip planes in
- ``pipe_clip_state``, or by the clip distance outputs of the shader stage
- preceding the fragment shader.
- If any clip distance output is written, those half-spaces for which no
- clip distance is written count as disabled; i.e. user clip planes and
- shader clip distances cannot be mixed, and clip distances take precedence.
-
-conservative_raster_mode
- The conservative rasterization mode. For PIPE_CONSERVATIVE_RASTER_OFF,
- conservative rasterization is disabled. For IPE_CONSERVATIVE_RASTER_POST_SNAP
- or PIPE_CONSERVATIVE_RASTER_PRE_SNAP, conservative rasterization is nabled.
- When conservative rasterization is enabled, the polygon smooth, line mooth,
- point smooth and line stipple settings are ignored.
- With the post-snap mode, unlike the pre-snap mode, fragments are never
- generated for degenerate primitives. Degenerate primitives, when rasterized,
- are considered back-facing and the vertex attributes and depth are that of
- the provoking vertex.
- If the post-snap mode is used with an unsupported primitive, the pre-snap
- mode is used, if supported. Behavior is similar for the pre-snap mode.
- If the pre-snap mode is used, fragments are generated with respect to the primitive
- before vertex snapping.
-
-conservative_raster_dilate
- The amount of dilation during conservative rasterization.
-
-subpixel_precision_x
- A bias added to the horizontal subpixel precision during conservative rasterization.
-subpixel_precision_y
- A bias added to the vertical subpixel precision during conservative rasterization.
+++ /dev/null
-.. _sampler:
-
-Sampler
-=======
-
-Texture units have many options for selecting texels from loaded textures;
-this state controls an individual texture unit's texel-sampling settings.
-
-Texture coordinates are always treated as four-dimensional, and referred to
-with the traditional (S, T, R, Q) notation.
-
-Members
--------
-
-wrap_s
- How to wrap the S coordinate. One of PIPE_TEX_WRAP_*.
-wrap_t
- How to wrap the T coordinate. One of PIPE_TEX_WRAP_*.
-wrap_r
- How to wrap the R coordinate. One of PIPE_TEX_WRAP_*.
-
-The wrap modes are:
-
-* ``PIPE_TEX_WRAP_REPEAT``: Standard coord repeat/wrap-around mode.
-* ``PIPE_TEX_WRAP_CLAMP_TO_EDGE``: Clamp coord to edge of texture, the border
- color is never sampled.
-* ``PIPE_TEX_WRAP_CLAMP_TO_BORDER``: Clamp coord to border of texture, the
- border color is sampled when coords go outside the range [0,1].
-* ``PIPE_TEX_WRAP_CLAMP``: The coord is clamped to the range [0,1] before
- scaling to the texture size. This corresponds to the legacy OpenGL GL_CLAMP
- texture wrap mode. Historically, this mode hasn't acted consistantly across
- all graphics hardware. It sometimes acts like CLAMP_TO_EDGE or
- CLAMP_TO_BORDER. The behaviour may also vary depending on linear vs.
- nearest sampling mode.
-* ``PIPE_TEX_WRAP_MIRROR_REPEAT``: If the integer part of the coordinate
- is odd, the coord becomes (1 - coord). Then, normal texture REPEAT is
- applied to the coord.
-* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE``: First, the absolute value of the
- coordinate is computed. Then, regular CLAMP_TO_EDGE is applied to the coord.
-* ``PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER``: First, the absolute value of the
- coordinate is computed. Then, regular CLAMP_TO_BORDER is applied to the
- coord.
-* ``PIPE_TEX_WRAP_MIRROR_CLAMP``: First, the absolute value of the coord is
- computed. Then, regular CLAMP is applied to the coord.
-
-
-min_img_filter
- The image filter to use when minifying texels. One of PIPE_TEX_FILTER_*.
-mag_img_filter
- The image filter to use when magnifying texels. One of PIPE_TEX_FILTER_*.
-
-The texture image filter modes are:
-
-* ``PIPE_TEX_FILTER_NEAREST``: One texel is fetched from the texture image
- at the texture coordinate.
-* ``PIPE_TEX_FILTER_LINEAR``: Two, four or eight texels (depending on the
- texture dimensions; 1D/2D/3D) are fetched from the texture image and
- linearly weighted and blended together.
-
-min_mip_filter
- The filter to use when minifying mipmapped textures. One of
- PIPE_TEX_MIPFILTER_*.
-
-The texture mip filter modes are:
-
-* ``PIPE_TEX_MIPFILTER_NEAREST``: A single mipmap level/image is selected
- according to the texture LOD (lambda) value.
-* ``PIPE_TEX_MIPFILTER_LINEAR``: The two mipmap levels/images above/below
- the texture LOD value are sampled from. The results of sampling from
- those two images are blended together with linear interpolation.
-* ``PIPE_TEX_MIPFILTER_NONE``: Mipmap filtering is disabled. All texels
- are taken from the level 0 image.
-
-
-compare_mode
- If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, the result of texture sampling
- is not a color but a true/false value which is the result of comparing the
- sampled texture value (typically a Z value from a depth texture) to the
- texture coordinate's R component.
- If set to PIPE_TEX_COMPARE_NONE, no comparison calculation is performed.
-compare_func
- The inequality operator used when compare_mode=1. One of PIPE_FUNC_x.
-normalized_coords
- If set, the incoming texture coordinates (nominally in the range [0,1])
- will be scaled by the texture width, height, depth to compute texel
- addresses. Otherwise, the texture coords are used as-is (they are not
- scaled by the texture dimensions).
- When normalized_coords=0, only a subset of the texture wrap modes are
- allowed: PIPE_TEX_WRAP_CLAMP, PIPE_TEX_WRAP_CLAMP_TO_EDGE and
- PIPE_TEX_WRAP_CLAMP_TO_BORDER.
-lod_bias
- Bias factor which is added to the computed level of detail.
- The normal level of detail is computed from the partial derivatives of
- the texture coordinates and/or the fragment shader TEX/TXB/TXL
- instruction.
-min_lod
- Minimum level of detail, used to clamp LOD after bias. The LOD values
- correspond to mipmap levels where LOD=0 is the level 0 mipmap image.
-max_lod
- Maximum level of detail, used to clamp LOD after bias.
-border_color
- Color union used for texel coordinates that are outside the [0,width-1],
- [0, height-1] or [0, depth-1] ranges. Interpreted according to sampler
- view format, unless the driver reports
- PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK, in which case special care has to be
- taken (see description of the cap).
-max_anisotropy
- Maximum anistropy ratio to use when sampling from textures. For example,
- if max_anistropy=4, a region of up to 1 by 4 texels will be sampled.
- Set to zero to disable anisotropic filtering. Any other setting enables
- anisotropic filtering, however it's not unexpected some drivers only will
- change their filtering with a setting of 2 and higher.
-seamless_cube_map
- If set, the bilinear filter of a cube map may take samples from adjacent
- cube map faces when sampled near a texture border to produce a seamless
- look.
+++ /dev/null
-.. _shader:
-
-Shader
-======
-
-One of the two types of shaders supported by Gallium.
-
-Members
--------
-
-tokens
- A list of tgsi_tokens.
+++ /dev/null
-.. _vertexelements:
-
-Vertex Elements
-===============
-
-This state controls the format of the input attributes contained in
-pipe_vertex_buffers. There is one pipe_vertex_element array member for each
-input attribute.
-
-Input Formats
--------------
-
-Gallium supports a diverse range of formats for vertex data. Drivers are
-guaranteed to support 32-bit floating-point vectors of one to four components.
-Additionally, they may support the following formats:
-
-* Integers, signed or unsigned, normalized or non-normalized, 8, 16, or 32
- bits wide
-* Floating-point, 16, 32, or 64 bits wide
-
-At this time, support for varied vertex data formats is limited by driver
-deficiencies. It is planned to support a single uniform set of formats for all
-Gallium drivers at some point.
-
-Rather than attempt to specify every small nuance of behavior, Gallium uses a
-very simple set of rules for padding out unspecified components. If an input
-uses less than four components, it will be padded out with the constant vector
-``(0, 0, 0, 1)``.
-
-Fog, point size, the facing bit, and edgeflags, all are in the standard format
-of ``(x, 0, 0, 1)``, and so only the first component of those inputs is used.
-
-Position
-%%%%%%%%
-
-Vertex position may be specified with two to four components. Using less than
-two components is not allowed.
-
-Colors
-%%%%%%
-
-Colors, both front- and back-facing, may omit the alpha component, only using
-three components. Using less than three components is not allowed.
-
-Members
--------
-
-src_offset
- The byte offset of the attribute in the buffer given by
- vertex_buffer_index for the first vertex.
-instance_divisor
- The instance data rate divisor, used for instancing.
- 0 means this is per-vertex data, n means per-instance data used for
- n consecutive instances (n > 0).
-vertex_buffer_index
- The vertex buffer this attribute lives in. Several attributes may
- live in the same vertex buffer.
-src_format
- The format of the attribute data. One of the PIPE_FORMAT tokens.
+++ /dev/null
-Debugging
-=========
-
-Debugging utilities in gallium.
-
-Debug Variables
-^^^^^^^^^^^^^^^
-
-All drivers respond to a set of common debug environment variables, as well as
-some driver-specific variables. Set them as normal environment variables for
-the platform or operating system you are running. For example, for Linux this
-can be done by typing "export var=value" into a console and then running the
-program from that console.
-
-Common
-""""""
-
-.. envvar:: GALLIUM_PRINT_OPTIONS <bool> (false)
-
-This option controls if the debug variables should be printed to stderr. This
-is probably the most useful variable, since it allows you to find which
-variables a driver uses.
-
-.. envvar:: GALLIUM_RBUG <bool> (false)
-
-Controls if the :ref:`rbug` should be used.
-
-.. envvar:: GALLIUM_TRACE <string> ("")
-
-If set, this variable will cause the :ref:`trace` output to be written to the
-specified file. Paths may be relative or absolute; relative paths are relative
-to the working directory. For example, setting it to "trace.xml" will cause
-the trace to be written to a file of the same name in the working directory.
-
-.. envvar:: GALLIUM_DUMP_CPU <bool> (false)
-
-Dump information about the current CPU that the driver is running on.
-
-.. envvar:: TGSI_PRINT_SANITY <bool> (false)
-
-Gallium has a built-in shader sanity checker. This option controls whether
-the shader sanity checker prints its warnings and errors to stderr.
-
-.. envvar:: DRAW_USE_LLVM <bool> (false)
-
-Whether the :ref:`Draw` module will attempt to use LLVM for vertex and geometry shaders.
-
-
-GL State tracker-specific
-"""""""""""""""""""""""""
-
-.. envvar:: ST_DEBUG <flags> (0x0)
-
-Debug :ref:`flags` for the GL state tracker.
-
-
-Driver-specific
-"""""""""""""""
-
-.. envvar:: I915_DEBUG <flags> (0x0)
-
-Debug :ref:`flags` for the i915 driver.
-
-.. envvar:: I915_NO_HW <bool> (false)
-
-Stop the i915 driver from submitting commands to the hardware.
-
-.. envvar:: I915_DUMP_CMD <bool> (false)
-
-Dump all commands going to the hardware.
-
-.. envvar:: LP_DEBUG <flags> (0x0)
-
-Debug :ref:`flags` for the llvmpipe driver.
-
-.. envvar:: LP_NUM_THREADS <int> (number of CPUs)
-
-Number of threads that the llvmpipe driver should use.
-
-.. envvar:: FD_MESA_DEBUG <flags> (0x0)
-
-Debug :ref:`flags` for the freedreno driver.
-
-
-.. _flags:
-
-Flags
-"""""
-
-The variables of type "flags" all take a string with comma-separated flags to
-enable different debugging for different parts of the drivers or state
-tracker. If set to "help", the driver will print a list of flags which the
-variable accepts. Order does not matter.
-
-
-.. _rbug:
-
-Remote Debugger
-^^^^^^^^^^^^^^^
-
-The remote debugger, commonly known as rbug, allows for runtime inspections of
-:ref:`Context`, :ref:`Screen`, :ref:`Resource` and :ref:`Shader` objects; and
-pausing and stepping of :ref:`Draw` calls. Is used with rbug-gui which is
-hosted outside of the main mesa repository. rbug is can be used over a network
-connection, so the debugger does not need to be on the same machine.
+++ /dev/null
-Distribution
-============
-
-Along with the interface definitions, the following drivers, gallium frontends,
-and auxiliary modules are shipped in the standard Gallium distribution.
-
-Drivers
--------
-
-Intel i915
-^^^^^^^^^^
-
-Driver for Intel i915 and i945 chipsets.
-
-LLVM Softpipe
-^^^^^^^^^^^^^
-
-A version of :ref:`softpipe` that uses the Low-Level Virtual Machine to
-dynamically generate optimized rasterizing pipelines.
-
-nVidia nv30
-^^^^^^^^^^^
-
-Driver for the nVidia nv30 and nv40 families of GPUs.
-
-nVidia nv50
-^^^^^^^^^^^
-
-Driver for the nVidia nv50 family of GPUs.
-
-nVidia nvc0
-^^^^^^^^^^^
-
-Driver for the nVidia nvc0 / fermi family of GPUs.
-
-VMware SVGA
-^^^^^^^^^^^
-
-Driver for VMware virtualized guest operating system graphics processing.
-
-ATI r300
-^^^^^^^^
-
-Driver for the ATI/AMD r300, r400, and r500 families of GPUs.
-
-ATI/AMD r600
-^^^^^^^^^^^^
-
-Driver for the ATI/AMD r600, r700, Evergreen and Northern Islands families of GPUs.
-
-AMD radeonsi
-^^^^^^^^^^^^
-
-Driver for the AMD Southern Islands family of GPUs.
-
-freedreno
-^^^^^^^^^
-
-Driver for Qualcomm Adreno a2xx, a3xx, and a4xx series of GPUs.
-
-.. _softpipe:
-
-Softpipe
-^^^^^^^^
-
-Reference software rasterizer. Slow but accurate.
-
-.. _trace:
-
-Trace
-^^^^^
-
-Wrapper driver. Trace dumps an XML record of the calls made to the
-:ref:`Context` and :ref:`Screen` objects that it wraps.
-
-Rbug
-^^^^
-
-Wrapper driver. :ref:`rbug` driver used with stand alone rbug-gui.
-
-Gallium frontends
------------------
-
-Clover
-^^^^^^
-
-Tracker that implements the Khronos OpenCL standard.
-
-.. _dri:
-
-Direct Rendering Infrastructure
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-Tracker that implements the client-side DRI protocol, for providing direct
-acceleration services to X11 servers with the DRI extension. Supports DRI1
-and DRI2. Only GL is supported.
-
-GLX
-^^^
-
-MesaGL
-^^^^^^
-
-The gallium frontend implementing a GL state machine. Not usable as
-a standalone frontend; Mesa should be built with another gallium frontend,
-such as :ref:`DRI` or EGL.
-
-VDPAU
-^^^^^
-
-Tracker for Video Decode and Presentation API for Unix.
-
-WGL
-^^^
-
-Xorg DDX
-^^^^^^^^
-
-Tracker for Xorg X11 servers. Provides device-dependent
-modesetting and acceleration as a DDX driver.
-
-XvMC
-^^^^
-
-Tracker for X-Video Motion Compensation.
-
-Auxiliary
----------
-
-OS
-^^
-
-The OS module contains the abstractions for basic operating system services:
-
-* memory allocation
-* simple message logging
-* obtaining run-time configuration option
-* threading primitives
-
-This is the bare minimum required to port Gallium to a new platform.
-
-The OS module already provides the implementations of these abstractions for
-the most common platforms. When targeting an embedded platform no
-implementation will be provided -- these must be provided separately.
-
-CSO Cache
-^^^^^^^^^
-
-The CSO cache is used to accelerate preparation of state by saving
-driver-specific state structures for later use.
-
-.. _draw:
-
-Draw
-^^^^
-
-Draw is a software :term:`TCL` pipeline for hardware that lacks vertex shaders
-or other essential parts of pre-rasterization vertex preparation.
-
-Gallivm
-^^^^^^^
-
-Indices
-^^^^^^^
-
-Indices provides tools for translating or generating element indices for
-use with element-based rendering.
-
-Pipe Buffer Managers
-^^^^^^^^^^^^^^^^^^^^
-
-Each of these managers provides various services to drivers that are not
-fully utilizing a memory manager.
-
-Remote Debugger
-^^^^^^^^^^^^^^^
-
-Runtime Assembly Emission
-^^^^^^^^^^^^^^^^^^^^^^^^^
-
-TGSI
-^^^^
-
-The TGSI auxiliary module provides basic utilities for manipulating TGSI
-streams.
-
-Translate
-^^^^^^^^^
-
-Util
-^^^^
-
+++ /dev/null
-Drivers
-=======
-
-Driver specific documentation.
-
-.. toctree::
- :glob:
-
- drivers/*
+++ /dev/null
-Freedreno
-=========
-
-Freedreno driver specific docs.
-
-.. toctree::
- :glob:
-
- freedreno/*
+++ /dev/null
-IR3 NOTES
-=========
-
-Some notes about ir3, the compiler and machine-specific IR for the shader ISA introduced with adreno a3xx. The same shader ISA is present, with some small differences, in adreno a4xx.
-
-Compared to the previous generation a2xx ISA (ir2), the a3xx ISA is a "simple" scalar instruction set. However, the compiler is responsible, in most cases, to schedule the instructions. The hardware does not try to hide the shader core pipeline stages. For a common example, a common (cat2) ALU instruction takes four cycles, so a subsequent cat2 instruction which uses the result must have three intervening instructions (or nops). When operating on vec4's, typically the corresponding scalar instructions for operating on the remaining three components could typically fit. Although that results in a lot of edge cases where things fall over, like:
-
-::
-
- ADD TEMP[0], TEMP[1], TEMP[2]
- MUL TEMP[0], TEMP[1], TEMP[0].wzyx
-
-Here, the second instruction needs the output of the first group of scalar instructions in the wrong order, resulting in not enough instruction spots between the ``add r0.w, r1.w, r2.w`` and ``mul r0.x, r1.x, r0.w``. Which is why the original (old) compiler which merely translated nearly literally from TGSI to ir3, had a strong tendency to fall over.
-
-So the current compiler instead, in the frontend, generates a directed-acyclic-graph of instructions and basic blocks, which go through various additional passes to eventually schedule and do register assignment.
-
-For additional documentation about the hardware, see wiki: `a3xx ISA
-<https://github.com/freedreno/freedreno/wiki/A3xx-shader-instruction-set-architecture>`_.
-
-External Structure
-------------------
-
-``ir3_shader``
- A single vertex/fragment/etc shader from gallium perspective (ie.
- maps to a single TGSI shader), and manages a set of shader variants
- which are generated on demand based on the shader key.
-
-``ir3_shader_key``
- The configuration key that identifies a shader variant. Ie. based
- on other GL state (two-sided-color, render-to-alpha, etc) or render
- stages (binning-pass vertex shader) different shader variants are
- generated.
-
-``ir3_shader_variant``
- The actual hw shader generated based on input TGSI and shader key.
-
-``ir3_compiler``
- Compiler frontend which generates ir3 and runs the various backend
- stages to schedule and do register assignment.
-
-The IR
-------
-
-The ir3 IR maps quite directly to the hardware, in that instruction opcodes map directly to hardware opcodes, and that dst/src register(s) map directly to the hardware dst/src register(s). But there are a few extensions, in the form of meta_ instructions. And additionally, for normal (non-const, etc) src registers, the ``IR3_REG_SSA`` flag is set and ``reg->instr`` points to the source instruction which produced that value. So, for example, the following TGSI shader:
-
-::
-
- VERT
- DCL IN[0]
- DCL IN[1]
- DCL OUT[0], POSITION
- DCL TEMP[0], LOCAL
- 1: DP3 TEMP[0].x, IN[0].xyzz, IN[1].xyzz
- 2: MOV OUT[0], TEMP[0].xxxx
- 3: END
-
-eventually generates:
-
-.. graphviz::
-
- digraph G {
- rankdir=RL;
- nodesep=0.25;
- ranksep=1.5;
- subgraph clusterdce198 {
- label="vert";
- inputdce198 [shape=record,label="inputs|<in0> i0.x|<in1> i0.y|<in2> i0.z|<in4> i1.x|<in5> i1.y|<in6> i1.z"];
- instrdcf348 [shape=record,style=filled,fillcolor=lightgrey,label="{mov.f32f32|<dst0>|<src0> }"];
- instrdcedd0 [shape=record,style=filled,fillcolor=lightgrey,label="{mad.f32|<dst0>|<src0> |<src1> |<src2> }"];
- inputdce198:<in2>:w -> instrdcedd0:<src0>
- inputdce198:<in6>:w -> instrdcedd0:<src1>
- instrdcec30 [shape=record,style=filled,fillcolor=lightgrey,label="{mad.f32|<dst0>|<src0> |<src1> |<src2> }"];
- inputdce198:<in1>:w -> instrdcec30:<src0>
- inputdce198:<in5>:w -> instrdcec30:<src1>
- instrdceb60 [shape=record,style=filled,fillcolor=lightgrey,label="{mul.f|<dst0>|<src0> |<src1> }"];
- inputdce198:<in0>:w -> instrdceb60:<src0>
- inputdce198:<in4>:w -> instrdceb60:<src1>
- instrdceb60:<dst0> -> instrdcec30:<src2>
- instrdcec30:<dst0> -> instrdcedd0:<src2>
- instrdcedd0:<dst0> -> instrdcf348:<src0>
- instrdcf400 [shape=record,style=filled,fillcolor=lightgrey,label="{mov.f32f32|<dst0>|<src0> }"];
- instrdcedd0:<dst0> -> instrdcf400:<src0>
- instrdcf4b8 [shape=record,style=filled,fillcolor=lightgrey,label="{mov.f32f32|<dst0>|<src0> }"];
- instrdcedd0:<dst0> -> instrdcf4b8:<src0>
- outputdce198 [shape=record,label="outputs|<out0> o0.x|<out1> o0.y|<out2> o0.z|<out3> o0.w"];
- instrdcf348:<dst0> -> outputdce198:<out0>:e
- instrdcf400:<dst0> -> outputdce198:<out1>:e
- instrdcf4b8:<dst0> -> outputdce198:<out2>:e
- instrdcedd0:<dst0> -> outputdce198:<out3>:e
- }
- }
-
-(after scheduling, etc, but before register assignment).
-
-Internal Structure
-~~~~~~~~~~~~~~~~~~
-
-``ir3_block``
- Represents a basic block.
-
- TODO: currently blocks are nested, but I think I need to change that
- to a more conventional arrangement before implementing proper flow
- control. Currently the only flow control handles is if/else which
- gets flattened out and results chosen with ``sel`` instructions.
-
-``ir3_instruction``
- Represents a machine instruction or meta_ instruction. Has pointers
- to dst register (``regs[0]``) and src register(s) (``regs[1..n]``),
- as needed.
-
-``ir3_register``
- Represents a src or dst register, flags indicate const/relative/etc.
- If ``IR3_REG_SSA`` is set on a src register, the actual register
- number (name) has not been assigned yet, and instead the ``instr``
- field points to src instruction.
-
-In addition there are various util macros/functions to simplify manipulation/traversal of the graph:
-
-``foreach_src(srcreg, instr)``
- Iterate each instruction's source ``ir3_register``\s
-
-``foreach_src_n(srcreg, n, instr)``
- Like ``foreach_src``, also setting ``n`` to the source number (starting
- with ``0``).
-
-``foreach_ssa_src(srcinstr, instr)``
- Iterate each instruction's SSA source ``ir3_instruction``\s. This skips
- non-SSA sources (consts, etc), but includes virtual sources (such as the
- address register if `relative addressing`_ is used).
-
-``foreach_ssa_src_n(srcinstr, n, instr)``
- Like ``foreach_ssa_src``, also setting ``n`` to the source number.
-
-For example:
-
-.. code-block:: c
-
- foreach_ssa_src_n(src, i, instr) {
- unsigned d = delay_calc_srcn(ctx, src, instr, i);
- delay = MAX2(delay, d);
- }
-
-
-TODO probably other helper/util stuff worth mentioning here
-
-.. _meta:
-
-Meta Instructions
-~~~~~~~~~~~~~~~~~
-
-**input**
- Used for shader inputs (registers configured in the command-stream
- to hold particular input values, written by the shader core before
- start of execution. Also used for connecting up values within a
- basic block to an output of a previous block.
-
-**output**
- Used to hold outputs of a basic block.
-
-**flow**
- TODO
-
-**phi**
- TODO
-
-**fanin**
- Groups registers which need to be assigned to consecutive scalar
- registers, for example `sam` (texture fetch) src instructions (see
- `register groups`_) or array element dereference
- (see `relative addressing`_).
-
-**fanout**
- The counterpart to **fanin**, when an instruction such as `sam`
- writes multiple components, splits the result into individual
- scalar components to be consumed by other instructions.
-
-
-.. _`flow control`:
-
-Flow Control
-~~~~~~~~~~~~
-
-TODO
-
-
-.. _`register groups`:
-
-Register Groups
-~~~~~~~~~~~~~~~
-
-Certain instructions, such as texture sample instructions, consume multiple consecutive scalar registers via a single src register encoded in the instruction, and/or write multiple consecutive scalar registers. In the simplest example:
-
-::
-
- sam (f32)(xyz)r2.x, r0.z, s#0, t#0
-
-for a 2d texture, would read ``r0.zw`` to get the coordinate, and write ``r2.xyz``.
-
-Before register assignment, to group the two components of the texture src together:
-
-.. graphviz::
-
- digraph G {
- { rank=same;
- fanin;
- };
- { rank=same;
- coord_x;
- coord_y;
- };
- sam -> fanin [label="regs[1]"];
- fanin -> coord_x [label="regs[1]"];
- fanin -> coord_y [label="regs[2]"];
- coord_x -> coord_y [label="right",style=dotted];
- coord_y -> coord_x [label="left",style=dotted];
- coord_x [label="coord.x"];
- coord_y [label="coord.y"];
- }
-
-The frontend sets up the SSA ptrs from ``sam`` source register to the ``fanin`` meta instruction, which in turn points to the instructions producing the ``coord.x`` and ``coord.y`` values. And the grouping_ pass sets up the ``left`` and ``right`` neighbor pointers to the ``fanin``\'s sources, used later by the `register assignment`_ pass to assign blocks of scalar registers.
-
-And likewise, for the consecutive scalar registers for the destination:
-
-.. graphviz::
-
- digraph {
- { rank=same;
- A;
- B;
- C;
- };
- { rank=same;
- fanout_0;
- fanout_1;
- fanout_2;
- };
- A -> fanout_0;
- B -> fanout_1;
- C -> fanout_2;
- fanout_0 [label="fanout\noff=0"];
- fanout_0 -> sam;
- fanout_1 [label="fanout\noff=1"];
- fanout_1 -> sam;
- fanout_2 [label="fanout\noff=2"];
- fanout_2 -> sam;
- fanout_0 -> fanout_1 [label="right",style=dotted];
- fanout_1 -> fanout_0 [label="left",style=dotted];
- fanout_1 -> fanout_2 [label="right",style=dotted];
- fanout_2 -> fanout_1 [label="left",style=dotted];
- sam;
- }
-
-.. _`relative addressing`:
-
-Relative Addressing
-~~~~~~~~~~~~~~~~~~~
-
-Most instructions support addressing indirectly (relative to address register) into const or gpr register file in some or all of their src/dst registers. In this case the register accessed is taken from ``r<a0.x + n>`` or ``c<a0.x + n>``, ie. address register (``a0.x``) value plus ``n``, where ``n`` is encoded in the instruction (rather than the absolute register number).
-
- Note that cat5 (texture sample) instructions are the notable exception, not
- supporting relative addressing of src or dst.
-
-Relative addressing of the const file (for example, a uniform array) is relatively simple. We don't do register assignment of the const file, so all that is required is to schedule things properly. Ie. the instruction that writes the address register must be scheduled first, and we cannot have two different address register values live at one time.
-
-But relative addressing of gpr file (which can be as src or dst) has additional restrictions on register assignment (ie. the array elements must be assigned to consecutive scalar registers). And in the case of relative dst, subsequent instructions now depend on both the relative write, as well as the previous instruction which wrote that register, since we do not know at compile time which actual register was written.
-
-Each instruction has an optional ``address`` pointer, to capture the dependency on the address register value when relative addressing is used for any of the src/dst register(s). This behaves as an additional virtual src register, ie. ``foreach_ssa_src()`` will also iterate the address register (last).
-
- Note that ``nop``\'s for timing constraints, type specifiers (ie.
- ``add.f`` vs ``add.u``), etc, omitted for brevity in examples
-
-::
-
- mova a0.x, hr1.y
- sub r1.y, r2.x, r3.x
- add r0.x, r1.y, c<a0.x + 2>
-
-results in:
-
-.. graphviz::
-
- digraph {
- rankdir=LR;
- sub;
- const [label="const file"];
- add;
- mova;
- add -> mova;
- add -> sub;
- add -> const [label="off=2"];
- }
-
-The scheduling pass has some smarts to schedule things such that only a single ``a0.x`` value is used at any one time.
-
-To implement variable arrays, values are stored in consecutive scalar registers. This has some overlap with `register groups`_, in that ``fanin`` and ``fanout`` are used to help group things for the `register assignment`_ pass.
-
-To use a variable array as a src register, a slight variation of what is done for const array src. The instruction src is a `fanin` instruction that groups all the array members:
-
-::
-
- mova a0.x, hr1.y
- sub r1.y, r2.x, r3.x
- add r0.x, r1.y, r<a0.x + 2>
-
-results in:
-
-.. graphviz::
-
- digraph {
- a0 [label="r0.z"];
- a1 [label="r0.w"];
- a2 [label="r1.x"];
- a3 [label="r1.y"];
- sub;
- fanin;
- mova;
- add;
- add -> sub;
- add -> fanin [label="off=2"];
- add -> mova;
- fanin -> a0;
- fanin -> a1;
- fanin -> a2;
- fanin -> a3;
- }
-
-TODO better describe how actual deref offset is derived, ie. based on array base register.
-
-To do an indirect write to a variable array, a ``fanout`` is used. Say the array was assigned to registers ``r0.z`` through ``r1.y`` (hence the constant offset of 2):
-
- Note that only cat1 (mov) can do indirect write.
-
-::
-
- mova a0.x, hr1.y
- min r2.x, r2.x, c0.x
- mov r<a0.x + 2>, r2.x
- mul r0.x, r0.z, c0.z
-
-
-In this case, the ``mov`` instruction does not write all elements of the array (compared to usage of ``fanout`` for ``sam`` instructions in grouping_). But the ``mov`` instruction does need an additional dependency (via ``fanin``) on instructions that last wrote the array element members, to ensure that they get scheduled before the ``mov`` in scheduling_ stage (which also serves to group the array elements for the `register assignment`_ stage).
-
-.. graphviz::
-
- digraph {
- a0 [label="r0.z"];
- a1 [label="r0.w"];
- a2 [label="r1.x"];
- a3 [label="r1.y"];
- min;
- mova;
- mov;
- mul;
- fanout [label="fanout\noff=0"];
- mul -> fanout;
- fanout -> mov;
- fanin;
- fanin -> a0;
- fanin -> a1;
- fanin -> a2;
- fanin -> a3;
- mov -> min;
- mov -> mova;
- mov -> fanin;
- }
-
-Note that there would in fact be ``fanout`` nodes generated for each array element (although only the reachable ones will be scheduled, etc).
-
-
-
-Shader Passes
--------------
-
-After the frontend has generated the use-def graph of instructions, they are run through various passes which include scheduling_ and `register assignment`_. Because inserting ``mov`` instructions after scheduling would also require inserting additional ``nop`` instructions (since it is too late to reschedule to try and fill the bubbles), the earlier stages try to ensure that (at least given an infinite supply of registers) that `register assignment`_ after scheduling_ cannot fail.
-
- Note that we essentially have ~256 scalar registers in the
- architecture (although larger register usage will at some thresholds
- limit the number of threads which can run in parallel). And at some
- point we will have to deal with spilling.
-
-.. _flatten:
-
-Flatten
-~~~~~~~
-
-In this stage, simple if/else blocks are flattened into a single block with ``phi`` nodes converted into ``sel`` instructions. The a3xx ISA has very few predicated instructions, and we would prefer not to use branches for simple if/else.
-
-
-.. _`copy propagation`:
-
-Copy Propagation
-~~~~~~~~~~~~~~~~
-
-Currently the frontend inserts ``mov``\s in various cases, because certain categories of instructions have limitations about const regs as sources. And the CP pass simply removes all simple ``mov``\s (ie. src-type is same as dst-type, no abs/neg flags, etc).
-
-The eventual plan is to invert that, with the front-end inserting no ``mov``\s and CP legalize things.
-
-
-.. _grouping:
-
-Grouping
-~~~~~~~~
-
-In the grouping pass, instructions which need to be grouped (for ``fanin``\s, etc) have their ``left`` / ``right`` neighbor pointers setup. In cases where there is a conflict (ie. one instruction cannot have two unique left or right neighbors), an additional ``mov`` instruction is inserted. This ensures that there is some possible valid `register assignment`_ at the later stages.
-
-
-.. _depth:
-
-Depth
-~~~~~
-
-In the depth pass, a depth is calculated for each instruction node within it's basic block. The depth is the sum of the required cycles (delay slots needed between two instructions plus one) of each instruction plus the max depth of any of it's source instructions. (meta_ instructions don't add to the depth). As an instruction's depth is calculated, it is inserted into a per block list sorted by deepest instruction. Unreachable instructions and inputs are marked.
-
- TODO: we should probably calculate both hard and soft depths (?) to
- try to coax additional instructions to fit in places where we need
- to use sync bits, such as after a texture fetch or SFU.
-
-.. _scheduling:
-
-Scheduling
-~~~~~~~~~~
-
-After the grouping_ pass, there are no more instructions to insert or remove. Start scheduling each basic block from the deepest node in the depth sorted list created by the depth_ pass, recursively trying to schedule each instruction after it's source instructions plus delay slots. Insert ``nop``\s as required.
-
-.. _`register assignment`:
-
-Register Assignment
-~~~~~~~~~~~~~~~~~~~
-
-TODO
-
-
+++ /dev/null
-OpenSWR
-=======
-
-The Gallium OpenSWR driver is a high performance, highly scalable
-software renderer targeted towards visualization workloads. For such
-geometry heavy workloads there is a considerable speedup over llvmpipe,
-which is to be expected as the geometry frontend of llvmpipe is single
-threaded.
-
-This rasterizer is x86 specific and requires AVX or above. The driver
-fits into the gallium framework, and reuses gallivm for doing the TGSI
-to vectorized llvm-IR conversion of the shader kernels.
-
-.. toctree::
- :glob:
-
- openswr/usage
- openswr/faq
- openswr/profiling
- openswr/knobs
-
+++ /dev/null
-FAQ
-===
-
-Why another software rasterizer?
---------------------------------
-
-Good question, given there are already three (swrast, softpipe,
-llvmpipe) in the Mesa tree. Two important reasons for this:
-
- * Architecture - given our focus on scientific visualization, our
- workloads are much different than the typical game; we have heavy
- vertex load and relatively simple shaders. In addition, the core
- counts of machines we run on are much higher. These parameters led
- to design decisions much different than llvmpipe.
-
- * Historical - Intel had developed a high performance software
- graphics stack for internal purposes. Later we adapted this
- graphics stack for use in visualization and decided to move forward
- with Mesa to provide a high quality API layer while at the same
- time benefiting from the excellent performance the software
- rasterizerizer gives us.
-
-What's the architecture?
-------------------------
-
-SWR is a tile based immediate mode renderer with a sort-free threading
-model which is arranged as a ring of queues. Each entry in the ring
-represents a draw context that contains all of the draw state and work
-queues. An API thread sets up each draw context and worker threads
-will execute both the frontend (vertex/geometry processing) and
-backend (fragment) work as required. The ring allows for backend
-threads to pull work in order. Large draws are split into chunks to
-allow vertex processing to happen in parallel, with the backend work
-pickup preserving draw ordering.
-
-Our pipeline uses just-in-time compiled code for the fetch shader that
-does vertex attribute gathering and AOS to SOA conversions, the vertex
-shader and fragment shaders, streamout, and fragment blending. SWR
-core also supports geometry and compute shaders but we haven't exposed
-them through our driver yet. The fetch shader, streamout, and blend is
-built internally to swr core using LLVM directly, while for the vertex
-and pixel shaders we reuse bits of llvmpipe from
-``gallium/auxiliary/gallivm`` to build the kernels, which we wrap
-differently than llvmpipe's ``auxiliary/draw`` code.
-
-What's the performance?
------------------------
-
-For the types of high-geometry workloads we're interested in, we are
-significantly faster than llvmpipe. This is to be expected, as
-llvmpipe only threads the fragment processing and not the geometry
-frontend. The performance advantage over llvmpipe roughly scales
-linearly with the number of cores available.
-
-While our current performance is quite good, we know there is more
-potential in this architecture. When we switched from a prototype
-OpenGL driver to Mesa we regressed performance severely, some due to
-interface issues that need tuning, some differences in shader code
-generation, and some due to conformance and feature additions to the
-core swr. We are looking to recovering most of this performance back.
-
-What's the conformance?
------------------------
-
-The major applications we are targeting are all based on the
-Visualization Toolkit (VTK), and as such our development efforts have
-been focused on making sure these work as best as possible. Our
-current code passes vtk's rendering tests with their new "OpenGL2"
-(really OpenGL 3.2) backend at 99%.
-
-piglit testing shows a much lower pass rate, roughly 80% at the time
-of writing. Core SWR undergoes rigorous unit testing and we are quite
-confident in the rasterizer, and understand the areas where it
-currently has issues (example: line rendering is done with triangles,
-so doesn't match the strict line rendering rules). The majority of
-the piglit failures are errors in our driver layer interfacing Mesa
-and SWR. Fixing these issues is one of our major future development
-goals.
-
-Why are you open sourcing this?
--------------------------------
-
- * Our customers prefer open source, and allowing them to simply
- download the Mesa source and enable our driver makes life much
- easier for them.
-
- * The internal gallium APIs are not stable, so we'd like our driver
- to be visible for changes.
-
- * It's easier to work with the Mesa community when the source we're
- working with can be used as reference.
-
-What are your development plans?
---------------------------------
-
- * Performance - see the performance section earlier for details.
-
- * Conformance - see the conformance section earlier for details.
-
- * Features - core SWR has a lot of functionality we have yet to
- expose through our driver, such as MSAA, geometry shaders, compute
- shaders, and tesselation.
-
- * AVX512 support
-
-What is the licensing of the code?
-----------------------------------
-
- * All code is under the normal Mesa MIT license.
-
-Will this work on AMD?
-----------------------
-
- * If using an AMD processor with AVX or AVX2, it should work though
- we don't have that hardware around to test. Patches if needed
- would be welcome.
-
-Will this work on ARM, MIPS, POWER, <other non-x86 architecture>?
--------------------------------------------------------------------------
-
- * Not without a lot of work. We make extensive use of AVX and AVX2
- intrinsics in our code and the in-tree JIT creation. It is not the
- intention for this codebase to support non-x86 architectures.
-
-What hardware do I need?
-------------------------
-
- * Any x86 processor with at least AVX (introduced in the Intel
- SandyBridge and AMD Bulldozer microarchitectures in 2011) will
- work.
-
- * You don't need a fire-breathing Xeon machine to work on SWR - we do
- day-to-day development with laptops and desktop CPUs.
-
-Does one build work on both AVX and AVX2?
------------------------------------------
-
-Yes. The build system creates two shared libraries, ``libswrAVX.so`` and
-``libswrAVX2.so``, and ``swr_create_screen()`` loads the appropriate one at
-runtime.
-
+++ /dev/null
-Knobs
-=====
-
-OpenSWR has a number of environment variables which control its
-operation, in addition to the normal Mesa and gallium controls.
-
-.. envvar:: KNOB_ENABLE_ASSERT_DIALOGS <bool> (true)
-
-Use dialogs when asserts fire. Asserts are only enabled in debug builds
-
-.. envvar:: KNOB_SINGLE_THREADED <bool> (false)
-
-If enabled will perform all rendering on the API thread. This is useful mainly for debugging purposes.
-
-.. envvar:: KNOB_DUMP_SHADER_IR <bool> (false)
-
-Dumps shader LLVM IR at various stages of jit compilation.
-
-.. envvar:: KNOB_USE_GENERIC_STORETILE <bool> (false)
-
-Always use generic function for performing StoreTile. Will be slightly slower than using optimized (jitted) path
-
-.. envvar:: KNOB_FAST_CLEAR <bool> (true)
-
-Replace 3D primitive execute with a SWRClearRT operation and defer clear execution to first backend op on hottile, or hottile store
-
-.. envvar:: KNOB_MAX_NUMA_NODES <uint32_t> (0)
-
-Maximum # of NUMA-nodes per system used for worker threads 0 == ALL NUMA-nodes in the system N == Use at most N NUMA-nodes for rendering
-
-.. envvar:: KNOB_MAX_CORES_PER_NUMA_NODE <uint32_t> (0)
-
-Maximum # of cores per NUMA-node used for worker threads. 0 == ALL non-API thread cores per NUMA-node N == Use at most N cores per NUMA-node
-
-.. envvar:: KNOB_MAX_THREADS_PER_CORE <uint32_t> (1)
-
-Maximum # of (hyper)threads per physical core used for worker threads. 0 == ALL hyper-threads per core N == Use at most N hyper-threads per physical core
-
-.. envvar:: KNOB_MAX_WORKER_THREADS <uint32_t> (0)
-
-Maximum worker threads to spawn. IMPORTANT: If this is non-zero, no worker threads will be bound to specific HW threads. They will all be "floating" SW threads. In this case, the above 3 KNOBS will be ignored.
-
-.. envvar:: KNOB_BUCKETS_START_FRAME <uint32_t> (1200)
-
-Frame from when to start saving buckets data. NOTE: KNOB_ENABLE_RDTSC must be enabled in core/knobs.h for this to have an effect.
-
-.. envvar:: KNOB_BUCKETS_END_FRAME <uint32_t> (1400)
-
-Frame at which to stop saving buckets data. NOTE: KNOB_ENABLE_RDTSC must be enabled in core/knobs.h for this to have an effect.
-
-.. envvar:: KNOB_WORKER_SPIN_LOOP_COUNT <uint32_t> (5000)
-
-Number of spin-loop iterations worker threads will perform before going to sleep when waiting for work
-
-.. envvar:: KNOB_MAX_DRAWS_IN_FLIGHT <uint32_t> (160)
-
-Maximum number of draws outstanding before API thread blocks.
-
-.. envvar:: KNOB_MAX_PRIMS_PER_DRAW <uint32_t> (2040)
-
-Maximum primitives in a single Draw(). Larger primitives are split into smaller Draw calls. Should be a multiple of (3 * vectorWidth).
-
-.. envvar:: KNOB_MAX_TESS_PRIMS_PER_DRAW <uint32_t> (16)
-
-Maximum primitives in a single Draw() with tessellation enabled. Larger primitives are split into smaller Draw calls. Should be a multiple of (vectorWidth).
-
-.. envvar:: KNOB_MAX_FRAC_ODD_TESS_FACTOR <float> (63.0f)
-
-(DEBUG) Maximum tessellation factor for fractional-odd partitioning.
-
-.. envvar:: KNOB_MAX_FRAC_EVEN_TESS_FACTOR <float> (64.0f)
-
-(DEBUG) Maximum tessellation factor for fractional-even partitioning.
-
-.. envvar:: KNOB_MAX_INTEGER_TESS_FACTOR <uint32_t> (64)
-
-(DEBUG) Maximum tessellation factor for integer partitioning.
-
-.. envvar:: KNOB_BUCKETS_ENABLE_THREADVIZ <bool> (false)
-
-Enable threadviz output.
-
-.. envvar:: KNOB_TOSS_DRAW <bool> (false)
-
-Disable per-draw/dispatch execution
-
-.. envvar:: KNOB_TOSS_QUEUE_FE <bool> (false)
-
-Stop per-draw execution at worker FE NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
-
-.. envvar:: KNOB_TOSS_FETCH <bool> (false)
-
-Stop per-draw execution at vertex fetch NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
-
-.. envvar:: KNOB_TOSS_IA <bool> (false)
-
-Stop per-draw execution at input assembler NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
-
-.. envvar:: KNOB_TOSS_VS <bool> (false)
-
-Stop per-draw execution at vertex shader NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
-
-.. envvar:: KNOB_TOSS_SETUP_TRIS <bool> (false)
-
-Stop per-draw execution at primitive setup NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
-
-.. envvar:: KNOB_TOSS_BIN_TRIS <bool> (false)
-
-Stop per-draw execution at primitive binning NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
-
-.. envvar:: KNOB_TOSS_RS <bool> (false)
-
-Stop per-draw execution at rasterizer NOTE: Requires KNOB_ENABLE_TOSS_POINTS to be enabled in core/knobs.h
-
+++ /dev/null
-Profiling
-=========
-
-OpenSWR contains built-in profiling which can be enabled
-at build time to provide insight into performance tuning.
-
-To enable this, uncomment the following line in ``rasterizer/core/knobs.h`` and rebuild: ::
-
- //#define KNOB_ENABLE_RDTSC
-
-Running an application will result in a ``rdtsc.txt`` file being
-created in current working directory. This file contains profile
-information captured between the ``KNOB_BUCKETS_START_FRAME`` and
-``KNOB_BUCKETS_END_FRAME`` (see knobs section).
-
-The resulting file will contain sections for each thread with a
-hierarchical breakdown of the time spent in the various operations.
-For example: ::
-
- Thread 0 (API)
- %Tot %Par Cycles CPE NumEvent CPE2 NumEvent2 Bucket
- 0.00 0.00 28370 2837 10 0 0 APIClearRenderTarget
- 0.00 41.23 11698 1169 10 0 0 |-> APIDrawWakeAllThreads
- 0.00 18.34 5202 520 10 0 0 |-> APIGetDrawContext
- 98.72 98.72 12413773688 29957 414380 0 0 APIDraw
- 0.36 0.36 44689364 107 414380 0 0 |-> APIDrawWakeAllThreads
- 96.36 97.62 12117951562 9747 1243140 0 0 |-> APIGetDrawContext
- 0.00 0.00 19904 995 20 0 0 APIStoreTiles
- 0.00 7.88 1568 78 20 0 0 |-> APIDrawWakeAllThreads
- 0.00 25.28 5032 251 20 0 0 |-> APIGetDrawContext
- 1.28 1.28 161344902 64 2486370 0 0 APIGetDrawContext
- 0.00 0.00 50368 2518 20 0 0 APISync
- 0.00 2.70 1360 68 20 0 0 |-> APIDrawWakeAllThreads
- 0.00 65.27 32876 1643 20 0 0 |-> APIGetDrawContext
-
-
- Thread 1 (WORKER)
- %Tot %Par Cycles CPE NumEvent CPE2 NumEvent2 Bucket
- 83.92 83.92 13198987522 96411 136902 0 0 FEProcessDraw
- 24.91 29.69 3918184840 167 23410158 0 0 |-> FEFetchShader
- 11.17 13.31 1756972646 75 23410158 0 0 |-> FEVertexShader
- 8.89 10.59 1397902996 59 23410161 0 0 |-> FEPAAssemble
- 19.06 22.71 2997794710 384 7803387 0 0 |-> FEClipTriangles
- 11.67 61.21 1834958176 235 7803387 0 0 |-> FEBinTriangles
- 0.00 0.00 0 0 187258 0 0 |-> FECullZeroAreaAndBackface
- 0.00 0.00 0 0 60051033 0 0 |-> FECullBetweenCenters
- 0.11 0.11 17217556 2869592 6 0 0 FEProcessStoreTiles
- 15.97 15.97 2511392576 73665 34092 0 0 WorkerWorkOnFifoBE
- 14.04 87.95 2208687340 9187 240408 0 0 |-> WorkerFoundWork
- 0.06 0.43 9390536 13263 708 0 0 |-> BELoadTiles
- 0.00 0.01 293020 182 1609 0 0 |-> BEClear
- 12.63 89.94 1986508990 949 2093014 0 0 |-> BERasterizeTriangle
- 2.37 18.75 372374596 177 2093014 0 0 |-> BETriangleSetup
- 0.42 3.35 66539016 31 2093014 0 0 |-> BEStepSetup
- 0.00 0.00 0 0 21766 0 0 |-> BETrivialReject
- 1.05 8.33 165410662 79 2071248 0 0 |-> BERasterizePartial
- 6.06 48.02 953847796 1260 756783 0 0 |-> BEPixelBackend
- 0.20 3.30 31521202 41 756783 0 0 |-> BESetup
- 0.16 2.69 25624304 33 756783 0 0 |-> BEBarycentric
- 0.18 2.92 27884986 36 756783 0 0 |-> BEEarlyDepthTest
- 0.19 3.20 30564174 41 744058 0 0 |-> BEPixelShader
- 0.26 4.30 41058646 55 744058 0 0 |-> BEOutputMerger
- 1.27 20.94 199750822 32 6054264 0 0 |-> BEEndTile
- 0.33 2.34 51758160 23687 2185 0 0 |-> BEStoreTiles
- 0.20 60.22 31169500 28807 1082 0 0 |-> B8G8R8A8_UNORM
- 0.00 0.00 302752 302752 1 0 0 WorkerWaitForThreadEvent
-
+++ /dev/null
-Usage
-=====
-
-Requirements
-^^^^^^^^^^^^
-
-* An x86 processor with AVX or above
-* LLVM version 3.9 or later
-* C++14 capable compiler
-
-Building
-^^^^^^^^
-
-To build with GNU automake, select building the swr driver at
-configure time, for example: ::
-
- configure --with-gallium-drivers=swrast,swr
-
-Using
-^^^^^
-
-On Linux, building with autotools will create a drop-in alternative
-for libGL.so into::
-
- lib/gallium/libGL.so
- lib/gallium/libswrAVX.so
- lib/gallium/libswrAVX2.so
-
-Alternatively, building with SCons will produce::
-
- build/linux-x86_64/gallium/targets/libgl-xlib/libGL.so
- build/linux-x86_64/gallium/drivers/swr/libswrAVX.so
- build/linux-x86_64/gallium/drivers/swr/libswrAVX2.so
-
-To use it set the LD_LIBRARY_PATH environment variable accordingly.
-
-**IMPORTANT:** Mesa will default to using llvmpipe or softpipe as the default software renderer. To select the OpenSWR driver, set the GALLIUM_DRIVER environment variable appropriately: ::
-
- GALLIUM_DRIVER=swr
-
-To verify OpenSWR is being used, check to see if a message like the following is printed when the application is started: ::
-
- SWR detected AVX2
-
+++ /dev/null
-Formats in gallium
-==================
-
-Gallium format names mostly follow D3D10 conventions, with some extensions.
-
-Format names like XnYnZnWn have the X component in the lowest-address n bits
-and the W component in the highest-address n bits; for B8G8R8A8, byte 0 is
-blue and byte 3 is alpha. Note that platform endianness is not considered
-in this definition. In C::
-
- struct x8y8z8w8 { uint8_t x, y, z, w; };
-
-Format aliases like XYZWstrq are (s+t+r+q)-bit integers in host endianness,
-with the X component in the s least-significant bits of the integer. In C::
-
- uint32_t xyzw8888 = (x << 0) | (y << 8) | (z << 16) | (w << 24);
-
-Format suffixes affect the interpretation of the channel:
-
-- ``SINT``: N bit signed integer [-2^(N-1) ... 2^(N-1) - 1]
-- ``SNORM``: N bit signed integer normalized to [-1 ... 1]
-- ``SSCALED``: N bit signed integer [-2^(N-1) ... 2^(N-1) - 1]
-- ``FIXED``: Signed fixed point integer, (N/2 - 1) bits of mantissa
-- ``FLOAT``: N bit IEEE754 float
-- ``NORM``: Normalized integers, signed or unsigned per channel
-- ``UINT``: N bit unsigned integer [0 ... 2^N - 1]
-- ``UNORM``: N bit unsigned integer normalized to [0 ... 1]
-- ``USCALED``: N bit unsigned integer [0 ... 2^N - 1]
-
-The difference between ``SINT`` and ``SSCALED`` is that the former are pure
-integers in shaders, while the latter are floats; likewise for ``UINT`` versus
-``USCALED``.
-
-There are two exceptions for ``FLOAT``. ``R9G9B9E5_FLOAT`` is nine bits
-each of red green and blue mantissa, with a shared five bit exponent.
-``R11G11B10_FLOAT`` is five bits of exponent and five or six bits of mantissa
-for each color channel.
-
-For the ``NORM`` suffix, the signedness of each channel is indicated with an
-S or U after the number of channel bits, as in ``R5SG5SB6U_NORM``.
-
-The ``SRGB`` suffix is like ``UNORM`` in range, but in the sRGB colorspace.
-
-Compressed formats are named first by the compression format string (``DXT1``,
-``ETC1``, etc), followed by a format-specific subtype. Refer to the
-appropriate compression spec for details.
-
-Formats used in video playback are named by their FOURCC code.
-
-Format names with an embedded underscore are subsampled. ``R8G8_B8G8`` is a
-single 32-bit block of two pixels, where the R and B values are repeated in
-both pixels.
-
-References
-----------
-
-DirectX Graphics Infrastructure documentation on DXGI_FORMAT enum:
-http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
-
-FOURCC codes for YUV formats:
-http://www.fourcc.org/yuv.php
+++ /dev/null
-Glossary
-========
-
-.. glossary::
- :sorted:
-
- MSAA
- Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
- multiple samples of the depth buffer, and uses this information to
- smooth the edges of polygons.
-
- TCL
- Transform, Clipping, & Lighting. The three stages of preparation in a
- rasterizing pipeline prior to the actual rasterization of vertices into
- fragments.
-
- NPOT
- Non-power-of-two. Usually applied to textures which have at least one
- dimension which is not a power of two.
-
- LOD
- Level of Detail. Also spelled "LoD." The value that determines when the
- switches between mipmaps occur during texture sampling.
-
- layer
- This term is used as the name of the "3rd coordinate" of a resource.
- 3D textures have zslices, cube maps have faces, 1D and 2D array textures
- have array members (other resources do not have multiple layers).
- Since the functions only take one parameter no matter what type of
- resource is used, use the term "layer" instead of a resource type
- specific one.
-
- GLSL
- GL Shading Language. The official, common high-level shader language used
- in GL 2.0 and above.
+++ /dev/null
-.. Gallium documentation master file, created by
- sphinx-quickstart on Sun Dec 20 14:09:05 2009.
- You can adapt this file completely to your liking, but it should at least
- contain the root `toctree` directive.
-
-Welcome to Gallium's documentation!
-===================================
-
-Contents:
-
-.. toctree::
- :maxdepth: 2
-
- intro
- debugging
- tgsi
- screen
- resources
- format
- context
- cso
- distro
- drivers
- glossary
-
-Indices and tables
-==================
-
-* :ref:`genindex`
-* :ref:`modindex`
-* :ref:`search`
-
+++ /dev/null
-Introduction
-============
-
-What is Gallium?
-----------------
-
-Gallium is essentially an API for writing graphics drivers in a largely
-device-agnostic fashion. It provides several objects which encapsulate the
-core services of graphics hardware in a straightforward manner.
+++ /dev/null
-XXX this could be converted/formatted for Sphinx someday.
-XXX do not use tabs in this file.
-
-
-
- position ]
- primary/secondary colors ]
- generics (normals, ]
- texcoords, fog) ] User vertices / arrays
- point size ]
- edge flag ]
- primitive ID } System-generated values
- vertex ID }
- | | |
- V V V
- +-------------------+
- | Vertex shader |
- +-------------------+
- | | |
- V V V
- position
- clip distance
- generics
- front/back & primary/secondary colors
- point size
- edge flag
- primitive ID
- | | |
- V V V
- +------------------------+
- | Geometry shader |
- | (consume vertex ID) |
- | (may change prim type) |
- +------------------------+
- | | |
- V V V
- [...]
- fb layer
- | | |
- V V V
- +--------------------------+
- | Clipper |
- | (consume clip distances) |
- +--------------------------+
- | | |
- V V V
- +-------------------+
- | Polygon Culling |
- +-------------------+
- | | |
- V V V
- +-----------------------+
- | Choose front or |
- | back face color |
- | (consume other color) |
- +-----------------------+
- | | |
- V V V
- [...]
- primary/secondary colors only
- | | |
- V V V
- +-------------------+
- | Polygon Offset |
- +-------------------+
- | | |
- V V V
- +----------------------+
- | Unfilled polygons |
- | (consume edge flags) |
- | (change prim type) |
- +----------------------+
- | | |
- V V V
- position
- generics
- primary/secondary colors
- point size
- primitive ID
- fb layer
- | | |
- V V V
- +---------------------------------+
- | Optional Draw module helpers |
- | * Polygon Stipple |
- | * Line Stipple |
- | * Line AA/smooth (as tris) |
- | * Wide lines (as tris) |
- | * Wide points/sprites (as tris) |
- | * Point AA/smooth (as tris) |
- | (NOTE: these stages may emit |
- | new/extra generic attributes |
- | such as texcoords) |
- +---------------------------------+
- | | |
- V V V
- position ]
- generics (+ new/extra ones) ]
- primary/secondary colors ] Software rast vertices
- point size ]
- primitive ID ]
- fb layer ]
- | | |
- V V V
- +---------------------+
- | Triangle/Line/Point |
- | Rasterization |
- +---------------------+
- | | |
- V V V
- generic attribs
- primary/secondary colors
- primitive ID
- fragment win coord pos } System-generated values
- front/back face flag }
- | | |
- V V V
- +-------------------+
- | Fragment shader |
- +-------------------+
- | | |
- V V V
- zero or more colors
- zero or one Z value
-
-
-NOTE: The instance ID is not shown. It can be imagined to be a global variable
-accessible to all shader stages.
+++ /dev/null
-.. _resource:
-
-Resources and derived objects
-=============================
-
-Resources represent objects that hold data: textures and buffers.
-
-They are mostly modelled after the resources in Direct3D 10/11, but with a
-different transfer/update mechanism, and more features for OpenGL support.
-
-Resources can be used in several ways, and it is required to specify all planned uses through an appropriate set of bind flags.
-
-TODO: write much more on resources
-
-Transfers
----------
-
-Transfers are the mechanism used to access resources with the CPU.
-
-OpenGL: OpenGL supports mapping buffers and has inline transfer functions for both buffers and textures
-
-D3D11: D3D11 lacks transfers, but has special resource types that are mappable to the CPU address space
-
-TODO: write much more on transfers
-
-Resource targets
-----------------
-
-Resource targets determine the type of a resource.
-
-Note that drivers may not actually have the restrictions listed regarding
-coordinate normalization and wrap modes, and in fact efficient OpenCL
-support will probably require drivers that don't have any of them, which
-will probably be advertised with an appropriate cap.
-
-TODO: document all targets. Note that both 3D and cube have restrictions
-that depend on the hardware generation.
-
-
-PIPE_BUFFER
-^^^^^^^^^^^
-
-Buffer resource: can be used as a vertex, index, constant buffer
-(appropriate bind flags must be requested).
-
-Buffers do not really have a format, it's just bytes, but they are required
-to have their type set to a R8 format (without a specific "just byte" format,
-R8_UINT would probably make the most sense, but for historic reasons R8_UNORM
-is ok too). (This is just to make some shared buffer/texture code easier so
-format size can be queried.)
-width0 serves as size, most other resource properties don't apply but must be
-set appropriately (depth0/height0/array_size must be 1, last_level 0).
-
-They can be bound to stream output if supported.
-TODO: what about the restrictions lifted by the several later GL transform feedback extensions? How does one advertise that in Gallium?
-
-They can be also be bound to a shader stage (for sampling) as usual by
-creating an appropriate sampler view, if the driver supports PIPE_CAP_TEXTURE_BUFFER_OBJECTS.
-This supports larger width than a 1d texture would
-(TODO limit currently unspecified, minimum must be at least 65536).
-Only the "direct fetch" sample opcodes are supported (TGSI_OPCODE_TXF,
-TGSI_OPCODE_SAMPLE_I) so the sampler state (coord wrapping etc.)
-is mostly ignored (with SAMPLE_I there's no sampler state at all).
-
-They can be also be bound to the framebuffer (only as color render target, not
-depth buffer, also there cannot be a depth buffer bound at the same time) as usual
-by creating an appropriate view (this is not usable in OpenGL).
-TODO there's no CAP bit currently for this, there's also unspecified size etc. limits
-TODO: is there any chance of supporting GL pixel buffer object acceleration with this?
-
-
-OpenGL: vertex buffers in GL 1.5 or GL_ARB_vertex_buffer_object
-
-- Binding to stream out requires GL 3.0 or GL_NV_transform_feedback
-- Binding as constant buffers requires GL 3.1 or GL_ARB_uniform_buffer_object
-- Binding to a sampling stage requires GL 3.1 or GL_ARB_texture_buffer_object
-
-D3D11: buffer resources
-- Binding to a render target requires D3D_FEATURE_LEVEL_10_0
-
-PIPE_TEXTURE_1D / PIPE_TEXTURE_1D_ARRAY
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-1D surface accessed with normalized coordinates.
-1D array textures are supported depending on PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS.
-
-- If PIPE_CAP_NPOT_TEXTURES is not supported,
- width must be a power of two
-- height0 must be 1
-- depth0 must be 1
-- array_size must be 1 for PIPE_TEXTURE_1D
-- Mipmaps can be used
-- Must use normalized coordinates
-
-OpenGL: GL_TEXTURE_1D in GL 1.0
-
-- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
-
-D3D11: 1D textures in D3D_FEATURE_LEVEL_10_0
-
-PIPE_TEXTURE_RECT
-^^^^^^^^^^^^^^^^^
-2D surface with OpenGL GL_TEXTURE_RECTANGLE semantics.
-
-- depth0 must be 1
-- array_size must be 1
-- last_level must be 0
-- Must use unnormalized coordinates
-- Must use a clamp wrap mode
-
-OpenGL: GL_TEXTURE_RECTANGLE in GL 3.1 or GL_ARB_texture_rectangle or GL_NV_texture_rectangle
-
-OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
-
-D3D11: not supported (only PIPE_TEXTURE_2D with normalized coordinates is supported)
-
-PIPE_TEXTURE_2D / PIPE_TEXTURE_2D_ARRAY
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-2D surface accessed with normalized coordinates.
-2D array textures are supported depending on PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS.
-
-- If PIPE_CAP_NPOT_TEXTURES is not supported,
- width and height must be powers of two
-- depth0 must be 1
-- array_size must be 1 for PIPE_TEXTURE_2D
-- Mipmaps can be used
-- Must use normalized coordinates
-- No special restrictions on wrap modes
-
-OpenGL: GL_TEXTURE_2D in GL 1.0
-
-- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
-
-OpenCL: can create OpenCL images based on this, that can then be sampled arbitrarily
-
-D3D11: 2D textures
-
-- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_9_3
-
-PIPE_TEXTURE_3D
-^^^^^^^^^^^^^^^
-
-3-dimensional array of texels.
-Mipmap dimensions are reduced in all 3 coordinates.
-
-- If PIPE_CAP_NPOT_TEXTURES is not supported,
- width, height and depth must be powers of two
-- array_size must be 1
-- Must use normalized coordinates
-
-OpenGL: GL_TEXTURE_3D in GL 1.2 or GL_EXT_texture3D
-
-- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
-
-D3D11: 3D textures
-
-- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
-
-PIPE_TEXTURE_CUBE / PIPE_TEXTURE_CUBE_ARRAY
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-Cube maps consist of 6 2D faces.
-The 6 surfaces form an imaginary cube, and sampling happens by mapping an
-input 3-vector to the point of the cube surface in that direction.
-Cube map arrays are supported depending on PIPE_CAP_CUBE_MAP_ARRAY.
-
-Sampling may be optionally seamless if a driver supports it (PIPE_CAP_SEAMLESS_CUBE_MAP),
-resulting in filtering taking samples from multiple surfaces near to the edge.
-
-- Width and height must be equal
-- depth0 must be 1
-- array_size must be a multiple of 6
-- If PIPE_CAP_NPOT_TEXTURES is not supported,
- width and height must be powers of two
-- Must use normalized coordinates
-
-OpenGL: GL_TEXTURE_CUBE_MAP in GL 1.3 or EXT_texture_cube_map
-
-- PIPE_CAP_NPOT_TEXTURES is equivalent to GL 2.0 or GL_ARB_texture_non_power_of_two
-- Seamless cube maps require GL 3.2 or GL_ARB_seamless_cube_map or GL_AMD_seamless_cubemap_per_texture
-- Cube map arrays require GL 4.0 or GL_ARB_texture_cube_map_array
-
-D3D11: 2D array textures with the D3D11_RESOURCE_MISC_TEXTURECUBE flag
-
-- PIPE_CAP_NPOT_TEXTURES is equivalent to D3D_FEATURE_LEVEL_10_0
-- Cube map arrays require D3D_FEATURE_LEVEL_10_1
-
-Surfaces
---------
-
-Surfaces are views of a resource that can be bound as a framebuffer to serve as the render target or depth buffer.
-
-TODO: write much more on surfaces
-
-OpenGL: FBOs are collections of surfaces in GL 3.0 or GL_ARB_framebuffer_object
-
-D3D11: render target views and depth/stencil views
-
-Sampler views
--------------
-
-Sampler views are views of a resource that can be bound to a pipeline stage to be sampled from shaders.
-
-TODO: write much more on sampler views
-
-OpenGL: texture objects are actually sampler view and resource in a single unit
-
-D3D11: shader resource views
+++ /dev/null
-.. _screen:
-
-Screen
-======
-
-A screen is an object representing the context-independent part of a device.
-
-Flags and enumerations
-----------------------
-
-XXX some of these don't belong in this section.
-
-
-.. _pipe_cap:
-
-PIPE_CAP_*
-^^^^^^^^^^
-
-Capability queries return information about the features and limits of the
-driver/GPU. For floating-point values, use :ref:`get_paramf`, and for boolean
-or integer values, use :ref:`get_param`.
-
-The integer capabilities:
-
-* ``PIPE_CAP_GRAPHICS``: Whether graphics is supported. If not, contexts can
- only be created with PIPE_CONTEXT_COMPUTE_ONLY.
-* ``PIPE_CAP_NPOT_TEXTURES``: Whether :term:`NPOT` textures may have repeat modes,
- normalized coordinates, and mipmaps.
-* ``PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS``: How many dual-source blend RTs are support.
- :ref:`Blend` for more information.
-* ``PIPE_CAP_ANISOTROPIC_FILTER``: Whether textures can be filtered anisotropically.
-* ``PIPE_CAP_POINT_SPRITE``: Whether point sprites are available.
-* ``PIPE_CAP_MAX_RENDER_TARGETS``: The maximum number of render targets that may be
- bound.
-* ``PIPE_CAP_OCCLUSION_QUERY``: Whether occlusion queries are available.
-* ``PIPE_CAP_QUERY_TIME_ELAPSED``: Whether PIPE_QUERY_TIME_ELAPSED queries are available.
-* ``PIPE_CAP_TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware
- can do the depth texture / Z comparison operation in TEX instructions
- for shadow testing.
-* ``PIPE_CAP_TEXTURE_SWIZZLE``: Whether swizzling through sampler views is
- supported.
-* ``PIPE_CAP_MAX_TEXTURE_2D_SIZE``: The maximum size of 2D (and 1D) textures.
-* ``PIPE_CAP_MAX_TEXTURE_3D_LEVELS``: The maximum number of mipmap levels available
- for a 3D texture.
-* ``PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS``: The maximum number of mipmap levels available
- for a cubemap.
-* ``PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE``: Whether mirrored texture coordinates are
- supported with the clamp-to-edge wrap mode.
-* ``PIPE_CAP_TEXTURE_MIRROR_CLAMP``: Whether mirrored texture coordinates are supported
- with clamp or clamp-to-border wrap modes.
-* ``PIPE_CAP_BLEND_EQUATION_SEPARATE``: Whether alpha blend equations may be different
- from color blend equations, in :ref:`Blend` state.
-* ``PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS``: The maximum number of stream buffers.
-* ``PIPE_CAP_PRIMITIVE_RESTART``: Whether primitive restart is supported.
-* ``PIPE_CAP_PRIMITIVE_RESTART_FIXED_INDEX``: Subset of
- PRIMITIVE_RESTART where the restart index is always the fixed maximum
- value for the index type.
-* ``PIPE_CAP_INDEP_BLEND_ENABLE``: Whether per-rendertarget blend enabling and channel
- masks are supported. If 0, then the first rendertarget's blend mask is
- replicated across all MRTs.
-* ``PIPE_CAP_INDEP_BLEND_FUNC``: Whether per-rendertarget blend functions are
- available. If 0, then the first rendertarget's blend functions affect all
- MRTs.
-* ``PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS``: The maximum number of texture array
- layers supported. If 0, the array textures are not supported at all and
- the ARRAY texture targets are invalid.
-* ``PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT``: Whether the TGSI property
- FS_COORD_ORIGIN with value UPPER_LEFT is supported.
-* ``PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT``: Whether the TGSI property
- FS_COORD_ORIGIN with value LOWER_LEFT is supported.
-* ``PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER``: Whether the TGSI
- property FS_COORD_PIXEL_CENTER with value HALF_INTEGER is supported.
-* ``PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER``: Whether the TGSI
- property FS_COORD_PIXEL_CENTER with value INTEGER is supported.
-* ``PIPE_CAP_DEPTH_CLIP_DISABLE``: Whether the driver is capable of disabling
- depth clipping (=1) (through pipe_rasterizer_state) or supports lowering
- depth_clamp in the client shader code (=2), for this the driver must
- currently use TGSI.
-* ``PIPE_CAP_DEPTH_CLIP_DISABLE_SEPARATE``: Whether the driver is capable of
- disabling depth clipping (through pipe_rasterizer_state) separately for
- the near and far plane. If not, depth_clip_near and depth_clip_far will be
- equal.
-* ``PIPE_CAP_SHADER_STENCIL_EXPORT``: Whether a stencil reference value can be
- written from a fragment shader.
-* ``PIPE_CAP_TGSI_INSTANCEID``: Whether TGSI_SEMANTIC_INSTANCEID is supported
- in the vertex shader.
-* ``PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR``: Whether the driver supports
- per-instance vertex attribs.
-* ``PIPE_CAP_FRAGMENT_COLOR_CLAMPED``: Whether fragment color clamping is
- supported. That is, is the pipe_rasterizer_state::clamp_fragment_color
- flag supported by the driver? If not, gallium frontends will insert
- clamping code into the fragment shaders when needed.
-
-* ``PIPE_CAP_MIXED_COLORBUFFER_FORMATS``: Whether mixed colorbuffer formats are
- supported, e.g. RGBA8 and RGBA32F as the first and second colorbuffer, resp.
-* ``PIPE_CAP_VERTEX_COLOR_UNCLAMPED``: Whether the driver is capable of
- outputting unclamped vertex colors from a vertex shader. If unsupported,
- the vertex colors are always clamped. This is the default for DX9 hardware.
-* ``PIPE_CAP_VERTEX_COLOR_CLAMPED``: Whether the driver is capable of
- clamping vertex colors when they come out of a vertex shader, as specified
- by the pipe_rasterizer_state::clamp_vertex_color flag. If unsupported,
- the vertex colors are never clamped. This is the default for DX10 hardware.
- If both clamped and unclamped CAPs are supported, the clamping can be
- controlled through pipe_rasterizer_state. If the driver cannot do vertex
- color clamping, gallium frontends may insert clamping code into the vertex
- shader.
-* ``PIPE_CAP_GLSL_FEATURE_LEVEL``: Whether the driver supports features
- equivalent to a specific GLSL version. E.g. for GLSL 1.3, report 130.
-* ``PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY``: Whether the driver supports
- features equivalent to a specific GLSL version including all legacy OpenGL
- features only present in the OpenGL compatibility profile.
- The only legacy features that Gallium drivers must implement are
- the legacy shader inputs and outputs (colors, texcoords, fog, clipvertex,
- edgeflag).
-* ``PIPE_CAP_ESSL_FEATURE_LEVEL``: An optional cap to allow drivers to
- report a higher GLSL version for GLES contexts. This is useful when a
- driver does not support all the required features for a higher GL version,
- but does support the required features for a higher GLES version. A driver
- is allowed to return ``0`` in which case ``PIPE_CAP_GLSL_FEATURE_LEVEL`` is
- used.
- Note that simply returning the same value as the GLSL feature level cap is
- incorrect. For example, GLSL version 3.30 does not require ``ARB_gpu_shader5``,
- but ESSL version 3.20 es does require ``EXT_gpu_shader5``
-* ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION``: Whether quads adhere to
- the flatshade_first setting in ``pipe_rasterizer_state``.
-* ``PIPE_CAP_USER_VERTEX_BUFFERS``: Whether the driver supports user vertex
- buffers. If not, gallium frontends must upload all data which is not in hw
- resources. If user-space buffers are supported, the driver must also still
- accept HW resource buffers.
-* ``PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY``: This CAP describes a hw
- limitation. If true, pipe_vertex_buffer::buffer_offset must always be aligned
- to 4. If false, there are no restrictions on the offset.
-* ``PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY``: This CAP describes a hw
- limitation. If true, pipe_vertex_buffer::stride must always be aligned to 4.
- If false, there are no restrictions on the stride.
-* ``PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY``: This CAP describes
- a hw limitation. If true, pipe_vertex_element::src_offset must always be
- aligned to 4. If false, there are no restrictions on src_offset.
-* ``PIPE_CAP_COMPUTE``: Whether the implementation supports the
- compute entry points defined in pipe_context and pipe_screen.
-* ``PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT``: Describes the required
- alignment of pipe_constant_buffer::buffer_offset.
-* ``PIPE_CAP_START_INSTANCE``: Whether the driver supports
- pipe_draw_info::start_instance.
-* ``PIPE_CAP_QUERY_TIMESTAMP``: Whether PIPE_QUERY_TIMESTAMP and
- the pipe_screen::get_timestamp hook are implemented.
-* ``PIPE_CAP_TEXTURE_MULTISAMPLE``: Whether all MSAA resources supported
- for rendering are also supported for texturing.
-* ``PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT``: The minimum alignment that should be
- expected for a pointer returned by transfer_map if the resource is
- PIPE_BUFFER. In other words, the pointer returned by transfer_map is
- always aligned to this value.
-* ``PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT``: Describes the required
- alignment for pipe_sampler_view::u.buf.offset, in bytes.
- If a driver does not support offset/size, it should return 0.
-* ``PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY``: Whether the driver only
- supports R, RG, RGB and RGBA formats for PIPE_BUFFER sampler views.
- When this is the case it should be assumed that the swizzle parameters
- in the sampler view have no effect.
-* ``PIPE_CAP_TGSI_TEXCOORD``: This CAP describes a hw limitation.
- If true, the hardware cannot replace arbitrary shader inputs with sprite
- coordinates and hence the inputs that are desired to be replaceable must
- be declared with TGSI_SEMANTIC_TEXCOORD instead of TGSI_SEMANTIC_GENERIC.
- The rasterizer's sprite_coord_enable state therefore also applies to the
- TEXCOORD semantic.
- Also, TGSI_SEMANTIC_PCOORD becomes available, which labels a fragment shader
- input that will always be replaced with sprite coordinates.
-* ``PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER``: Whether it is preferable
- to use a blit to implement a texture transfer which needs format conversions
- and swizzling in gallium frontends. Generally, all hardware drivers with
- dedicated memory should return 1 and all software rasterizers should return 0.
-* ``PIPE_CAP_QUERY_PIPELINE_STATISTICS``: Whether PIPE_QUERY_PIPELINE_STATISTICS
- is supported.
-* ``PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK``: Bitmask indicating whether special
- considerations have to be given to the interaction between the border color
- in the sampler object and the sampler view used with it.
- If PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600 is set, the border color
- may be affected in undefined ways for any kind of permutational swizzle
- (any swizzle XYZW where X/Y/Z/W are not ZERO, ONE, or R/G/B/A respectively)
- in the sampler view.
- If PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 is set, the border color
- state should be swizzled manually according to the swizzle in the sampler
- view it is intended to be used with, or herein undefined results may occur
- for permutational swizzles.
-* ``PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE``: The maximum accessible size with
- a buffer sampler view, in texels.
-* ``PIPE_CAP_MAX_VIEWPORTS``: The maximum number of viewports (and scissors
- since they are linked) a driver can support. Returning 0 is equivalent
- to returning 1 because every driver has to support at least a single
- viewport/scissor combination.
-* ``PIPE_CAP_ENDIANNESS``:: The endianness of the device. Either
- PIPE_ENDIAN_BIG or PIPE_ENDIAN_LITTLE.
-* ``PIPE_CAP_MIXED_FRAMEBUFFER_SIZES``: Whether it is allowed to have
- different sizes for fb color/zs attachments. This controls whether
- ARB_framebuffer_object is provided.
-* ``PIPE_CAP_TGSI_VS_LAYER_VIEWPORT``: Whether ``TGSI_SEMANTIC_LAYER`` and
- ``TGSI_SEMANTIC_VIEWPORT_INDEX`` are supported as vertex shader
- outputs. Note that the viewport will only be used if multiple viewports are
- exposed.
-* ``PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES``: The maximum number of vertices
- output by a single invocation of a geometry shader.
-* ``PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS``: The maximum number of
- vertex components output by a single invocation of a geometry shader.
- This is the product of the number of attribute components per vertex and
- the number of output vertices.
-* ``PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS``: Max number of components
- in format that texture gather can operate on. 1 == RED, ALPHA etc,
- 4 == All formats.
-* ``PIPE_CAP_TEXTURE_GATHER_SM5``: Whether the texture gather
- hardware implements the SM5 features, component selection,
- shadow comparison, and run-time offsets.
-* ``PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT``: Whether
- PIPE_TRANSFER_PERSISTENT and PIPE_TRANSFER_COHERENT are supported
- for buffers.
-* ``PIPE_CAP_TEXTURE_QUERY_LOD``: Whether the ``LODQ`` instruction is
- supported.
-* ``PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET``: The minimum offset that can be used
- in conjunction with a texture gather opcode.
-* ``PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET``: The maximum offset that can be used
- in conjunction with a texture gather opcode.
-* ``PIPE_CAP_SAMPLE_SHADING``: Whether there is support for per-sample
- shading. The context->set_min_samples function will be expected to be
- implemented.
-* ``PIPE_CAP_TEXTURE_GATHER_OFFSETS``: Whether the ``TG4`` instruction can
- accept 4 offsets.
-* ``PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION``: Whether
- TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION is supported, which disables clipping
- and viewport transformation.
-* ``PIPE_CAP_MAX_VERTEX_STREAMS``: The maximum number of vertex streams
- supported by the geometry shader. If stream-out is supported, this should be
- at least 1. If stream-out is not supported, this should be 0.
-* ``PIPE_CAP_DRAW_INDIRECT``: Whether the driver supports taking draw arguments
- { count, instance_count, start, index_bias } from a PIPE_BUFFER resource.
- See pipe_draw_info.
-* ``PIPE_CAP_MULTI_DRAW_INDIRECT``: Whether the driver supports
- pipe_draw_info::indirect_stride and ::indirect_count
-* ``PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS``: Whether the driver supports
- taking the number of indirect draws from a separate parameter
- buffer, see pipe_draw_indirect_info::indirect_draw_count.
-* ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE``: Whether the fragment shader supports
- the FINE versions of DDX/DDY.
-* ``PIPE_CAP_VENDOR_ID``: The vendor ID of the underlying hardware. If it's
- not available one should return 0xFFFFFFFF.
-* ``PIPE_CAP_DEVICE_ID``: The device ID (PCI ID) of the underlying hardware.
- 0xFFFFFFFF if not available.
-* ``PIPE_CAP_ACCELERATED``: Whether the renderer is hardware accelerated.
-* ``PIPE_CAP_VIDEO_MEMORY``: The amount of video memory in megabytes.
-* ``PIPE_CAP_UMA``: If the device has a unified memory architecture or on-card
- memory and GART.
-* ``PIPE_CAP_CONDITIONAL_RENDER_INVERTED``: Whether the driver supports inverted
- condition for conditional rendering.
-* ``PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE``: The maximum supported vertex stride.
-* ``PIPE_CAP_SAMPLER_VIEW_TARGET``: Whether the sampler view's target can be
- different than the underlying resource's, as permitted by
- ARB_texture_view. For example a 2d array texture may be reinterpreted as a
- cube (array) texture and vice-versa.
-* ``PIPE_CAP_CLIP_HALFZ``: Whether the driver supports the
- pipe_rasterizer_state::clip_halfz being set to true. This is required
- for enabling ARB_clip_control.
-* ``PIPE_CAP_VERTEXID_NOBASE``: If true, the driver only supports
- TGSI_SEMANTIC_VERTEXID_NOBASE (and not TGSI_SEMANTIC_VERTEXID). This means
- gallium frontends for APIs whose vertexIDs are offset by basevertex (such as GL)
- will need to lower TGSI_SEMANTIC_VERTEXID to TGSI_SEMANTIC_VERTEXID_NOBASE
- and TGSI_SEMANTIC_BASEVERTEX, so drivers setting this must handle both these
- semantics. Only relevant if geometry shaders are supported.
- (BASEVERTEX could be exposed separately too via ``PIPE_CAP_DRAW_PARAMETERS``).
-* ``PIPE_CAP_POLYGON_OFFSET_CLAMP``: If true, the driver implements support
- for ``pipe_rasterizer_state::offset_clamp``.
-* ``PIPE_CAP_MULTISAMPLE_Z_RESOLVE``: Whether the driver supports blitting
- a multisampled depth buffer into a single-sampled texture (or depth buffer).
- Only the first sampled should be copied.
-* ``PIPE_CAP_RESOURCE_FROM_USER_MEMORY``: Whether the driver can create
- a pipe_resource where an already-existing piece of (malloc'd) user memory
- is used as its backing storage. In other words, whether the driver can map
- existing user memory into the device address space for direct device access.
- The create function is pipe_screen::resource_from_user_memory. The address
- and size must be page-aligned.
-* ``PIPE_CAP_DEVICE_RESET_STATUS_QUERY``:
- Whether pipe_context::get_device_reset_status is implemented.
-* ``PIPE_CAP_MAX_SHADER_PATCH_VARYINGS``:
- How many per-patch outputs and inputs are supported between tessellation
- control and tessellation evaluation shaders, not counting in TESSINNER and
- TESSOUTER. The minimum allowed value for OpenGL is 30.
-* ``PIPE_CAP_TEXTURE_FLOAT_LINEAR``: Whether the linear minification and
- magnification filters are supported with single-precision floating-point
- textures.
-* ``PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR``: Whether the linear minification and
- magnification filters are supported with half-precision floating-point
- textures.
-* ``PIPE_CAP_DEPTH_BOUNDS_TEST``: Whether bounds_test, bounds_min, and
- bounds_max states of pipe_depth_stencil_alpha_state behave according
- to the GL_EXT_depth_bounds_test specification.
-* ``PIPE_CAP_TGSI_TXQS``: Whether the `TXQS` opcode is supported
-* ``PIPE_CAP_FORCE_PERSAMPLE_INTERP``: If the driver can force per-sample
- interpolation for all fragment shader inputs if
- pipe_rasterizer_state::force_persample_interp is set. This is only used
- by GL3-level sample shading (ARB_sample_shading). GL4-level sample shading
- (ARB_gpu_shader5) doesn't use this. While GL3 hardware has a state for it,
- GL4 hardware will likely need to emulate it with a shader variant, or by
- selecting the interpolation weights with a conditional assignment
- in the shader.
-* ``PIPE_CAP_SHAREABLE_SHADERS``: Whether shader CSOs can be used by any
- pipe_context.
-* ``PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS``:
- Whether copying between compressed and plain formats is supported where
- a compressed block is copied to/from a plain pixel of the same size.
-* ``PIPE_CAP_CLEAR_TEXTURE``: Whether `clear_texture` will be
- available in contexts.
-* ``PIPE_CAP_CLEAR_SCISSORED``: Whether `clear` can accept a scissored
- bounding box.
-* ``PIPE_CAP_DRAW_PARAMETERS``: Whether ``TGSI_SEMANTIC_BASEVERTEX``,
- ``TGSI_SEMANTIC_BASEINSTANCE``, and ``TGSI_SEMANTIC_DRAWID`` are
- supported in vertex shaders.
-* ``PIPE_CAP_TGSI_PACK_HALF_FLOAT``: Whether the ``UP2H`` and ``PK2H``
- TGSI opcodes are supported.
-* ``PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL``: If gallium frontends should use
- a system value for the POSITION fragment shader input.
-* ``PIPE_CAP_TGSI_FS_POINT_IS_SYSVAL``: If gallium frontends should use
- a system value for the POINT fragment shader input.
-* ``PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL``: If gallium frontends should use
- a system value for the FACE fragment shader input.
- Also, the FACE system value is integer, not float.
-* ``PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT``: Describes the required
- alignment for pipe_shader_buffer::buffer_offset, in bytes. Maximum
- value allowed is 256 (for GL conformance). 0 is only allowed if
- shader buffers are not supported.
-* ``PIPE_CAP_INVALIDATE_BUFFER``: Whether the use of ``invalidate_resource``
- for buffers is supported.
-* ``PIPE_CAP_GENERATE_MIPMAP``: Indicates whether pipe_context::generate_mipmap
- is supported.
-* ``PIPE_CAP_STRING_MARKER``: Whether pipe->emit_string_marker() is supported.
-* ``PIPE_CAP_SURFACE_REINTERPRET_BLOCKS``: Indicates whether
- pipe_context::create_surface supports reinterpreting a texture as a surface
- of a format with different block width/height (but same block size in bits).
- For example, a compressed texture image can be interpreted as a
- non-compressed surface whose texels are the same number of bits as the
- compressed blocks, and vice versa. The width and height of the surface is
- adjusted appropriately.
-* ``PIPE_CAP_QUERY_BUFFER_OBJECT``: Driver supports
- context::get_query_result_resource callback.
-* ``PIPE_CAP_PCI_GROUP``: Return the PCI segment group number.
-* ``PIPE_CAP_PCI_BUS``: Return the PCI bus number.
-* ``PIPE_CAP_PCI_DEVICE``: Return the PCI device number.
-* ``PIPE_CAP_PCI_FUNCTION``: Return the PCI function number.
-* ``PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT``:
- If non-zero, rendering to framebuffers with no surface attachments
- is supported. The context->is_format_supported function will be expected
- to be implemented with PIPE_FORMAT_NONE yeilding the MSAA modes the hardware
- supports. N.B., The maximum number of layers supported for rasterizing a
- primitive on a layer is obtained from ``PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS``
- even though it can be larger than the number of layers supported by either
- rendering or textures.
-* ``PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR``: Implementation uses bounds
- checking on resource accesses by shader if the context is created with
- PIPE_CONTEXT_ROBUST_BUFFER_ACCESS. See the ARB_robust_buffer_access_behavior
- extension for information on the required behavior for out of bounds accesses
- and accesses to unbound resources.
-* ``PIPE_CAP_CULL_DISTANCE``: Whether the driver supports the arb_cull_distance
- extension and thus implements proper support for culling planes.
-* ``PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES``: Whether primitive restart is
- supported for patch primitives.
-* ``PIPE_CAP_TGSI_VOTE``: Whether the ``VOTE_*`` ops can be used in shaders.
-* ``PIPE_CAP_MAX_WINDOW_RECTANGLES``: The maxium number of window rectangles
- supported in ``set_window_rectangles``.
-* ``PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED``: If true, the driver implements support
- for ``pipe_rasterizer_state::offset_units_unscaled``.
-* ``PIPE_CAP_VIEWPORT_SUBPIXEL_BITS``: Number of bits of subpixel precision for
- floating point viewport bounds.
-* ``PIPE_CAP_RASTERIZER_SUBPIXEL_BITS``: Number of bits of subpixel precision used
- by the rasterizer.
-* ``PIPE_CAP_MIXED_COLOR_DEPTH_BITS``: Whether there is non-fallback
- support for color/depth format combinations that use a different
- number of bits. For the purpose of this cap, Z24 is treated as
- 32-bit. If set to off, that means that a B5G6R5 + Z24 or RGBA8 + Z16
- combination will require a driver fallback, and should not be
- advertised in the GLX/EGL config list.
-* ``PIPE_CAP_TGSI_ARRAY_COMPONENTS``: If true, the driver interprets the
- UsageMask of input and output declarations and allows declaring arrays
- in overlapping ranges. The components must be a contiguous range, e.g. a
- UsageMask of xy or yzw is allowed, but xz or yw isn't. Declarations with
- overlapping locations must have matching semantic names and indices, and
- equal interpolation qualifiers.
- Components may overlap, notably when the gaps in an array of dvec3 are
- filled in.
-* ``PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS``: Whether interleaved stream
- output mode is able to interleave across buffers. This is required for
- ARB_transform_feedback3.
-* ``PIPE_CAP_TGSI_CAN_READ_OUTPUTS``: Whether every TGSI shader stage can read
- from the output file.
-* ``PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY``: Tell the GLSL compiler to use
- the minimum amount of optimizations just to be able to do all the linking
- and lowering.
-* ``PIPE_CAP_FBFETCH``: The number of render targets whose value in the
- current framebuffer can be read in the shader. 0 means framebuffer fetch
- is not supported. 1 means that only the first render target can be read,
- and a larger value would mean that multiple render targets are supported.
-* ``PIPE_CAP_FBFETCH_COHERENT``: Whether framebuffer fetches from the fragment
- shader can be guaranteed to be coherent with framebuffer writes.
-* ``PIPE_CAP_TGSI_MUL_ZERO_WINS``: Whether TGSI shaders support the
- ``TGSI_PROPERTY_MUL_ZERO_WINS`` shader property.
-* ``PIPE_CAP_DOUBLES``: Whether double precision floating-point operations
- are supported.
-* ``PIPE_CAP_INT64``: Whether 64-bit integer operations are supported.
-* ``PIPE_CAP_INT64_DIVMOD``: Whether 64-bit integer division/modulo
- operations are supported.
-* ``PIPE_CAP_TGSI_TEX_TXF_LZ``: Whether TEX_LZ and TXF_LZ opcodes are
- supported.
-* ``PIPE_CAP_TGSI_CLOCK``: Whether the CLOCK opcode is supported.
-* ``PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE``: Whether the
- PIPE_POLYGON_MODE_FILL_RECTANGLE mode is supported for
- ``pipe_rasterizer_state::fill_front`` and
- ``pipe_rasterizer_state::fill_back``.
-* ``PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE``: The page size of sparse buffers in
- bytes, or 0 if sparse buffers are not supported. The page size must be at
- most 64KB.
-* ``PIPE_CAP_TGSI_BALLOT``: Whether the BALLOT and READ_* opcodes as well as
- the SUBGROUP_* semantics are supported.
-* ``PIPE_CAP_TGSI_TES_LAYER_VIEWPORT``: Whether ``TGSI_SEMANTIC_LAYER`` and
- ``TGSI_SEMANTIC_VIEWPORT_INDEX`` are supported as tessellation evaluation
- shader outputs.
-* ``PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX``: Whether a buffer with just
- PIPE_BIND_CONSTANT_BUFFER can be legally passed to set_vertex_buffers.
-* ``PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION``: As the name says.
-* ``PIPE_CAP_POST_DEPTH_COVERAGE``: whether
- ``TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE`` is supported.
-* ``PIPE_CAP_BINDLESS_TEXTURE``: Whether bindless texture operations are
- supported.
-* ``PIPE_CAP_NIR_SAMPLERS_AS_DEREF``: Whether NIR tex instructions should
- reference texture and sampler as NIR derefs instead of by indices.
-* ``PIPE_CAP_QUERY_SO_OVERFLOW``: Whether the
- ``PIPE_QUERY_SO_OVERFLOW_PREDICATE`` and
- ``PIPE_QUERY_SO_OVERFLOW_ANY_PREDICATE`` query types are supported. Note that
- for a driver that does not support multiple output streams (i.e.,
- ``PIPE_CAP_MAX_VERTEX_STREAMS`` is 1), both query types are identical.
-* ``PIPE_CAP_MEMOBJ``: Whether operations on memory objects are supported.
-* ``PIPE_CAP_LOAD_CONSTBUF``: True if the driver supports ``TGSI_OPCODE_LOAD`` use
- with constant buffers.
-* ``PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS``: Any TGSI register can be used as
- an address for indirect register indexing.
-* ``PIPE_CAP_TILE_RASTER_ORDER``: Whether the driver supports
- GL_MESA_tile_raster_order, using the tile_raster_order_* fields in
- pipe_rasterizer_state.
-* ``PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES``: Limit on combined shader
- output resources (images + buffers + fragment outputs). If 0 the state
- tracker works it out.
-* ``PIPE_CAP_FRAMEBUFFER_MSAA_CONSTRAINTS``: This determines limitations
- on the number of samples that framebuffer attachments can have.
- Possible values:
-
- 0. color.nr_samples == zs.nr_samples == color.nr_storage_samples
- (standard MSAA quality)
- 1. color.nr_samples >= zs.nr_samples == color.nr_storage_samples
- (enhanced MSAA quality)
- 2. color.nr_samples >= zs.nr_samples >= color.nr_storage_samples
- (full flexibility in tuning MSAA quality and performance)
-
- All color attachments must have the same number of samples and the same
- number of storage samples.
-* ``PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET``:
- Whether pipe_vertex_buffer::buffer_offset is treated as signed. The u_vbuf
- module needs this for optimal performance in workstation applications.
-* ``PIPE_CAP_CONTEXT_PRIORITY_MASK``: For drivers that support per-context
- priorities, this returns a bitmask of ``PIPE_CONTEXT_PRIORITY_x`` for the
- supported priority levels. A driver that does not support prioritized
- contexts can return 0.
-* ``PIPE_CAP_FENCE_SIGNAL``: True if the driver supports signaling semaphores
- using fence_server_signal().
-* ``PIPE_CAP_CONSTBUF0_FLAGS``: The bits of pipe_resource::flags that must be
- set when binding that buffer as constant buffer 0. If the buffer doesn't have
- those bits set, pipe_context::set_constant_buffer(.., 0, ..) is ignored
- by the driver, and the driver can throw assertion failures.
-* ``PIPE_CAP_PACKED_UNIFORMS``: True if the driver supports packed uniforms
- as opposed to padding to vec4s.
-* ``PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_TRIANGLES``: Whether the
- ``PIPE_CONSERVATIVE_RASTER_POST_SNAP`` mode is supported for triangles.
- The post-snap mode means the conservative rasterization occurs after
- the conversion from floating-point to fixed-point coordinates
- on the subpixel grid.
-* ``PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_POINTS_LINES``: Whether the
- ``PIPE_CONSERVATIVE_RASTER_POST_SNAP`` mode is supported for points and lines.
-* ``PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_TRIANGLES``: Whether the
- ``PIPE_CONSERVATIVE_RASTER_PRE_SNAP`` mode is supported for triangles.
- The pre-snap mode means the conservative rasterization occurs before
- the conversion from floating-point to fixed-point coordinates.
-* ``PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_POINTS_LINES``: Whether the
- ``PIPE_CONSERVATIVE_RASTER_PRE_SNAP`` mode is supported for points and lines.
-* ``PIPE_CAP_CONSERVATIVE_RASTER_POST_DEPTH_COVERAGE``: Whether
- ``PIPE_CAP_POST_DEPTH_COVERAGE`` works with conservative rasterization.
-* ``PIPE_CAP_CONSERVATIVE_RASTER_INNER_COVERAGE``: Whether
- inner_coverage from GL_INTEL_conservative_rasterization is supported.
-* ``PIPE_CAP_MAX_CONSERVATIVE_RASTER_SUBPIXEL_PRECISION_BIAS``: The maximum
- subpixel precision bias in bits during conservative rasterization.
-* ``PIPE_CAP_PROGRAMMABLE_SAMPLE_LOCATIONS``: True is the driver supports
- programmable sample location through ```get_sample_pixel_grid``` and
- ```set_sample_locations```.
-* ``PIPE_CAP_MAX_GS_INVOCATIONS``: Maximum supported value of
- TGSI_PROPERTY_GS_INVOCATIONS.
-* ``PIPE_CAP_MAX_SHADER_BUFFER_SIZE``: Maximum supported size for binding
- with set_shader_buffers.
-* ``PIPE_CAP_MAX_COMBINED_SHADER_BUFFERS``: Maximum total number of shader
- buffers. A value of 0 means the sum of all per-shader stage maximums (see
- ``PIPE_SHADER_CAP_MAX_SHADER_BUFFERS``).
-* ``PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTERS``: Maximum total number of atomic
- counters. A value of 0 means the default value (MAX_ATOMIC_COUNTERS = 4096).
-* ``PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTER_BUFFERS``: Maximum total number of
- atomic counter buffers. A value of 0 means the sum of all per-shader stage
- maximums (see ``PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS``).
-* ``PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET``: Maximum recommend memory size
- for all active texture uploads combined. This is a performance hint.
- 0 means no limit.
-* ``PIPE_CAP_MAX_VERTEX_ELEMENT_SRC_OFFSET``: The maximum supported value for
- of pipe_vertex_element::src_offset.
-* ``PIPE_CAP_SURFACE_SAMPLE_COUNT``: Whether the driver
- supports pipe_surface overrides of resource nr_samples. If set, will
- enable EXT_multisampled_render_to_texture.
-* ``PIPE_CAP_TGSI_ATOMFADD``: Atomic floating point adds are supported on
- images, buffers, and shared memory.
-* ``PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND``: True if the driver needs blend state to use zero/one instead of destination alpha for RGB/XRGB formats.
-* ``PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS``: True if the driver wants TESSINNER and TESSOUTER to be inputs (rather than system values) for tessellation evaluation shaders.
-* ``PIPE_CAP_DEST_SURFACE_SRGB_CONTROL``: Indicates whether the drivers
- supports switching the format between sRGB and linear for a surface that is
- used as destination in draw and blit calls.
-* ``PIPE_CAP_NIR_COMPACT_ARRAYS``: True if the compiler backend supports NIR's compact array feature, for all shader stages.
-* ``PIPE_CAP_MAX_VARYINGS``: The maximum number of fragment shader
- varyings. This will generally correspond to
- ``PIPE_SHADER_CAP_MAX_INPUTS`` for the fragment shader, but in some
- cases may be a smaller number.
-* ``PIPE_CAP_COMPUTE_GRID_INFO_LAST_BLOCK``: Whether pipe_grid_info::last_block
- is implemented by the driver. See struct pipe_grid_info for more details.
-* ``PIPE_CAP_COMPUTE_SHADER_DERIVATIVE``: True if the driver supports derivatives (and texture lookups with implicit derivatives) in compute shaders.
-* ``PIPE_CAP_TGSI_SKIP_SHRINK_IO_ARRAYS``: Whether the TGSI pass to shrink IO
- arrays should be skipped and enforce keeping the declared array sizes instead.
- A driver might rely on the input mapping that was defined with the original
- GLSL code.
-* ``PIPE_CAP_IMAGE_LOAD_FORMATTED``: True if a format for image loads does not need to be specified in the shader IR
-* ``PIPE_CAP_THROTTLE``: Whether or not gallium frontends should throttle pipe_context
- execution. 0 = throttling is disabled.
-* ``PIPE_CAP_DMABUF``: Whether Linux DMABUF handles are supported by
- resource_from_handle and resource_get_handle.
-* ``PIPE_CAP_PREFER_COMPUTE_FOR_MULTIMEDIA``: Whether VDPAU, VAAPI, and
- OpenMAX should use a compute-based blit instead of pipe_context::blit and compute pipeline for compositing images.
-* ``PIPE_CAP_FRAGMENT_SHADER_INTERLOCK``: True if fragment shader interlock
- functionality is supported.
-* ``PIPE_CAP_CS_DERIVED_SYSTEM_VALUES_SUPPORTED``: True if driver handles
- gl_LocalInvocationIndex and gl_GlobalInvocationID. Otherwise, gallium frontends will
- lower those system values.
-* ``PIPE_CAP_ATOMIC_FLOAT_MINMAX``: Atomic float point minimum,
- maximum, exchange and compare-and-swap support to buffer and shared variables.
-* ``PIPE_CAP_TGSI_DIV``: Whether opcode DIV is supported
-* ``PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD``: Whether texture lookups with
- explicit LOD is supported in the fragment shader.
-* ``PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES``: True if the driver supports
- derivatives in fragment shaders.
-* ``PIPE_CAP_VERTEX_SHADER_SATURATE``: True if the driver supports saturate
- modifiers in the vertex shader.
-* ``PIPE_CAP_TEXTURE_SHADOW_LOD``: True if the driver supports shadow sampler
- types with texture functions having interaction with LOD of texture lookup.
-* ``PIPE_CAP_SHADER_SAMPLES_IDENTICAL``: True if the driver supports a shader query to tell whether all samples of a multisampled surface are definitely identical.
-* ``PIPE_CAP_TGSI_ATOMINC_WRAP``: Atomic increment/decrement + wrap around are supported.
-* ``PIPE_CAP_PREFER_IMM_ARRAYS_AS_CONSTBUF``: True if gallium frontends should
- turn arrays whose contents can be deduced at compile time into constant
- buffer loads, or false if the driver can handle such arrays itself in a more
- efficient manner.
-* ``PIPE_CAP_GL_SPIRV``: True if the driver supports ARB_gl_spirv extension.
-* ``PIPE_CAP_GL_SPIRV_VARIABLE_POINTERS``: True if the driver supports Variable Pointers in SPIR-V shaders.
-* ``PIPE_CAP_DEMOTE_TO_HELPER_INVOCATION``: True if driver supports demote keyword in GLSL programs.
-* ``PIPE_CAP_TGSI_TG4_COMPONENT_IN_SWIZZLE``: True if driver wants the TG4 component encoded in sampler swizzle rather than as a separate source.
-* ``PIPE_CAP_FLATSHADE``: Driver supports pipe_rasterizer_state::flatshade.
-* ``PIPE_CAP_ALPHA_TEST``: Driver supports alpha-testing.
-* ``PIPE_CAP_POINT_SIZE_FIXED``: Driver supports point-sizes that are fixed,
- as opposed to writing gl_PointSize for every point.
-* ``PIPE_CAP_TWO_SIDED_COLOR``: Driver supports two-sided coloring.
-* ``PIPE_CAP_CLIP_PLANES``: Driver supports user-defined clip-planes.
-* ``PIPE_CAP_MAX_VERTEX_BUFFERS``: Number of supported vertex buffers.
-* ``PIPE_CAP_OPENCL_INTEGER_FUNCTIONS``: Driver supports extended OpenCL-style integer functions. This includes averge, saturating additiong, saturating subtraction, absolute difference, count leading zeros, and count trailing zeros.
-* ``PIPE_CAP_INTEGER_MULTIPLY_32X16``: Driver supports integer multiplication between a 32-bit integer and a 16-bit integer. If the second operand is 32-bits, the upper 16-bits are ignored, and the low 16-bits are possibly sign extended as necessary.
-* ``PIPE_CAP_NIR_IMAGES_AS_DEREF``: Whether NIR image load/store intrinsics should be nir_intrinsic_image_deref_* instead of nir_intrinsic_image_*. Defaults to true.
-* ``PIPE_CAP_PACKED_STREAM_OUTPUT``: Driver supports packing optimization for stream output (e.g. GL transform feedback captured variables). Defaults to true.
-* ``PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED``: Driver needs the nir_lower_viewport_transform pass to be enabled. This also means that the gl_Position value is modified and should be lowered for transform feedback, if needed. Defaults to false.
-* ``PIPE_CAP_PSIZ_CLAMPED``: Driver needs for the point size to be clamped. Additionally, the gl_PointSize has been modified and its value should be lowered for transform feedback, if needed. Defaults to false.
-* ``PIPE_CAP_DRAW_INFO_START_WITH_USER_INDICES``: pipe_draw_info::start can be non-zero with user indices.
-* ``PIPE_CAP_GL_BEGIN_END_BUFFER_SIZE``: Buffer size used to upload vertices for glBegin/glEnd.
-* ``PIPE_CAP_VIEWPORT_SWIZZLE``: Whether pipe_viewport_state::swizzle can be used to specify pre-clipping swizzling of coordinates (see GL_NV_viewport_swizzle).
-* ``PIPE_CAP_SYSTEM_SVM``: True if all application memory can be shared with the GPU without explicit mapping.
-* ``PIPE_CAP_VIEWPORT_MASK``: Whether ``TGSI_SEMANTIC_VIEWPORT_MASK`` and ``TGSI_PROPERTY_LAYER_VIEWPORT_RELATIVE`` are supported (see GL_NV_viewport_array2).
-* ``PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE``: Whether mapping a buffer as unsynchronized from any thread is safe.
-* ``PIPE_CAP_GLSL_ZERO_INIT``: Choose a default zero initialization some glsl variables. If `1`, then all glsl shader variables and gl_FragColor are initialized to zero. If `2`, then shader out variables are not initialized but function out variables are.
-
-.. _pipe_capf:
-
-PIPE_CAPF_*
-^^^^^^^^^^^^^^^^
-
-The floating-point capabilities are:
-
-* ``PIPE_CAPF_MAX_LINE_WIDTH``: The maximum width of a regular line.
-* ``PIPE_CAPF_MAX_LINE_WIDTH_AA``: The maximum width of a smoothed line.
-* ``PIPE_CAPF_MAX_POINT_WIDTH``: The maximum width and height of a point.
-* ``PIPE_CAPF_MAX_POINT_WIDTH_AA``: The maximum width and height of a smoothed point.
-* ``PIPE_CAPF_MAX_TEXTURE_ANISOTROPY``: The maximum level of anisotropy that can be
- applied to anisotropically filtered textures.
-* ``PIPE_CAPF_MAX_TEXTURE_LOD_BIAS``: The maximum :term:`LOD` bias that may be applied
- to filtered textures.
-* ``PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE``: The minimum conservative rasterization
- dilation.
-* ``PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE``: The maximum conservative rasterization
- dilation.
-* ``PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY``: The conservative rasterization
- dilation granularity for values relative to the minimum dilation.
-
-
-.. _pipe_shader_cap:
-
-PIPE_SHADER_CAP_*
-^^^^^^^^^^^^^^^^^
-
-These are per-shader-stage capabitity queries. Different shader stages may
-support different features.
-
-* ``PIPE_SHADER_CAP_MAX_INSTRUCTIONS``: The maximum number of instructions.
-* ``PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS``: The maximum number of arithmetic instructions.
-* ``PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS``: The maximum number of texture instructions.
-* ``PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS``: The maximum number of texture indirections.
-* ``PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH``: The maximum nested control flow depth.
-* ``PIPE_SHADER_CAP_MAX_INPUTS``: The maximum number of input registers.
-* ``PIPE_SHADER_CAP_MAX_OUTPUTS``: The maximum number of output registers.
- This is valid for all shaders except the fragment shader.
-* ``PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE``: The maximum size per constant buffer in bytes.
-* ``PIPE_SHADER_CAP_MAX_CONST_BUFFERS``: Maximum number of constant buffers that can be bound
- to any shader stage using ``set_constant_buffer``. If 0 or 1, the pipe will
- only permit binding one constant buffer per shader.
-
-If a value greater than 0 is returned, the driver can have multiple
-constant buffers bound to shader stages. The CONST register file is
-accessed with two-dimensional indices, like in the example below.
-
-DCL CONST[0][0..7] # declare first 8 vectors of constbuf 0
-DCL CONST[3][0] # declare first vector of constbuf 3
-MOV OUT[0], CONST[0][3] # copy vector 3 of constbuf 0
-
-* ``PIPE_SHADER_CAP_MAX_TEMPS``: The maximum number of temporary registers.
-* ``PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED``: Whether the continue opcode is supported.
-* ``PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR``: Whether indirect addressing
- of the input file is supported.
-* ``PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR``: Whether indirect addressing
- of the output file is supported.
-* ``PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR``: Whether indirect addressing
- of the temporary file is supported.
-* ``PIPE_SHADER_CAP_INDIRECT_CONST_ADDR``: Whether indirect addressing
- of the constant file is supported.
-* ``PIPE_SHADER_CAP_SUBROUTINES``: Whether subroutines are supported, i.e.
- BGNSUB, ENDSUB, CAL, and RET, including RET in the main block.
-* ``PIPE_SHADER_CAP_INTEGERS``: Whether integer opcodes are supported.
- If unsupported, only float opcodes are supported.
-* ``PIPE_SHADER_CAP_INT64_ATOMICS``: Whether int64 atomic opcodes are supported. The device needs to support add, sub, swap, cmpswap, and, or, xor, min, and max.
-* ``PIPE_SHADER_CAP_FP16``: Whether half precision floating-point opcodes are supported.
- If unsupported, half precision ops need to be lowered to full precision.
-* ``PIPE_SHADER_CAP_FP16_DERIVATIVES``: Whether half precision floating-point
- DDX and DDY opcodes are supported.
-* ``PIPE_SHADER_CAP_INT16``: Whether 16-bit signed and unsigned integer types
- are supported.
-* ``PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS``: The maximum number of texture
- samplers.
-* ``PIPE_SHADER_CAP_PREFERRED_IR``: Preferred representation of the
- program. It should be one of the ``pipe_shader_ir`` enum values.
-* ``PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS``: The maximum number of texture
- sampler views. Must not be lower than PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS.
-* ``PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED``: Whether double precision rounding
- is supported. If it is, DTRUNC/DCEIL/DFLR/DROUND opcodes may be used.
-* ``PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED``: Whether DFRACEXP and
- DLDEXP are supported.
-* ``PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED``: Whether LDEXP is supported.
-* ``PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED``: Whether FMA and DFMA (doubles only)
- are supported.
-* ``PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE``: Whether the driver doesn't
- ignore tgsi_declaration_range::Last for shader inputs and outputs.
-* ``PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT``: This is the maximum number
- of iterations that loops are allowed to have to be unrolled. It is only
- a hint to gallium frontends. Whether any loops will be unrolled is not
- guaranteed.
-* ``PIPE_SHADER_CAP_MAX_SHADER_BUFFERS``: Maximum number of memory buffers
- (also used to implement atomic counters). Having this be non-0 also
- implies support for the ``LOAD``, ``STORE``, and ``ATOM*`` TGSI
- opcodes.
-* ``PIPE_SHADER_CAP_SUPPORTED_IRS``: Supported representations of the
- program. It should be a mask of ``pipe_shader_ir`` bits.
-* ``PIPE_SHADER_CAP_MAX_SHADER_IMAGES``: Maximum number of image units.
-* ``PIPE_SHADER_CAP_LOWER_IF_THRESHOLD``: IF and ELSE branches with a lower
- cost than this value should be lowered by gallium frontends for better
- performance. This is a tunable for the GLSL compiler and the behavior is
- specific to the compiler.
-* ``PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS``: Whether the merge registers
- TGSI pass is skipped. This might reduce code size and register pressure if
- the underlying driver has a real backend compiler.
-* ``PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS``: If atomic counters are separate,
- how many HW counters are available for this stage. (0 uses SSBO atomics).
-* ``PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS``: If atomic counters are
- separate, how many atomic counter buffers are available for this stage.
-
-.. _pipe_compute_cap:
-
-PIPE_COMPUTE_CAP_*
-^^^^^^^^^^^^^^^^^^
-
-Compute-specific capabilities. They can be queried using
-pipe_screen::get_compute_param.
-
-* ``PIPE_COMPUTE_CAP_IR_TARGET``: A description of the target of the form
- ``processor-arch-manufacturer-os`` that will be passed on to the compiler.
- This CAP is only relevant for drivers that specify PIPE_SHADER_IR_NATIVE for
- their preferred IR.
- Value type: null-terminated string. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_GRID_DIMENSION``: Number of supported dimensions
- for grid and block coordinates. Value type: ``uint64_t``. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_MAX_GRID_SIZE``: Maximum grid size in block
- units. Value type: ``uint64_t []``. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE``: Maximum block size in thread
- units. Value type: ``uint64_t []``. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK``: Maximum number of threads that
- a single block can contain. Value type: ``uint64_t``. Shader IR type dependent.
- This may be less than the product of the components of MAX_BLOCK_SIZE and is
- usually limited by the number of threads that can be resident simultaneously
- on a compute unit.
-* ``PIPE_COMPUTE_CAP_MAX_GLOBAL_SIZE``: Maximum size of the GLOBAL
- resource. Value type: ``uint64_t``. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE``: Maximum size of the LOCAL
- resource. Value type: ``uint64_t``. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_MAX_PRIVATE_SIZE``: Maximum size of the PRIVATE
- resource. Value type: ``uint64_t``. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_MAX_INPUT_SIZE``: Maximum size of the INPUT
- resource. Value type: ``uint64_t``. Shader IR type dependent.
-* ``PIPE_COMPUTE_CAP_MAX_MEM_ALLOC_SIZE``: Maximum size of a memory object
- allocation in bytes. Value type: ``uint64_t``.
-* ``PIPE_COMPUTE_CAP_MAX_CLOCK_FREQUENCY``: Maximum frequency of the GPU
- clock in MHz. Value type: ``uint32_t``
-* ``PIPE_COMPUTE_CAP_MAX_COMPUTE_UNITS``: Maximum number of compute units
- Value type: ``uint32_t``
-* ``PIPE_COMPUTE_CAP_IMAGES_SUPPORTED``: Whether images are supported
- non-zero means yes, zero means no. Value type: ``uint32_t``
-* ``PIPE_COMPUTE_CAP_SUBGROUP_SIZE``: The size of a basic execution unit in
- threads. Also known as wavefront size, warp size or SIMD width.
-* ``PIPE_COMPUTE_CAP_ADDRESS_BITS``: The default compute device address space
- size specified as an unsigned integer value in bits.
-* ``PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK``: Maximum variable number
- of threads that a single block can contain. This is similar to
- PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK, except that the variable size is not
- known a compile-time but at dispatch-time.
-
-.. _pipe_bind:
-
-PIPE_BIND_*
-^^^^^^^^^^^
-
-These flags indicate how a resource will be used and are specified at resource
-creation time. Resources may be used in different roles
-during their lifecycle. Bind flags are cumulative and may be combined to create
-a resource which can be used for multiple things.
-Depending on the pipe driver's memory management and these bind flags,
-resources might be created and handled quite differently.
-
-* ``PIPE_BIND_RENDER_TARGET``: A color buffer or pixel buffer which will be
- rendered to. Any surface/resource attached to pipe_framebuffer_state::cbufs
- must have this flag set.
-* ``PIPE_BIND_DEPTH_STENCIL``: A depth (Z) buffer and/or stencil buffer. Any
- depth/stencil surface/resource attached to pipe_framebuffer_state::zsbuf must
- have this flag set.
-* ``PIPE_BIND_BLENDABLE``: Used in conjunction with PIPE_BIND_RENDER_TARGET to
- query whether a device supports blending for a given format.
- If this flag is set, surface creation may fail if blending is not supported
- for the specified format. If it is not set, a driver may choose to ignore
- blending on surfaces with formats that would require emulation.
-* ``PIPE_BIND_DISPLAY_TARGET``: A surface that can be presented to screen. Arguments to
- pipe_screen::flush_front_buffer must have this flag set.
-* ``PIPE_BIND_SAMPLER_VIEW``: A texture that may be sampled from in a fragment
- or vertex shader.
-* ``PIPE_BIND_VERTEX_BUFFER``: A vertex buffer.
-* ``PIPE_BIND_INDEX_BUFFER``: An vertex index/element buffer.
-* ``PIPE_BIND_CONSTANT_BUFFER``: A buffer of shader constants.
-* ``PIPE_BIND_STREAM_OUTPUT``: A stream output buffer.
-* ``PIPE_BIND_CUSTOM``:
-* ``PIPE_BIND_SCANOUT``: A front color buffer or scanout buffer.
-* ``PIPE_BIND_SHARED``: A sharable buffer that can be given to another
- process.
-* ``PIPE_BIND_GLOBAL``: A buffer that can be mapped into the global
- address space of a compute program.
-* ``PIPE_BIND_SHADER_BUFFER``: A buffer without a format that can be bound
- to a shader and can be used with load, store, and atomic instructions.
-* ``PIPE_BIND_SHADER_IMAGE``: A buffer or texture with a format that can be
- bound to a shader and can be used with load, store, and atomic instructions.
-* ``PIPE_BIND_COMPUTE_RESOURCE``: A buffer or texture that can be
- bound to the compute program as a shader resource.
-* ``PIPE_BIND_COMMAND_ARGS_BUFFER``: A buffer that may be sourced by the
- GPU command processor. It can contain, for example, the arguments to
- indirect draw calls.
-
-.. _pipe_usage:
-
-PIPE_USAGE_*
-^^^^^^^^^^^^
-
-The PIPE_USAGE enums are hints about the expected usage pattern of a resource.
-Note that drivers must always support read and write CPU access at any time
-no matter which hint they got.
-
-* ``PIPE_USAGE_DEFAULT``: Optimized for fast GPU access.
-* ``PIPE_USAGE_IMMUTABLE``: Optimized for fast GPU access and the resource is
- not expected to be mapped or changed (even by the GPU) after the first upload.
-* ``PIPE_USAGE_DYNAMIC``: Expect frequent write-only CPU access. What is
- uploaded is expected to be used at least several times by the GPU.
-* ``PIPE_USAGE_STREAM``: Expect frequent write-only CPU access. What is
- uploaded is expected to be used only once by the GPU.
-* ``PIPE_USAGE_STAGING``: Optimized for fast CPU access.
-
-
-Methods
--------
-
-XXX to-do
-
-get_name
-^^^^^^^^
-
-Returns an identifying name for the screen.
-
-The returned string should remain valid and immutable for the lifetime of
-pipe_screen.
-
-get_vendor
-^^^^^^^^^^
-
-Returns the screen vendor.
-
-The returned string should remain valid and immutable for the lifetime of
-pipe_screen.
-
-get_device_vendor
-^^^^^^^^^^^^^^^^^
-
-Returns the actual vendor of the device driving the screen
-(as opposed to the driver vendor).
-
-The returned string should remain valid and immutable for the lifetime of
-pipe_screen.
-
-.. _get_param:
-
-get_param
-^^^^^^^^^
-
-Get an integer/boolean screen parameter.
-
-**param** is one of the :ref:`PIPE_CAP` names.
-
-.. _get_paramf:
-
-get_paramf
-^^^^^^^^^^
-
-Get a floating-point screen parameter.
-
-**param** is one of the :ref:`PIPE_CAPF` names.
-
-context_create
-^^^^^^^^^^^^^^
-
-Create a pipe_context.
-
-**priv** is private data of the caller, which may be put to various
-unspecified uses, typically to do with implementing swapbuffers
-and/or front-buffer rendering.
-
-is_format_supported
-^^^^^^^^^^^^^^^^^^^
-
-Determine if a resource in the given format can be used in a specific manner.
-
-**format** the resource format
-
-**target** one of the PIPE_TEXTURE_x flags
-
-**sample_count** the number of samples. 0 and 1 mean no multisampling,
-the maximum allowed legal value is 32.
-
-**storage_sample_count** the number of storage samples. This must be <=
-sample_count. See the documentation of ``pipe_resource::nr_storage_samples``.
-
-**bindings** is a bitmask of :ref:`PIPE_BIND` flags.
-
-Returns TRUE if all usages can be satisfied.
-
-
-can_create_resource
-^^^^^^^^^^^^^^^^^^^
-
-Check if a resource can actually be created (but don't actually allocate any
-memory). This is used to implement OpenGL's proxy textures. Typically, a
-driver will simply check if the total size of the given resource is less than
-some limit.
-
-For PIPE_TEXTURE_CUBE, the pipe_resource::array_size field should be 6.
-
-
-.. _resource_create:
-
-resource_create
-^^^^^^^^^^^^^^^
-
-Create a new resource from a template.
-The following fields of the pipe_resource must be specified in the template:
-
-**target** one of the pipe_texture_target enums.
-Note that PIPE_BUFFER and PIPE_TEXTURE_X are not really fundamentally different.
-Modern APIs allow using buffers as shader resources.
-
-**format** one of the pipe_format enums.
-
-**width0** the width of the base mip level of the texture or size of the buffer.
-
-**height0** the height of the base mip level of the texture
-(1 for 1D or 1D array textures).
-
-**depth0** the depth of the base mip level of the texture
-(1 for everything else).
-
-**array_size** the array size for 1D and 2D array textures.
-For cube maps this must be 6, for other textures 1.
-
-**last_level** the last mip map level present.
-
-**nr_samples**: Number of samples determining quality, driving the rasterizer,
-shading, and framebuffer. It is the number of samples seen by the whole
-graphics pipeline. 0 and 1 specify a resource which isn't multisampled.
-
-**nr_storage_samples**: Only color buffers can set this lower than nr_samples.
-Multiple samples within a pixel can have the same color. ``nr_storage_samples``
-determines how many slots for different colors there are per pixel.
-If there are not enough slots to store all sample colors, some samples will
-have an undefined color (called "undefined samples").
-
-The resolve blit behavior is driver-specific, but can be one of these two:
-
-1. Only defined samples will be averaged. Undefined samples will be ignored.
-2. Undefined samples will be approximated by looking at surrounding defined
- samples (even in different pixels).
-
-Blits and MSAA texturing: If the sample being fetched is undefined, one of
-the defined samples is returned instead.
-
-Sample shading (``set_min_samples``) will operate at a sample frequency that
-is at most ``nr_storage_samples``. Greater ``min_samples`` values will be
-replaced by ``nr_storage_samples``.
-
-**usage** one of the :ref:`PIPE_USAGE` flags.
-
-**bind** bitmask of the :ref:`PIPE_BIND` flags.
-
-**flags** bitmask of PIPE_RESOURCE_FLAG flags.
-
-**next**: Pointer to the next plane for resources that consist of multiple
-memory planes.
-
-As a corollary, this mean resources for an image with multiple planes have
-to be created starting from the highest plane.
-
-resource_changed
-^^^^^^^^^^^^^^^^
-
-Mark a resource as changed so derived internal resources will be recreated
-on next use.
-
-When importing external images that can't be directly used as texture sampler
-source, internal copies may have to be created that the hardware can sample
-from. When those resources are reimported, the image data may have changed, and
-the previously derived internal resources must be invalidated to avoid sampling
-from old copies.
-
-
-
-resource_destroy
-^^^^^^^^^^^^^^^^
-
-Destroy a resource. A resource is destroyed if it has no more references.
-
-
-
-get_timestamp
-^^^^^^^^^^^^^
-
-Query a timestamp in nanoseconds. The returned value should match
-PIPE_QUERY_TIMESTAMP. This function returns immediately and doesn't
-wait for rendering to complete (which cannot be achieved with queries).
-
-
-
-get_driver_query_info
-^^^^^^^^^^^^^^^^^^^^^
-
-Return a driver-specific query. If the **info** parameter is NULL,
-the number of available queries is returned. Otherwise, the driver
-query at the specified **index** is returned in **info**.
-The function returns non-zero on success.
-The driver-specific query is described with the pipe_driver_query_info
-structure.
-
-get_driver_query_group_info
-^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-Return a driver-specific query group. If the **info** parameter is NULL,
-the number of available groups is returned. Otherwise, the driver
-query group at the specified **index** is returned in **info**.
-The function returns non-zero on success.
-The driver-specific query group is described with the
-pipe_driver_query_group_info structure.
-
-
-
-get_disk_shader_cache
-^^^^^^^^^^^^^^^^^^^^^
-
-Returns a pointer to a driver-specific on-disk shader cache. If the driver
-failed to create the cache or does not support an on-disk shader cache NULL is
-returned. The callback itself may also be NULL if the driver doesn't support
-an on-disk shader cache.
-
-
-Thread safety
--------------
-
-Screen methods are required to be thread safe. While gallium rendering
-contexts are not required to be thread safe, it is required to be safe to use
-different contexts created with the same screen in different threads without
-locks. It is also required to be safe using screen methods in a thread, while
-using one of its contexts in another (without locks).
+++ /dev/null
-TGSI
-====
-
-TGSI, Tungsten Graphics Shader Infrastructure, is an intermediate language
-for describing shaders. Since Gallium is inherently shaderful, shaders are
-an important part of the API. TGSI is the only intermediate representation
-used by all drivers.
-
-Basics
-------
-
-All TGSI instructions, known as *opcodes*, operate on arbitrary-precision
-floating-point four-component vectors. An opcode may have up to one
-destination register, known as *dst*, and between zero and three source
-registers, called *src0* through *src2*, or simply *src* if there is only
-one.
-
-Some instructions, like :opcode:`I2F`, permit re-interpretation of vector
-components as integers. Other instructions permit using registers as
-two-component vectors with double precision; see :ref:`doubleopcodes`.
-
-When an instruction has a scalar result, the result is usually copied into
-each of the components of *dst*. When this happens, the result is said to be
-*replicated* to *dst*. :opcode:`RCP` is one such instruction.
-
-Modifiers
-^^^^^^^^^^^^^^^
-
-TGSI supports modifiers on inputs (as well as saturate and precise modifier
-on instructions).
-
-For arithmetic instruction having a precise modifier certain optimizations
-which may alter the result are disallowed. Example: *add(mul(a,b),c)* can't be
-optimized to TGSI_OPCODE_MAD, because some hardware only supports the fused
-MAD instruction.
-
-For inputs which have a floating point type, both absolute value and
-negation modifiers are supported (with absolute value being applied
-first). The only source of TGSI_OPCODE_MOV and the second and third
-sources of TGSI_OPCODE_UCMP are considered to have float type for
-applying modifiers.
-
-For inputs which have signed or unsigned type only the negate modifier is
-supported.
-
-Instruction Set
----------------
-
-Core ISA
-^^^^^^^^^^^^^^^^^^^^^^^^^
-
-These opcodes are guaranteed to be available regardless of the driver being
-used.
-
-.. opcode:: ARL - Address Register Load
-
-.. math::
-
- dst.x = (int) \lfloor src.x\rfloor
-
- dst.y = (int) \lfloor src.y\rfloor
-
- dst.z = (int) \lfloor src.z\rfloor
-
- dst.w = (int) \lfloor src.w\rfloor
-
-
-.. opcode:: MOV - Move
-
-.. math::
-
- dst.x = src.x
-
- dst.y = src.y
-
- dst.z = src.z
-
- dst.w = src.w
-
-
-.. opcode:: LIT - Light Coefficients
-
-.. math::
-
- dst.x &= 1 \\
- dst.y &= max(src.x, 0) \\
- dst.z &= (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0 \\
- dst.w &= 1
-
-
-.. opcode:: RCP - Reciprocal
-
-This instruction replicates its result.
-
-.. math::
-
- dst = \frac{1}{src.x}
-
-
-.. opcode:: RSQ - Reciprocal Square Root
-
-This instruction replicates its result. The results are undefined for src <= 0.
-
-.. math::
-
- dst = \frac{1}{\sqrt{src.x}}
-
-
-.. opcode:: SQRT - Square Root
-
-This instruction replicates its result. The results are undefined for src < 0.
-
-.. math::
-
- dst = {\sqrt{src.x}}
-
-
-.. opcode:: EXP - Approximate Exponential Base 2
-
-.. math::
-
- dst.x &= 2^{\lfloor src.x\rfloor} \\
- dst.y &= src.x - \lfloor src.x\rfloor \\
- dst.z &= 2^{src.x} \\
- dst.w &= 1
-
-
-.. opcode:: LOG - Approximate Logarithm Base 2
-
-.. math::
-
- dst.x &= \lfloor\log_2{|src.x|}\rfloor \\
- dst.y &= \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}} \\
- dst.z &= \log_2{|src.x|} \\
- dst.w &= 1
-
-
-.. opcode:: MUL - Multiply
-
-.. math::
-
- dst.x = src0.x \times src1.x
-
- dst.y = src0.y \times src1.y
-
- dst.z = src0.z \times src1.z
-
- dst.w = src0.w \times src1.w
-
-
-.. opcode:: ADD - Add
-
-.. math::
-
- dst.x = src0.x + src1.x
-
- dst.y = src0.y + src1.y
-
- dst.z = src0.z + src1.z
-
- dst.w = src0.w + src1.w
-
-
-.. opcode:: DP3 - 3-component Dot Product
-
-This instruction replicates its result.
-
-.. math::
-
- dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
-
-
-.. opcode:: DP4 - 4-component Dot Product
-
-This instruction replicates its result.
-
-.. math::
-
- dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
-
-
-.. opcode:: DST - Distance Vector
-
-.. math::
-
- dst.x &= 1\\
- dst.y &= src0.y \times src1.y\\
- dst.z &= src0.z\\
- dst.w &= src1.w
-
-
-.. opcode:: MIN - Minimum
-
-.. math::
-
- dst.x = min(src0.x, src1.x)
-
- dst.y = min(src0.y, src1.y)
-
- dst.z = min(src0.z, src1.z)
-
- dst.w = min(src0.w, src1.w)
-
-
-.. opcode:: MAX - Maximum
-
-.. math::
-
- dst.x = max(src0.x, src1.x)
-
- dst.y = max(src0.y, src1.y)
-
- dst.z = max(src0.z, src1.z)
-
- dst.w = max(src0.w, src1.w)
-
-
-.. opcode:: SLT - Set On Less Than
-
-.. math::
-
- dst.x = (src0.x < src1.x) ? 1.0F : 0.0F
-
- dst.y = (src0.y < src1.y) ? 1.0F : 0.0F
-
- dst.z = (src0.z < src1.z) ? 1.0F : 0.0F
-
- dst.w = (src0.w < src1.w) ? 1.0F : 0.0F
-
-
-.. opcode:: SGE - Set On Greater Equal Than
-
-.. math::
-
- dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F
-
- dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F
-
- dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F
-
- dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F
-
-
-.. opcode:: MAD - Multiply And Add
-
-Perform a * b + c. The implementation is free to decide whether there is an
-intermediate rounding step or not.
-
-.. math::
-
- dst.x = src0.x \times src1.x + src2.x
-
- dst.y = src0.y \times src1.y + src2.y
-
- dst.z = src0.z \times src1.z + src2.z
-
- dst.w = src0.w \times src1.w + src2.w
-
-
-.. opcode:: LRP - Linear Interpolate
-
-.. math::
-
- dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
-
- dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
-
- dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
-
- dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
-
-
-.. opcode:: FMA - Fused Multiply-Add
-
-Perform a * b + c with no intermediate rounding step.
-
-.. math::
-
- dst.x = src0.x \times src1.x + src2.x
-
- dst.y = src0.y \times src1.y + src2.y
-
- dst.z = src0.z \times src1.z + src2.z
-
- dst.w = src0.w \times src1.w + src2.w
-
-
-.. opcode:: FRC - Fraction
-
-.. math::
-
- dst.x = src.x - \lfloor src.x\rfloor
-
- dst.y = src.y - \lfloor src.y\rfloor
-
- dst.z = src.z - \lfloor src.z\rfloor
-
- dst.w = src.w - \lfloor src.w\rfloor
-
-
-.. opcode:: FLR - Floor
-
-.. math::
-
- dst.x = \lfloor src.x\rfloor
-
- dst.y = \lfloor src.y\rfloor
-
- dst.z = \lfloor src.z\rfloor
-
- dst.w = \lfloor src.w\rfloor
-
-
-.. opcode:: ROUND - Round
-
-.. math::
-
- dst.x = round(src.x)
-
- dst.y = round(src.y)
-
- dst.z = round(src.z)
-
- dst.w = round(src.w)
-
-
-.. opcode:: EX2 - Exponential Base 2
-
-This instruction replicates its result.
-
-.. math::
-
- dst = 2^{src.x}
-
-
-.. opcode:: LG2 - Logarithm Base 2
-
-This instruction replicates its result.
-
-.. math::
-
- dst = \log_2{src.x}
-
-
-.. opcode:: POW - Power
-
-This instruction replicates its result.
-
-.. math::
-
- dst = src0.x^{src1.x}
-
-
-.. opcode:: LDEXP - Multiply Number by Integral Power of 2
-
-src1 is an integer.
-
-.. math::
-
- dst.x = src0.x * 2^{src1.x}
- dst.y = src0.y * 2^{src1.y}
- dst.z = src0.z * 2^{src1.z}
- dst.w = src0.w * 2^{src1.w}
-
-
-.. opcode:: COS - Cosine
-
-This instruction replicates its result.
-
-.. math::
-
- dst = \cos{src.x}
-
-
-.. opcode:: DDX, DDX_FINE - Derivative Relative To X
-
-The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
-advertised. When it is, the fine version guarantees one derivative per row
-while DDX is allowed to be the same for the entire 2x2 quad.
-
-.. math::
-
- dst.x = partialx(src.x)
-
- dst.y = partialx(src.y)
-
- dst.z = partialx(src.z)
-
- dst.w = partialx(src.w)
-
-
-.. opcode:: DDY, DDY_FINE - Derivative Relative To Y
-
-The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
-advertised. When it is, the fine version guarantees one derivative per column
-while DDY is allowed to be the same for the entire 2x2 quad.
-
-.. math::
-
- dst.x = partialy(src.x)
-
- dst.y = partialy(src.y)
-
- dst.z = partialy(src.z)
-
- dst.w = partialy(src.w)
-
-
-.. opcode:: PK2H - Pack Two 16-bit Floats
-
-This instruction replicates its result.
-
-.. math::
-
- dst = f32\_to\_f16(src.x) | f32\_to\_f16(src.y) << 16
-
-
-.. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars
-
-This instruction replicates its result.
-
-.. math::
-
- dst = f32\_to\_unorm16(src.x) | f32\_to\_unorm16(src.y) << 16
-
-
-.. opcode:: PK4B - Pack Four Signed 8-bit Scalars
-
-This instruction replicates its result.
-
-.. math::
-
- dst = f32\_to\_snorm8(src.x) |
- (f32\_to\_snorm8(src.y) << 8) |
- (f32\_to\_snorm8(src.z) << 16) |
- (f32\_to\_snorm8(src.w) << 24)
-
-
-.. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars
-
-This instruction replicates its result.
-
-.. math::
-
- dst = f32\_to\_unorm8(src.x) |
- (f32\_to\_unorm8(src.y) << 8) |
- (f32\_to\_unorm8(src.z) << 16) |
- (f32\_to\_unorm8(src.w) << 24)
-
-
-.. opcode:: SEQ - Set On Equal
-
-.. math::
-
- dst.x = (src0.x == src1.x) ? 1.0F : 0.0F
-
- dst.y = (src0.y == src1.y) ? 1.0F : 0.0F
-
- dst.z = (src0.z == src1.z) ? 1.0F : 0.0F
-
- dst.w = (src0.w == src1.w) ? 1.0F : 0.0F
-
-
-.. opcode:: SGT - Set On Greater Than
-
-.. math::
-
- dst.x = (src0.x > src1.x) ? 1.0F : 0.0F
-
- dst.y = (src0.y > src1.y) ? 1.0F : 0.0F
-
- dst.z = (src0.z > src1.z) ? 1.0F : 0.0F
-
- dst.w = (src0.w > src1.w) ? 1.0F : 0.0F
-
-
-.. opcode:: SIN - Sine
-
-This instruction replicates its result.
-
-.. math::
-
- dst = \sin{src.x}
-
-
-.. opcode:: SLE - Set On Less Equal Than
-
-.. math::
-
- dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F
-
- dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F
-
- dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F
-
- dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F
-
-
-.. opcode:: SNE - Set On Not Equal
-
-.. math::
-
- dst.x = (src0.x != src1.x) ? 1.0F : 0.0F
-
- dst.y = (src0.y != src1.y) ? 1.0F : 0.0F
-
- dst.z = (src0.z != src1.z) ? 1.0F : 0.0F
-
- dst.w = (src0.w != src1.w) ? 1.0F : 0.0F
-
-
-.. opcode:: TEX - Texture Lookup
-
- for array textures src0.y contains the slice for 1D,
- and src0.z contain the slice for 2D.
-
- for shadow textures with no arrays (and not cube map),
- src0.z contains the reference value.
-
- for shadow textures with arrays, src0.z contains
- the reference value for 1D arrays, and src0.w contains
- the reference value for 2D arrays and cube maps.
-
- for cube map array shadow textures, the reference value
- cannot be passed in src0.w, and TEX2 must be used instead.
-
-.. math::
-
- coord = src0
-
- shadow_ref = src0.z or src0.w (optional)
-
- unit = src1
-
- dst = texture\_sample(unit, coord, shadow_ref)
-
-
-.. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)
-
- this is the same as TEX, but uses another reg to encode the
- reference value.
-
-.. math::
-
- coord = src0
-
- shadow_ref = src1.x
-
- unit = src2
-
- dst = texture\_sample(unit, coord, shadow_ref)
-
-
-
-
-.. opcode:: TXD - Texture Lookup with Derivatives
-
-.. math::
-
- coord = src0
-
- ddx = src1
-
- ddy = src2
-
- unit = src3
-
- dst = texture\_sample\_deriv(unit, coord, ddx, ddy)
-
-
-.. opcode:: TXP - Projective Texture Lookup
-
-.. math::
-
- coord.x = src0.x / src0.w
-
- coord.y = src0.y / src0.w
-
- coord.z = src0.z / src0.w
-
- coord.w = src0.w
-
- unit = src1
-
- dst = texture\_sample(unit, coord)
-
-
-.. opcode:: UP2H - Unpack Two 16-Bit Floats
-
-.. math::
-
- dst.x = f16\_to\_f32(src0.x \& 0xffff)
-
- dst.y = f16\_to\_f32(src0.x >> 16)
-
- dst.z = f16\_to\_f32(src0.x \& 0xffff)
-
- dst.w = f16\_to\_f32(src0.x >> 16)
-
-.. note::
-
- Considered for removal.
-
-.. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
-
- TBD
-
-.. note::
-
- Considered for removal.
-
-.. opcode:: UP4B - Unpack Four Signed 8-Bit Values
-
- TBD
-
-.. note::
-
- Considered for removal.
-
-.. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
-
- TBD
-
-.. note::
-
- Considered for removal.
-
-
-.. opcode:: ARR - Address Register Load With Round
-
-.. math::
-
- dst.x = (int) round(src.x)
-
- dst.y = (int) round(src.y)
-
- dst.z = (int) round(src.z)
-
- dst.w = (int) round(src.w)
-
-
-.. opcode:: SSG - Set Sign
-
-.. math::
-
- dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
-
- dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
-
- dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
-
- dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
-
-
-.. opcode:: CMP - Compare
-
-.. math::
-
- dst.x = (src0.x < 0) ? src1.x : src2.x
-
- dst.y = (src0.y < 0) ? src1.y : src2.y
-
- dst.z = (src0.z < 0) ? src1.z : src2.z
-
- dst.w = (src0.w < 0) ? src1.w : src2.w
-
-
-.. opcode:: KILL_IF - Conditional Discard
-
- Conditional discard. Allowed in fragment shaders only.
-
-.. math::
-
- if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
- discard
- endif
-
-
-.. opcode:: KILL - Discard
-
- Unconditional discard. Allowed in fragment shaders only.
-
-
-.. opcode:: DEMOTE - Demote Invocation to a Helper
-
- This demotes the current invocation to a helper, but continues
- execution (while KILL may or may not terminate the
- invocation). After this runs, all the usual helper invocation rules
- apply about discarding buffer and render target writes. This is
- useful for having accurate derivatives in the other invocations
- which have not been demoted.
-
- Allowed in fragment shaders only.
-
-
-.. opcode:: READ_HELPER - Reads Invocation Helper Status
-
- This is identical to ``TGSI_SEMANTIC_HELPER_INVOCATION``, except
- this will read the current value, which might change as a result of
- a ``DEMOTE`` instruction.
-
- Allowed in fragment shaders only.
-
-
-.. opcode:: TXB - Texture Lookup With Bias
-
- for cube map array textures and shadow cube maps, the bias value
- cannot be passed in src0.w, and TXB2 must be used instead.
-
- if the target is a shadow texture, the reference value is always
- in src.z (this prevents shadow 3d and shadow 2d arrays from
- using this instruction, but this is not needed).
-
-.. math::
-
- coord.x = src0.x
-
- coord.y = src0.y
-
- coord.z = src0.z
-
- coord.w = none
-
- bias = src0.w
-
- unit = src1
-
- dst = texture\_sample(unit, coord, bias)
-
-
-.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
-
- this is the same as TXB, but uses another reg to encode the
- lod bias value for cube map arrays and shadow cube maps.
- Presumably shadow 2d arrays and shadow 3d targets could use
- this encoding too, but this is not legal.
-
- if the target is a shadow cube map array, the reference value is in
- src1.y.
-
-.. math::
-
- coord = src0
-
- bias = src1.x
-
- unit = src2
-
- dst = texture\_sample(unit, coord, bias)
-
-
-.. opcode:: DIV - Divide
-
-.. math::
-
- dst.x = \frac{src0.x}{src1.x}
-
- dst.y = \frac{src0.y}{src1.y}
-
- dst.z = \frac{src0.z}{src1.z}
-
- dst.w = \frac{src0.w}{src1.w}
-
-
-.. opcode:: DP2 - 2-component Dot Product
-
-This instruction replicates its result.
-
-.. math::
-
- dst = src0.x \times src1.x + src0.y \times src1.y
-
-
-.. opcode:: TEX_LZ - Texture Lookup With LOD = 0
-
- This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
- pipe_sampler_view::u.tex.first_level and pipe_sampler_state::min_lod.
- There is no way to override those two in shaders.
-
-.. math::
-
- coord.x = src0.x
-
- coord.y = src0.y
-
- coord.z = src0.z
-
- coord.w = none
-
- lod = 0
-
- unit = src1
-
- dst = texture\_sample(unit, coord, lod)
-
-
-.. opcode:: TXL - Texture Lookup With explicit LOD
-
- for cube map array textures, the explicit lod value
- cannot be passed in src0.w, and TXL2 must be used instead.
-
- if the target is a shadow texture, the reference value is always
- in src.z (this prevents shadow 3d / 2d array / cube targets from
- using this instruction, but this is not needed).
-
-.. math::
-
- coord.x = src0.x
-
- coord.y = src0.y
-
- coord.z = src0.z
-
- coord.w = none
-
- lod = src0.w
-
- unit = src1
-
- dst = texture\_sample(unit, coord, lod)
-
-
-.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
-
- this is the same as TXL, but uses another reg to encode the
- explicit lod value.
- Presumably shadow 3d / 2d array / cube targets could use
- this encoding too, but this is not legal.
-
- if the target is a shadow cube map array, the reference value is in
- src1.y.
-
-.. math::
-
- coord = src0
-
- lod = src1.x
-
- unit = src2
-
- dst = texture\_sample(unit, coord, lod)
-
-
-Compute ISA
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-These opcodes are primarily provided for special-use computational shaders.
-Support for these opcodes indicated by a special pipe capability bit (TBD).
-
-XXX doesn't look like most of the opcodes really belong here.
-
-.. opcode:: CEIL - Ceiling
-
-.. math::
-
- dst.x = \lceil src.x\rceil
-
- dst.y = \lceil src.y\rceil
-
- dst.z = \lceil src.z\rceil
-
- dst.w = \lceil src.w\rceil
-
-
-.. opcode:: TRUNC - Truncate
-
-.. math::
-
- dst.x = trunc(src.x)
-
- dst.y = trunc(src.y)
-
- dst.z = trunc(src.z)
-
- dst.w = trunc(src.w)
-
-
-.. opcode:: MOD - Modulus
-
-.. math::
-
- dst.x = src0.x \bmod src1.x
-
- dst.y = src0.y \bmod src1.y
-
- dst.z = src0.z \bmod src1.z
-
- dst.w = src0.w \bmod src1.w
-
-
-.. opcode:: UARL - Integer Address Register Load
-
- Moves the contents of the source register, assumed to be an integer, into the
- destination register, which is assumed to be an address (ADDR) register.
-
-
-.. 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. 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:: TXQ - Texture Size Query
-
- As per NV_gpu_program4, retrieve the dimensions of the texture depending on
- the target. For 1D (width), 2D/RECT/CUBE (width, height), 3D (width, height,
- depth), 1D array (width, layers), 2D array (width, height, layers).
- Also return the number of accessible levels (last_level - first_level + 1)
- in W.
-
- For components which don't return a resource dimension, their value
- is undefined.
-
-.. math::
-
- lod = src0.x
-
- dst.x = texture\_width(unit, lod)
-
- dst.y = texture\_height(unit, lod)
-
- dst.z = texture\_depth(unit, lod)
-
- dst.w = texture\_levels(unit)
-
-
-.. opcode:: TXQS - Texture Samples Query
-
- This retrieves the number of samples in the texture, and stores it
- into the x component as an unsigned integer. The other components are
- undefined. If the texture is not multisampled, this function returns
- (1, undef, undef, undef).
-
-.. math::
-
- dst.x = texture\_samples(unit)
-
-
-.. opcode:: TG4 - Texture Gather
-
- As per ARB_texture_gather, gathers the four texels to be used in a bi-linear
- filtering operation and packs them into a single register. Only works with
- 2D, 2D array, cubemaps, and cubemaps arrays. For 2D textures, only the
- addressing modes of the sampler and the top level of any mip pyramid are
- used. Set W to zero. It behaves like the TEX instruction, but a filtered
- sample is not generated. The four samples that contribute to filtering are
- placed into xyzw in clockwise order, starting with the (u,v) texture
- coordinate delta at the following locations (-, +), (+, +), (+, -), (-, -),
- where the magnitude of the deltas are half a texel.
-
- PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample
- depth compares, single component selection, and a non-constant offset. It
- doesn't allow support for the GL independent offset to get i0,j0. This would
- require another CAP is hw can do it natively. For now we lower that before
- TGSI.
-
- PIPE_CAP_TGSI_TG4_COMPONENT_IN_SWIZZLE changes the encoding so that component
- is stored in the sampler source swizzle x.
-
-.. math::
-
- coord = src0
-
- (without TGSI_TG4_COMPONENT_IN_SWIZZLE)
- component = src1
-
- dst = texture\_gather4 (unit, coord, component)
-
- (with TGSI_TG4_COMPONENT_IN_SWIZZLE)
- dst = texture\_gather4 (unit, coord)
- component is encoded in sampler swizzle.
-
-(with SM5 - cube array shadow)
-
-.. math::
-
- coord = src0
-
- compare = src1
-
- dst = texture\_gather (uint, coord, compare)
-
-.. opcode:: LODQ - level of detail query
-
- Compute the LOD information that the texture pipe would use to access the
- texture. The Y component contains the computed LOD lambda_prime. The X
- component contains the LOD that will be accessed, based on min/max lod's
- and mipmap filters.
-
-.. math::
-
- coord = src0
-
- dst.xy = lodq(uint, coord);
-
-.. opcode:: CLOCK - retrieve the current shader time
-
- Invoking this instruction multiple times in the same shader should
- cause monotonically increasing values to be returned. The values
- are implicitly 64-bit, so if fewer than 64 bits of precision are
- available, to provide expected wraparound semantics, the value
- should be shifted up so that the most significant bit of the time
- is the most significant bit of the 64-bit value.
-
-.. math::
-
- dst.xy = clock()
-
-
-Integer ISA
-^^^^^^^^^^^^^^^^^^^^^^^^
-These opcodes are used for integer operations.
-Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
-
-
-.. opcode:: I2F - Signed Integer To Float
-
- Rounding is unspecified (round to nearest even suggested).
-
-.. math::
-
- dst.x = (float) src.x
-
- dst.y = (float) src.y
-
- dst.z = (float) src.z
-
- dst.w = (float) src.w
-
-
-.. opcode:: U2F - Unsigned Integer To Float
-
- Rounding is unspecified (round to nearest even suggested).
-
-.. math::
-
- dst.x = (float) src.x
-
- dst.y = (float) src.y
-
- dst.z = (float) src.z
-
- dst.w = (float) src.w
-
-
-.. opcode:: F2I - Float to Signed Integer
-
- Rounding is towards zero (truncate).
- Values outside signed range (including NaNs) produce undefined results.
-
-.. math::
-
- dst.x = (int) src.x
-
- dst.y = (int) src.y
-
- dst.z = (int) src.z
-
- dst.w = (int) src.w
-
-
-.. opcode:: F2U - Float to Unsigned Integer
-
- Rounding is towards zero (truncate).
- Values outside unsigned range (including NaNs) produce undefined results.
-
-.. math::
-
- dst.x = (unsigned) src.x
-
- dst.y = (unsigned) src.y
-
- dst.z = (unsigned) src.z
-
- dst.w = (unsigned) src.w
-
-
-.. opcode:: UADD - Integer Add
-
- This instruction works the same for signed and unsigned integers.
- The low 32bit of the result is returned.
-
-.. math::
-
- dst.x = src0.x + src1.x
-
- dst.y = src0.y + src1.y
-
- dst.z = src0.z + src1.z
-
- dst.w = src0.w + src1.w
-
-
-.. opcode:: UMAD - Integer Multiply And Add
-
- This instruction works the same for signed and unsigned integers.
- The multiplication returns the low 32bit (as does the result itself).
-
-.. math::
-
- dst.x = src0.x \times src1.x + src2.x
-
- dst.y = src0.y \times src1.y + src2.y
-
- dst.z = src0.z \times src1.z + src2.z
-
- dst.w = src0.w \times src1.w + src2.w
-
-
-.. opcode:: UMUL - Integer Multiply
-
- This instruction works the same for signed and unsigned integers.
- The low 32bit of the result is returned.
-
-.. math::
-
- dst.x = src0.x \times src1.x
-
- dst.y = src0.y \times src1.y
-
- dst.z = src0.z \times src1.z
-
- dst.w = src0.w \times src1.w
-
-
-.. opcode:: IMUL_HI - Signed Integer Multiply High Bits
-
- The high 32bits of the multiplication of 2 signed integers are returned.
-
-.. math::
-
- dst.x = (src0.x \times src1.x) >> 32
-
- dst.y = (src0.y \times src1.y) >> 32
-
- dst.z = (src0.z \times src1.z) >> 32
-
- dst.w = (src0.w \times src1.w) >> 32
-
-
-.. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits
-
- The high 32bits of the multiplication of 2 unsigned integers are returned.
-
-.. math::
-
- dst.x = (src0.x \times src1.x) >> 32
-
- dst.y = (src0.y \times src1.y) >> 32
-
- dst.z = (src0.z \times src1.z) >> 32
-
- dst.w = (src0.w \times src1.w) >> 32
-
-
-.. opcode:: IDIV - Signed Integer Division
-
- TBD: behavior for division by zero.
-
-.. math::
-
- dst.x = \frac{src0.x}{src1.x}
-
- dst.y = \frac{src0.y}{src1.y}
-
- dst.z = \frac{src0.z}{src1.z}
-
- dst.w = \frac{src0.w}{src1.w}
-
-
-.. opcode:: UDIV - Unsigned Integer Division
-
- For division by zero, 0xffffffff is returned.
-
-.. math::
-
- dst.x = \frac{src0.x}{src1.x}
-
- dst.y = \frac{src0.y}{src1.y}
-
- dst.z = \frac{src0.z}{src1.z}
-
- dst.w = \frac{src0.w}{src1.w}
-
-
-.. opcode:: UMOD - Unsigned Integer Remainder
-
- If second arg is zero, 0xffffffff is returned.
-
-.. math::
-
- dst.x = src0.x \bmod src1.x
-
- dst.y = src0.y \bmod src1.y
-
- dst.z = src0.z \bmod src1.z
-
- dst.w = src0.w \bmod src1.w
-
-
-.. opcode:: NOT - Bitwise Not
-
-.. math::
-
- dst.x = \sim src.x
-
- dst.y = \sim src.y
-
- dst.z = \sim src.z
-
- dst.w = \sim src.w
-
-
-.. opcode:: AND - Bitwise And
-
-.. math::
-
- dst.x = src0.x \& src1.x
-
- dst.y = src0.y \& src1.y
-
- dst.z = src0.z \& src1.z
-
- dst.w = src0.w \& src1.w
-
-
-.. opcode:: OR - Bitwise Or
-
-.. math::
-
- dst.x = src0.x | src1.x
-
- dst.y = src0.y | src1.y
-
- dst.z = src0.z | src1.z
-
- dst.w = src0.w | src1.w
-
-
-.. opcode:: XOR - Bitwise Xor
-
-.. math::
-
- dst.x = src0.x \oplus src1.x
-
- dst.y = src0.y \oplus src1.y
-
- dst.z = src0.z \oplus src1.z
-
- dst.w = src0.w \oplus src1.w
-
-
-.. opcode:: IMAX - Maximum of Signed Integers
-
-.. math::
-
- dst.x = max(src0.x, src1.x)
-
- dst.y = max(src0.y, src1.y)
-
- dst.z = max(src0.z, src1.z)
-
- dst.w = max(src0.w, src1.w)
-
-
-.. opcode:: UMAX - Maximum of Unsigned Integers
-
-.. math::
-
- dst.x = max(src0.x, src1.x)
-
- dst.y = max(src0.y, src1.y)
-
- dst.z = max(src0.z, src1.z)
-
- dst.w = max(src0.w, src1.w)
-
-
-.. opcode:: IMIN - Minimum of Signed Integers
-
-.. math::
-
- dst.x = min(src0.x, src1.x)
-
- dst.y = min(src0.y, src1.y)
-
- dst.z = min(src0.z, src1.z)
-
- dst.w = min(src0.w, src1.w)
-
-
-.. opcode:: UMIN - Minimum of Unsigned Integers
-
-.. math::
-
- dst.x = min(src0.x, src1.x)
-
- dst.y = min(src0.y, src1.y)
-
- dst.z = min(src0.z, src1.z)
-
- dst.w = min(src0.w, src1.w)
-
-
-.. opcode:: SHL - Shift Left
-
- The shift count is masked with 0x1f before the shift is applied.
-
-.. math::
-
- dst.x = src0.x << (0x1f \& src1.x)
-
- dst.y = src0.y << (0x1f \& src1.y)
-
- dst.z = src0.z << (0x1f \& src1.z)
-
- dst.w = src0.w << (0x1f \& src1.w)
-
-
-.. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)
-
- The shift count is masked with 0x1f before the shift is applied.
-
-.. math::
-
- dst.x = src0.x >> (0x1f \& src1.x)
-
- dst.y = src0.y >> (0x1f \& src1.y)
-
- dst.z = src0.z >> (0x1f \& src1.z)
-
- dst.w = src0.w >> (0x1f \& src1.w)
-
-
-.. opcode:: USHR - Logical Shift Right
-
- The shift count is masked with 0x1f before the shift is applied.
-
-.. math::
-
- dst.x = src0.x >> (unsigned) (0x1f \& src1.x)
-
- dst.y = src0.y >> (unsigned) (0x1f \& src1.y)
-
- dst.z = src0.z >> (unsigned) (0x1f \& src1.z)
-
- dst.w = src0.w >> (unsigned) (0x1f \& src1.w)
-
-
-.. opcode:: UCMP - Integer Conditional Move
-
-.. 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:: ISSG - Integer Set Sign
-
-.. math::
-
- dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0
-
- dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0
-
- dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0
-
- dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0
-
-
-
-.. opcode:: FSLT - Float Set On Less Than (ordered)
-
- Same comparison as SLT but returns integer instead of 1.0/0.0 float
-
-.. math::
-
- dst.x = (src0.x < src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y < src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z < src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w < src1.w) ? \sim 0 : 0
-
-
-.. opcode:: ISLT - Signed Integer Set On Less Than
-
-.. math::
-
- dst.x = (src0.x < src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y < src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z < src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w < src1.w) ? \sim 0 : 0
-
-
-.. opcode:: USLT - Unsigned Integer Set On Less Than
-
-.. math::
-
- dst.x = (src0.x < src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y < src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z < src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w < src1.w) ? \sim 0 : 0
-
-
-.. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
-
- Same comparison as SGE but returns integer instead of 1.0/0.0 float
-
-.. math::
-
- dst.x = (src0.x >= src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y >= src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z >= src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w >= src1.w) ? \sim 0 : 0
-
-
-.. opcode:: ISGE - Signed Integer Set On Greater Equal Than
-
-.. math::
-
- dst.x = (src0.x >= src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y >= src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z >= src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w >= src1.w) ? \sim 0 : 0
-
-
-.. opcode:: USGE - Unsigned Integer Set On Greater Equal Than
-
-.. math::
-
- dst.x = (src0.x >= src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y >= src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z >= src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w >= src1.w) ? \sim 0 : 0
-
-
-.. opcode:: FSEQ - Float Set On Equal (ordered)
-
- Same comparison as SEQ but returns integer instead of 1.0/0.0 float
-
-.. math::
-
- dst.x = (src0.x == src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y == src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z == src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w == src1.w) ? \sim 0 : 0
-
-
-.. opcode:: USEQ - Integer Set On Equal
-
-.. math::
-
- dst.x = (src0.x == src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y == src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z == src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w == src1.w) ? \sim 0 : 0
-
-
-.. opcode:: FSNE - Float Set On Not Equal (unordered)
-
- Same comparison as SNE but returns integer instead of 1.0/0.0 float
-
-.. math::
-
- dst.x = (src0.x != src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y != src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z != src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w != src1.w) ? \sim 0 : 0
-
-
-.. opcode:: USNE - Integer Set On Not Equal
-
-.. math::
-
- dst.x = (src0.x != src1.x) ? \sim 0 : 0
-
- dst.y = (src0.y != src1.y) ? \sim 0 : 0
-
- dst.z = (src0.z != src1.z) ? \sim 0 : 0
-
- dst.w = (src0.w != src1.w) ? \sim 0 : 0
-
-
-.. opcode:: INEG - Integer Negate
-
- Two's complement.
-
-.. math::
-
- dst.x = -src.x
-
- dst.y = -src.y
-
- dst.z = -src.z
-
- dst.w = -src.w
-
-
-.. opcode:: IABS - Integer Absolute Value
-
-.. math::
-
- dst.x = |src.x|
-
- dst.y = |src.y|
-
- dst.z = |src.z|
-
- dst.w = |src.w|
-
-Bitwise ISA
-^^^^^^^^^^^
-These opcodes are used for bit-level manipulation of integers.
-
-.. opcode:: IBFE - Signed Bitfield Extract
-
- Like GLSL bitfieldExtract. Extracts a set of bits from the input, and
- sign-extends them if the high bit of the extracted window is set.
-
- Pseudocode::
-
- def ibfe(value, offset, bits):
- if offset < 0 or bits < 0 or offset + bits > 32:
- return undefined
- if bits == 0: return 0
- # Note: >> sign-extends
- return (value << (32 - offset - bits)) >> (32 - bits)
-
-.. opcode:: UBFE - Unsigned Bitfield Extract
-
- Like GLSL bitfieldExtract. Extracts a set of bits from the input, without
- any sign-extension.
-
- Pseudocode::
-
- def ubfe(value, offset, bits):
- if offset < 0 or bits < 0 or offset + bits > 32:
- return undefined
- if bits == 0: return 0
- # Note: >> does not sign-extend
- return (value << (32 - offset - bits)) >> (32 - bits)
-
-.. opcode:: BFI - Bitfield Insert
-
- Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits
- of 'insert'.
-
- Pseudocode::
-
- def bfi(base, insert, offset, bits):
- if offset < 0 or bits < 0 or offset + bits > 32:
- return undefined
- # << defined such that mask == ~0 when bits == 32, offset == 0
- mask = ((1 << bits) - 1) << offset
- return ((insert << offset) & mask) | (base & ~mask)
-
-.. opcode:: BREV - Bitfield Reverse
-
- See SM5 instruction BFREV. Reverses the bits of the argument.
-
-.. opcode:: POPC - Population Count
-
- See SM5 instruction COUNTBITS. Counts the number of set bits in the argument.
-
-.. opcode:: LSB - Index of lowest set bit
-
- See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set
- bit of the argument. Returns -1 if none are set.
-
-.. opcode:: IMSB - Index of highest non-sign bit
-
- See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest
- non-sign bit of the argument (i.e. highest 0 bit for negative numbers,
- highest 1 bit for positive numbers). Returns -1 if all bits are the same
- (i.e. for inputs 0 and -1).
-
-.. opcode:: UMSB - Index of highest set bit
-
- See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest
- set bit of the argument. Returns -1 if none are set.
-
-Geometry ISA
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-These opcodes are only supported in geometry shaders; they have no meaning
-in any other type of shader.
-
-.. opcode:: EMIT - Emit
-
- Generate a new vertex for the current primitive into the specified vertex
- stream using the values in the output registers.
-
-
-.. opcode:: ENDPRIM - End Primitive
-
- Complete the current primitive in the specified vertex stream (consisting of
- the emitted vertices), and start a new one.
-
-
-GLSL ISA
-^^^^^^^^^^
-
-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/SWITCH/CASE/DEFAULT/ENDSWITCH).
-
-.. opcode:: CAL - Subroutine Call
-
- push(pc)
- pc = target
-
-
-.. opcode:: RET - Subroutine Call Return
-
- pc = pop()
-
-
-.. opcode:: CONT - Continue
-
- Unconditionally moves the point of execution to the instruction after the
- last bgnloop. The instruction must appear within a bgnloop/endloop.
-
-.. note::
-
- Support for CONT is determined by a special capability bit,
- ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
-
-
-.. opcode:: BGNLOOP - Begin a Loop
-
- Start a loop. Must have a matching endloop.
-
-
-.. opcode:: BGNSUB - Begin Subroutine
-
- Starts definition of a subroutine. Must have a matching endsub.
-
-
-.. opcode:: ENDLOOP - End a Loop
-
- End a loop started with bgnloop.
-
-
-.. opcode:: ENDSUB - End Subroutine
-
- Ends definition of a subroutine.
-
-
-.. opcode:: NOP - No Operation
-
- Do nothing.
-
-
-.. opcode:: BRK - Break
-
- Unconditionally 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.
-
-
-.. opcode:: IF - Float If
-
- Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
-
- src0.x != 0.0
-
- where src0.x is interpreted as a floating point register.
-
-
-.. opcode:: UIF - Bitwise If
-
- Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
-
- src0.x != 0
-
- where src0.x is interpreted as an integer register.
-
-
-.. opcode:: ELSE - Else
-
- Starts an else block, after an IF or UIF statement.
-
-
-.. opcode:: ENDIF - End If
-
- Ends an IF or UIF block.
-
-
-.. opcode:: SWITCH - Switch
-
- Starts a C-style switch expression. The switch consists of one or multiple
- CASE statements, and at most one DEFAULT statement. Execution of a statement
- ends when a BRK is hit, but just like in C falling through to other cases
- without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
- just as last statement, and fallthrough is allowed into/from it.
- CASE src arguments are evaluated at bit level against the SWITCH src argument.
-
- Example::
-
- SWITCH src[0].x
- CASE src[0].x
- (some instructions here)
- (optional BRK here)
- DEFAULT
- (some instructions here)
- (optional BRK here)
- CASE src[0].x
- (some instructions here)
- (optional BRK here)
- ENDSWITCH
-
-
-.. opcode:: CASE - Switch case
-
- This represents a switch case label. The src arg must be an integer immediate.
-
-
-.. opcode:: DEFAULT - Switch default
-
- This represents the default case in the switch, which is taken if no other
- case matches.
-
-
-.. opcode:: ENDSWITCH - End of switch
-
- Ends a switch expression.
-
-
-Interpolation ISA
-^^^^^^^^^^^^^^^^^
-
-The interpolation instructions allow an input to be interpolated in a
-different way than its declaration. This corresponds to the GLSL 4.00
-interpolateAt* functions. The first argument of each of these must come from
-``TGSI_FILE_INPUT``.
-
-.. opcode:: INTERP_CENTROID - Interpolate at the centroid
-
- Interpolates the varying specified by src0 at the centroid
-
-.. opcode:: INTERP_SAMPLE - Interpolate at the specified sample
-
- Interpolates the varying specified by src0 at the sample id specified by
- src1.x (interpreted as an integer)
-
-.. opcode:: INTERP_OFFSET - Interpolate at the specified offset
-
- Interpolates the varying specified by src0 at the offset src1.xy from the
- pixel center (interpreted as floats)
-
-
-.. _doubleopcodes:
-
-Double ISA
-^^^^^^^^^^^^^^^
-
-The double-precision opcodes reinterpret four-component vectors into
-two-component vectors with doubled precision in each component.
-
-.. opcode:: DABS - Absolute
-
-.. math::
-
- dst.xy = |src0.xy|
-
- dst.zw = |src0.zw|
-
-.. opcode:: DADD - Add
-
-.. math::
-
- dst.xy = src0.xy + src1.xy
-
- dst.zw = src0.zw + src1.zw
-
-.. opcode:: DSEQ - Set on Equal
-
-.. math::
-
- dst.x = src0.xy == src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw == src1.zw ? \sim 0 : 0
-
-.. opcode:: DSNE - Set on Not Equal
-
-.. math::
-
- dst.x = src0.xy != src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw != src1.zw ? \sim 0 : 0
-
-.. opcode:: DSLT - Set on Less than
-
-.. math::
-
- dst.x = src0.xy < src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw < src1.zw ? \sim 0 : 0
-
-.. opcode:: DSGE - Set on Greater equal
-
-.. math::
-
- dst.x = src0.xy >= src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw >= src1.zw ? \sim 0 : 0
-
-.. opcode:: DFRAC - Fraction
-
-.. math::
-
- dst.xy = src.xy - \lfloor src.xy\rfloor
-
- dst.zw = src.zw - \lfloor src.zw\rfloor
-
-.. opcode:: DTRUNC - Truncate
-
-.. math::
-
- dst.xy = trunc(src.xy)
-
- dst.zw = trunc(src.zw)
-
-.. opcode:: DCEIL - Ceiling
-
-.. math::
-
- dst.xy = \lceil src.xy\rceil
-
- dst.zw = \lceil src.zw\rceil
-
-.. opcode:: DFLR - Floor
-
-.. math::
-
- dst.xy = \lfloor src.xy\rfloor
-
- dst.zw = \lfloor src.zw\rfloor
-
-.. opcode:: DROUND - Fraction
-
-.. math::
-
- dst.xy = round(src.xy)
-
- dst.zw = round(src.zw)
-
-.. opcode:: DSSG - Set Sign
-
-.. math::
-
- dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0
-
- dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0
-
-.. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
-
-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` . The results are replicated across
-channels.
-
-.. math::
-
- dst0.xy = dst.zw = frac(src.xy)
-
- dst1 = frac(src.xy)
-
-
-.. opcode:: DLDEXP - Multiply Number by Integral Power of 2
-
-This opcode is the inverse of :opcode:`DFRACEXP`. The second
-source is an integer.
-
-.. math::
-
- dst.xy = src0.xy \times 2^{src1.x}
-
- dst.zw = src0.zw \times 2^{src1.z}
-
-.. opcode:: DMIN - Minimum
-
-.. math::
-
- dst.xy = min(src0.xy, src1.xy)
-
- dst.zw = min(src0.zw, src1.zw)
-
-.. opcode:: DMAX - Maximum
-
-.. math::
-
- dst.xy = max(src0.xy, src1.xy)
-
- dst.zw = max(src0.zw, src1.zw)
-
-.. opcode:: DMUL - Multiply
-
-.. math::
-
- dst.xy = src0.xy \times src1.xy
-
- dst.zw = src0.zw \times src1.zw
-
-
-.. opcode:: DMAD - Multiply And Add
-
-.. math::
-
- dst.xy = src0.xy \times src1.xy + src2.xy
-
- dst.zw = src0.zw \times src1.zw + src2.zw
-
-
-.. opcode:: DFMA - Fused Multiply-Add
-
-Perform a * b + c with no intermediate rounding step.
-
-.. math::
-
- dst.xy = src0.xy \times src1.xy + src2.xy
-
- dst.zw = src0.zw \times src1.zw + src2.zw
-
-
-.. opcode:: DDIV - Divide
-
-.. math::
-
- dst.xy = \frac{src0.xy}{src1.xy}
-
- dst.zw = \frac{src0.zw}{src1.zw}
-
-
-.. opcode:: DRCP - Reciprocal
-
-.. math::
-
- dst.xy = \frac{1}{src.xy}
-
- dst.zw = \frac{1}{src.zw}
-
-.. opcode:: DSQRT - Square Root
-
-.. math::
-
- dst.xy = \sqrt{src.xy}
-
- dst.zw = \sqrt{src.zw}
-
-.. opcode:: DRSQ - Reciprocal Square Root
-
-.. math::
-
- dst.xy = \frac{1}{\sqrt{src.xy}}
-
- dst.zw = \frac{1}{\sqrt{src.zw}}
-
-.. opcode:: F2D - Float to Double
-
-.. math::
-
- dst.xy = double(src0.x)
-
- dst.zw = double(src0.y)
-
-.. opcode:: D2F - Double to Float
-
-.. math::
-
- dst.x = float(src0.xy)
-
- dst.y = float(src0.zw)
-
-.. opcode:: I2D - Int to Double
-
-.. math::
-
- dst.xy = double(src0.x)
-
- dst.zw = double(src0.y)
-
-.. opcode:: D2I - Double to Int
-
-.. math::
-
- dst.x = int(src0.xy)
-
- dst.y = int(src0.zw)
-
-.. opcode:: U2D - Unsigned Int to Double
-
-.. math::
-
- dst.xy = double(src0.x)
-
- dst.zw = double(src0.y)
-
-.. opcode:: D2U - Double to Unsigned Int
-
-.. math::
-
- dst.x = unsigned(src0.xy)
-
- dst.y = unsigned(src0.zw)
-
-64-bit Integer ISA
-^^^^^^^^^^^^^^^^^^
-
-The 64-bit integer opcodes reinterpret four-component vectors into
-two-component vectors with 64-bits in each component.
-
-.. opcode:: I64ABS - 64-bit Integer Absolute Value
-
-.. math::
-
- dst.xy = |src0.xy|
-
- dst.zw = |src0.zw|
-
-.. opcode:: I64NEG - 64-bit Integer Negate
-
- Two's complement.
-
-.. math::
-
- dst.xy = -src.xy
-
- dst.zw = -src.zw
-
-.. opcode:: I64SSG - 64-bit Integer Set Sign
-
-.. math::
-
- dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0
-
- dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0
-
-.. opcode:: U64ADD - 64-bit Integer Add
-
-.. math::
-
- dst.xy = src0.xy + src1.xy
-
- dst.zw = src0.zw + src1.zw
-
-.. opcode:: U64MUL - 64-bit Integer Multiply
-
-.. math::
-
- dst.xy = src0.xy * src1.xy
-
- dst.zw = src0.zw * src1.zw
-
-.. opcode:: U64SEQ - 64-bit Integer Set on Equal
-
-.. math::
-
- dst.x = src0.xy == src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw == src1.zw ? \sim 0 : 0
-
-.. opcode:: U64SNE - 64-bit Integer Set on Not Equal
-
-.. math::
-
- dst.x = src0.xy != src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw != src1.zw ? \sim 0 : 0
-
-.. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than
-
-.. math::
-
- dst.x = src0.xy < src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw < src1.zw ? \sim 0 : 0
-
-.. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal
-
-.. math::
-
- dst.x = src0.xy >= src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw >= src1.zw ? \sim 0 : 0
-
-.. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than
-
-.. math::
-
- dst.x = src0.xy < src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw < src1.zw ? \sim 0 : 0
-
-.. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal
-
-.. math::
-
- dst.x = src0.xy >= src1.xy ? \sim 0 : 0
-
- dst.z = src0.zw >= src1.zw ? \sim 0 : 0
-
-.. opcode:: I64MIN - Minimum of 64-bit Signed Integers
-
-.. math::
-
- dst.xy = min(src0.xy, src1.xy)
-
- dst.zw = min(src0.zw, src1.zw)
-
-.. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers
-
-.. math::
-
- dst.xy = min(src0.xy, src1.xy)
-
- dst.zw = min(src0.zw, src1.zw)
-
-.. opcode:: I64MAX - Maximum of 64-bit Signed Integers
-
-.. math::
-
- dst.xy = max(src0.xy, src1.xy)
-
- dst.zw = max(src0.zw, src1.zw)
-
-.. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers
-
-.. math::
-
- dst.xy = max(src0.xy, src1.xy)
-
- dst.zw = max(src0.zw, src1.zw)
-
-.. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer
-
- The shift count is masked with 0x3f before the shift is applied.
-
-.. math::
-
- dst.xy = src0.xy << (0x3f \& src1.x)
-
- dst.zw = src0.zw << (0x3f \& src1.y)
-
-.. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer)
-
- The shift count is masked with 0x3f before the shift is applied.
-
-.. math::
-
- dst.xy = src0.xy >> (0x3f \& src1.x)
-
- dst.zw = src0.zw >> (0x3f \& src1.y)
-
-.. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer)
-
- The shift count is masked with 0x3f before the shift is applied.
-
-.. math::
-
- dst.xy = src0.xy >> (unsigned) (0x3f \& src1.x)
-
- dst.zw = src0.zw >> (unsigned) (0x3f \& src1.y)
-
-.. opcode:: I64DIV - 64-bit Signed Integer Division
-
-.. math::
-
- dst.xy = \frac{src0.xy}{src1.xy}
-
- dst.zw = \frac{src0.zw}{src1.zw}
-
-.. opcode:: U64DIV - 64-bit Unsigned Integer Division
-
-.. math::
-
- dst.xy = \frac{src0.xy}{src1.xy}
-
- dst.zw = \frac{src0.zw}{src1.zw}
-
-.. opcode:: U64MOD - 64-bit Unsigned Integer Remainder
-
-.. math::
-
- dst.xy = src0.xy \bmod src1.xy
-
- dst.zw = src0.zw \bmod src1.zw
-
-.. opcode:: I64MOD - 64-bit Signed Integer Remainder
-
-.. math::
-
- dst.xy = src0.xy \bmod src1.xy
-
- dst.zw = src0.zw \bmod src1.zw
-
-.. opcode:: F2U64 - Float to 64-bit Unsigned Int
-
-.. math::
-
- dst.xy = (uint64_t) src0.x
-
- dst.zw = (uint64_t) src0.y
-
-.. opcode:: F2I64 - Float to 64-bit Int
-
-.. math::
-
- dst.xy = (int64_t) src0.x
-
- dst.zw = (int64_t) src0.y
-
-.. opcode:: U2I64 - Unsigned Integer to 64-bit Integer
-
- This is a zero extension.
-
-.. math::
-
- dst.xy = (int64_t) src0.x
-
- dst.zw = (int64_t) src0.y
-
-.. opcode:: I2I64 - Signed Integer to 64-bit Integer
-
- This is a sign extension.
-
-.. math::
-
- dst.xy = (int64_t) src0.x
-
- dst.zw = (int64_t) src0.y
-
-.. opcode:: D2U64 - Double to 64-bit Unsigned Int
-
-.. math::
-
- dst.xy = (uint64_t) src0.xy
-
- dst.zw = (uint64_t) src0.zw
-
-.. opcode:: D2I64 - Double to 64-bit Int
-
-.. math::
-
- dst.xy = (int64_t) src0.xy
-
- dst.zw = (int64_t) src0.zw
-
-.. opcode:: U642F - 64-bit unsigned integer to float
-
-.. math::
-
- dst.x = (float) src0.xy
-
- dst.y = (float) src0.zw
-
-.. opcode:: I642F - 64-bit Int to Float
-
-.. math::
-
- dst.x = (float) src0.xy
-
- dst.y = (float) src0.zw
-
-.. opcode:: U642D - 64-bit unsigned integer to double
-
-.. math::
-
- dst.xy = (double) src0.xy
-
- dst.zw = (double) src0.zw
-
-.. opcode:: I642D - 64-bit Int to double
-
-.. math::
-
- dst.xy = (double) src0.xy
-
- dst.zw = (double) src0.zw
-
-.. _samplingopcodes:
-
-Resource Sampling Opcodes
-^^^^^^^^^^^^^^^^^^^^^^^^^
-
-Those opcodes follow very closely semantics of the respective Direct3D
-instructions. If in doubt double check Direct3D documentation.
-Note that the swizzle on SVIEW (src1) determines texel swizzling
-after lookup.
-
-.. opcode:: SAMPLE
-
- Using provided address, sample data from the specified texture using the
- filtering mode identified by the given sampler. The source data may come from
- any resource type other than buffers.
-
- Syntax: ``SAMPLE dst, address, sampler_view, sampler``
-
- Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]``
-
-.. opcode:: SAMPLE_I
-
- Simplified alternative to the SAMPLE instruction. Using the provided
- integer address, SAMPLE_I fetches data from the specified sampler view
- without any filtering. The source data may come from any resource type
- other than CUBE.
-
- Syntax: ``SAMPLE_I dst, address, sampler_view``
-
- Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]``
-
- The 'address' is specified as unsigned integers. If the 'address' is out of
- range [0...(# texels - 1)] the result of the fetch is always 0 in all
- components. As such the instruction doesn't honor address wrap modes, in
- cases where that behavior is desirable 'SAMPLE' instruction should be used.
- address.w always provides an unsigned integer mipmap level. If the value is
- out of the range then the instruction always returns 0 in all components.
- address.yz are ignored for buffers and 1d textures. address.z is ignored
- for 1d texture arrays and 2d textures.
-
- For 1D texture arrays address.y provides the array index (also as unsigned
- integer). If the value is out of the range of available array indices
- [0... (array size - 1)] then the opcode always returns 0 in all components.
- For 2D texture arrays address.z provides the array index, otherwise it
- exhibits the same behavior as in the case for 1D texture arrays. The exact
- semantics of the source address are presented in the table below:
-
- +---------------------------+----+-----+-----+---------+
- | resource type | X | Y | Z | W |
- +===========================+====+=====+=====+=========+
- | ``PIPE_BUFFER`` | x | | | ignored |
- +---------------------------+----+-----+-----+---------+
- | ``PIPE_TEXTURE_1D`` | x | | | mpl |
- +---------------------------+----+-----+-----+---------+
- | ``PIPE_TEXTURE_2D`` | x | y | | mpl |
- +---------------------------+----+-----+-----+---------+
- | ``PIPE_TEXTURE_3D`` | x | y | z | mpl |
- +---------------------------+----+-----+-----+---------+
- | ``PIPE_TEXTURE_RECT`` | x | y | | mpl |
- +---------------------------+----+-----+-----+---------+
- | ``PIPE_TEXTURE_CUBE`` | not allowed as source |
- +---------------------------+----+-----+-----+---------+
- | ``PIPE_TEXTURE_1D_ARRAY`` | x | idx | | mpl |
- +---------------------------+----+-----+-----+---------+
- | ``PIPE_TEXTURE_2D_ARRAY`` | x | y | idx | mpl |
- +---------------------------+----+-----+-----+---------+
-
- Where 'mpl' is a mipmap level and 'idx' is the array index.
-
-.. opcode:: SAMPLE_I_MS
-
- Just like SAMPLE_I but allows fetch data from multi-sampled surfaces.
-
- Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample``
-
-.. opcode:: SAMPLE_B
-
- Just like the SAMPLE instruction with the exception that an additional bias
- is applied to the level of detail computed as part of the instruction
- execution.
-
- Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias``
-
- Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
-
-.. opcode:: SAMPLE_C
-
- Similar to the SAMPLE instruction but it performs a comparison filter. The
- operands to SAMPLE_C are identical to SAMPLE, except that there is an
- additional float32 operand, reference value, which must be a register with
- single-component, or a scalar literal. SAMPLE_C makes the hardware use the
- current samplers compare_func (in pipe_sampler_state) to compare reference
- value against the red component value for the surce resource at each texel
- that the currently configured texture filter covers based on the provided
- coordinates.
-
- Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value``
-
- Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
-
-.. opcode:: SAMPLE_C_LZ
-
- Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands
- for level-zero.
-
- Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value``
-
- Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
-
-
-.. opcode:: SAMPLE_D
-
- SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for
- the source address in the x direction and the y direction are provided by
- extra parameters.
-
- Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y``
-
- Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]``
-
-.. opcode:: SAMPLE_L
-
- SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided
- directly as a scalar value, representing no anisotropy.
-
- Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod``
-
- Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
-
-.. opcode:: GATHER4
-
- Gathers the four texels to be used in a bi-linear filtering operation and
- packs them into a single register. Only works with 2D, 2D array, cubemaps,
- and cubemaps arrays. For 2D textures, only the addressing modes of the
- sampler and the top level of any mip pyramid are used. Set W to zero. It
- behaves like the SAMPLE instruction, but a filtered sample is not
- generated. The four samples that contribute to filtering are placed into
- xyzw in counter-clockwise order, starting with the (u,v) texture coordinate
- delta at the following locations (-, +), (+, +), (+, -), (-, -), where the
- magnitude of the deltas are half a texel.
-
-
-.. opcode:: SVIEWINFO
-
- Query the dimensions of a given sampler view. dst receives width, height,
- depth or array size and number of mipmap levels as int4. The dst can have a
- writemask which will specify what info is the caller interested in.
-
- Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view``
-
- Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]``
-
- src_mip_level is an unsigned integer scalar. If it's out of range then
- returns 0 for width, height and depth/array size but the total number of
- mipmap is still returned correctly for the given sampler view. The returned
- width, height and depth values are for the mipmap level selected by the
- src_mip_level and are in the number of texels. For 1d texture array width
- is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is
- still in dst.w. In contrast to d3d10 resinfo, there's no way in the tgsi
- instruction encoding to specify the return type (float/rcpfloat/uint), hence
- always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1
- resinfo allowing swizzling dst values is ignored (due to the interaction
- with rcpfloat modifier which requires some swizzle handling in the state
- tracker anyway).
-
-.. opcode:: SAMPLE_POS
-
- Query the position of a sample in the given resource or render target
- when per-sample fragment shading is in effect.
-
- Syntax: ``SAMPLE_POS dst, source, sample_index``
-
- dst receives float4 (x, y, undef, undef) indicated where the sample is
- located. Sample locations are in the range [0, 1] where 0.5 is the center
- of the fragment.
-
- source is either a sampler view (to indicate a shader resource) or temp
- register (to indicate the render target). The source register may have
- an optional swizzle to apply to the returned result
-
- sample_index is an integer scalar indicating which sample position is to
- be queried.
-
- If per-sample shading is not in effect or the source resource or render
- target is not multisampled, the result is (0.5, 0.5, undef, undef).
-
- NOTE: no driver has implemented this opcode yet (and no gallium frontend
- emits it). This information is subject to change.
-
-.. opcode:: SAMPLE_INFO
-
- Query the number of samples in a multisampled resource or render target.
-
- Syntax: ``SAMPLE_INFO dst, source``
-
- dst receives int4 (n, 0, 0, 0) where n is the number of samples in a
- resource or the render target.
-
- source is either a sampler view (to indicate a shader resource) or temp
- register (to indicate the render target). The source register may have
- an optional swizzle to apply to the returned result
-
- If per-sample shading is not in effect or the source resource or render
- target is not multisampled, the result is (1, 0, 0, 0).
-
- NOTE: no driver has implemented this opcode yet (and no gallium frontend
- emits it). This information is subject to change.
-
-.. opcode:: LOD - level of detail
-
- Same syntax as the SAMPLE opcode but instead of performing an actual
- texture lookup/filter, return the computed LOD information that the
- texture pipe would use to access the texture. The Y component contains
- the computed LOD lambda_prime. The X component contains the LOD that will
- be accessed, based on min/max lod's and mipmap filters.
- The Z and W components are set to 0.
-
- Syntax: ``LOD dst, address, sampler_view, sampler``
-
-
-.. _resourceopcodes:
-
-Resource Access Opcodes
-^^^^^^^^^^^^^^^^^^^^^^^
-
-For these opcodes, the resource can be a BUFFER, IMAGE, or MEMORY.
-
-.. opcode:: LOAD - Fetch data from a shader buffer or image
-
- Syntax: ``LOAD dst, resource, address``
-
- Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]``
-
- Using the provided integer address, LOAD fetches data
- from the specified buffer or texture without any
- filtering.
-
- The 'address' is specified as a vector of unsigned
- integers. If the 'address' is out of range the result
- is unspecified.
-
- Only the first mipmap level of a resource can be read
- from using this instruction.
-
- For 1D or 2D texture arrays, the array index is
- provided as an unsigned integer in address.y or
- address.z, respectively. address.yz are ignored for
- buffers and 1D textures. address.z is ignored for 1D
- texture arrays and 2D textures. address.w is always
- ignored.
-
- A swizzle suffix may be added to the resource argument
- this will cause the resource data to be swizzled accordingly.
-
-.. opcode:: STORE - Write data to a shader resource
-
- Syntax: ``STORE resource, address, src``
-
- Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]``
-
- Using the provided integer address, STORE writes data
- to the specified buffer or texture.
-
- The 'address' is specified as a vector of unsigned
- integers. If the 'address' is out of range the result
- is unspecified.
-
- Only the first mipmap level of a resource can be
- written to using this instruction.
-
- For 1D or 2D texture arrays, the array index is
- provided as an unsigned integer in address.y or
- address.z, respectively. address.yz are ignored for
- buffers and 1D textures. address.z is ignored for 1D
- texture arrays and 2D textures. address.w is always
- ignored.
-
-.. opcode:: RESQ - Query information about a resource
-
- Syntax: ``RESQ dst, resource``
-
- Example: ``RESQ TEMP[0], BUFFER[0]``
-
- Returns information about the buffer or image resource. For buffer
- resources, the size (in bytes) is returned in the x component. For
- image resources, .xyz will contain the width/height/layers of the
- image, while .w will contain the number of samples for multi-sampled
- images.
-
-.. opcode:: FBFETCH - Load data from framebuffer
-
- Syntax: ``FBFETCH dst, output``
-
- Example: ``FBFETCH TEMP[0], OUT[0]``
-
- This is only valid on ``COLOR`` semantic outputs. Returns the color
- of the current position in the framebuffer from before this fragment
- shader invocation. May return the same value from multiple calls for
- a particular output within a single invocation. Note that result may
- be undefined if a fragment is drawn multiple times without a blend
- barrier in between.
-
-
-.. _bindlessopcodes:
-
-Bindless Opcodes
-^^^^^^^^^^^^^^^^
-
-These opcodes are for working with bindless sampler or image handles and
-require PIPE_CAP_BINDLESS_TEXTURE.
-
-.. opcode:: IMG2HND - Get a bindless handle for a image
-
- Syntax: ``IMG2HND dst, image``
-
- Example: ``IMG2HND TEMP[0], IMAGE[0]``
-
- Sets 'dst' to a bindless handle for 'image'.
-
-.. opcode:: SAMP2HND - Get a bindless handle for a sampler
-
- Syntax: ``SAMP2HND dst, sampler``
-
- Example: ``SAMP2HND TEMP[0], SAMP[0]``
-
- Sets 'dst' to a bindless handle for 'sampler'.
-
-
-.. _threadsyncopcodes:
-
-Inter-thread synchronization opcodes
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-These opcodes are intended for communication between threads running
-within the same compute grid. For now they're only valid in compute
-programs.
-
-.. opcode:: BARRIER - Thread group barrier
-
- ``BARRIER``
-
- This opcode suspends the execution of the current thread until all
- the remaining threads in the working group reach the same point of
- the program. Results are unspecified if any of the remaining
- threads terminates or never reaches an executed BARRIER instruction.
-
-.. opcode:: MEMBAR - Memory barrier
-
- ``MEMBAR type``
-
- This opcode waits for the completion of all memory accesses based on
- the type passed in. The type is an immediate bitfield with the following
- meaning:
-
- Bit 0: Shader storage buffers
- Bit 1: Atomic buffers
- Bit 2: Images
- Bit 3: Shared memory
- Bit 4: Thread group
-
- These may be passed in in any combination. An implementation is free to not
- distinguish between these as it sees fit. However these map to all the
- possibilities made available by GLSL.
-
-.. _atomopcodes:
-
-Atomic opcodes
-^^^^^^^^^^^^^^
-
-These opcodes provide atomic variants of some common arithmetic and
-logical operations. In this context atomicity means that another
-concurrent memory access operation that affects the same memory
-location is guaranteed to be performed strictly before or after the
-entire execution of the atomic operation. The resource may be a BUFFER,
-IMAGE, HWATOMIC, or MEMORY. In the case of an image, the offset works
-the same as for ``LOAD`` and ``STORE``, specified above. For atomic
-counters, the offset is an immediate index to the base hw atomic
-counter for this operation.
-These atomic operations may only be used with 32-bit integer image formats.
-
-.. opcode:: ATOMUADD - Atomic integer addition
-
- Syntax: ``ATOMUADD dst, resource, offset, src``
-
- Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = dst_x + src_x
-
-
-.. opcode:: ATOMFADD - Atomic floating point addition
-
- Syntax: ``ATOMFADD dst, resource, offset, src``
-
- Example: ``ATOMFADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = dst_x + src_x
-
-
-.. opcode:: ATOMXCHG - Atomic exchange
-
- Syntax: ``ATOMXCHG dst, resource, offset, src``
-
- Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = src_x
-
-
-.. opcode:: ATOMCAS - Atomic compare-and-exchange
-
- Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
-
- Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = (dst_x == cmp_x ? src_x : dst_x)
-
-
-.. opcode:: ATOMAND - Atomic bitwise And
-
- Syntax: ``ATOMAND dst, resource, offset, src``
-
- Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = dst_x \& src_x
-
-
-.. opcode:: ATOMOR - Atomic bitwise Or
-
- Syntax: ``ATOMOR dst, resource, offset, src``
-
- Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = dst_x | src_x
-
-
-.. opcode:: ATOMXOR - Atomic bitwise Xor
-
- Syntax: ``ATOMXOR dst, resource, offset, src``
-
- Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = dst_x \oplus src_x
-
-
-.. opcode:: ATOMUMIN - Atomic unsigned minimum
-
- Syntax: ``ATOMUMIN dst, resource, offset, src``
-
- Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = (dst_x < src_x ? dst_x : src_x)
-
-
-.. opcode:: ATOMUMAX - Atomic unsigned maximum
-
- Syntax: ``ATOMUMAX dst, resource, offset, src``
-
- Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = (dst_x > src_x ? dst_x : src_x)
-
-
-.. opcode:: ATOMIMIN - Atomic signed minimum
-
- Syntax: ``ATOMIMIN dst, resource, offset, src``
-
- Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = (dst_x < src_x ? dst_x : src_x)
-
-
-.. opcode:: ATOMIMAX - Atomic signed maximum
-
- Syntax: ``ATOMIMAX dst, resource, offset, src``
-
- Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = (dst_x > src_x ? dst_x : src_x)
-
-
-.. opcode:: ATOMINC_WRAP - Atomic increment + wrap around
-
- Syntax: ``ATOMINC_WRAP dst, resource, offset, src``
-
- Example: ``ATOMINC_WRAP TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset] + 1
-
- resource[offset] = dst_x <= src_x ? dst_x : 0
-
-
-.. opcode:: ATOMDEC_WRAP - Atomic decrement + wrap around
-
- Syntax: ``ATOMDEC_WRAP dst, resource, offset, src``
-
- Example: ``ATOMDEC_WRAP TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
-
- The following operation is performed atomically:
-
-.. math::
-
- dst_x = resource[offset]
-
- resource[offset] = (dst_x > 0 && dst_x < src_x) ? dst_x - 1 : 0
-
-
-.. _interlaneopcodes:
-
-Inter-lane opcodes
-^^^^^^^^^^^^^^^^^^
-
-These opcodes reduce the given value across the shader invocations
-running in the current SIMD group. Every thread in the subgroup will receive
-the same result. The BALLOT operations accept a single-channel argument that
-is treated as a boolean and produce a 64-bit value.
-
-.. opcode:: VOTE_ANY - Value is set in any of the active invocations
-
- Syntax: ``VOTE_ANY dst, value``
-
- Example: ``VOTE_ANY TEMP[0].x, TEMP[1].x``
-
-
-.. opcode:: VOTE_ALL - Value is set in all of the active invocations
-
- Syntax: ``VOTE_ALL dst, value``
-
- Example: ``VOTE_ALL TEMP[0].x, TEMP[1].x``
-
-
-.. opcode:: VOTE_EQ - Value is the same in all of the active invocations
-
- Syntax: ``VOTE_EQ dst, value``
-
- Example: ``VOTE_EQ TEMP[0].x, TEMP[1].x``
-
-
-.. opcode:: BALLOT - Lanemask of whether the value is set in each active
- invocation
-
- Syntax: ``BALLOT dst, value``
-
- Example: ``BALLOT TEMP[0].xy, TEMP[1].x``
-
- When the argument is a constant true, this produces a bitmask of active
- invocations. In fragment shaders, this can include helper invocations
- (invocations whose outputs and writes to memory are discarded, but which
- are used to compute derivatives).
-
-
-.. opcode:: READ_FIRST - Broadcast the value from the first active
- invocation to all active lanes
-
- Syntax: ``READ_FIRST dst, value``
-
- Example: ``READ_FIRST TEMP[0], TEMP[1]``
-
-
-.. opcode:: READ_INVOC - Retrieve the value from the given invocation
- (need not be uniform)
-
- Syntax: ``READ_INVOC dst, value, invocation``
-
- Example: ``READ_INVOC TEMP[0].xy, TEMP[1].xy, TEMP[2].x``
-
- invocation.x controls the invocation number to read from for all channels.
- The invocation number must be the same across all active invocations in a
- sub-group; otherwise, the results are undefined.
-
-
-Explanation of symbols used
-------------------------------
-
-
-Functions
-^^^^^^^^^^^^^^
-
-
- :math:`|x|` Absolute value of `x`.
-
- :math:`\lceil x \rceil` Ceiling of `x`.
-
- clamp(x,y,z) Clamp x between y and z.
- (x < y) ? y : (x > z) ? z : x
-
- :math:`\lfloor x\rfloor` Floor of `x`.
-
- :math:`\log_2{x}` Logarithm of `x`, base 2.
-
- 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.
-
- :math:`x^y` `x` to the power `y`.
-
- push(x) Push x on stack.
-
- round(x) Round x.
-
- trunc(x) Truncate x, i.e. drop the fraction bits.
-
-
-Keywords
-^^^^^^^^^^^^^
-
-
- discard Discard fragment.
-
- pc Program counter.
-
- target Label of target instruction.
-
-
-Other tokens
----------------
-
-
-Declaration
-^^^^^^^^^^^
-
-
-Declares a register that is will be referenced as an operand in Instruction
-tokens.
-
-File field contains register file that is being declared and is one
-of TGSI_FILE.
-
-UsageMask field specifies which of the register components can be accessed
-and is one of TGSI_WRITEMASK.
-
-The Local flag specifies that a given value isn't intended for
-subroutine parameter passing and, as a result, the implementation
-isn't required to give any guarantees of it being preserved across
-subroutine boundaries. As it's merely a compiler hint, the
-implementation is free to ignore it.
-
-If Dimension flag is set to 1, a Declaration Dimension token follows.
-
-If Semantic flag is set to 1, a Declaration Semantic token follows.
-
-If Interpolate flag is set to 1, a Declaration Interpolate token follows.
-
-If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
-
-If Array flag is set to 1, a Declaration Array token follows.
-
-Array Declaration
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-Declarations can optional have an ArrayID attribute which can be referred by
-indirect addressing operands. An ArrayID of zero is reserved and treated as
-if no ArrayID is specified.
-
-If an indirect addressing operand refers to a specific declaration by using
-an ArrayID only the registers in this declaration are guaranteed to be
-accessed, accessing any register outside this declaration results in undefined
-behavior. Note that for compatibility the effective index is zero-based and
-not relative to the specified declaration
-
-If no ArrayID is specified with an indirect addressing operand the whole
-register file might be accessed by this operand. This is strongly discouraged
-and will prevent packing of scalar/vec2 arrays and effective alias analysis.
-This is only legal for TEMP and CONST register files.
-
-Declaration Semantic
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-Vertex and fragment shader input and output registers may be labeled
-with semantic information consisting of a name and index.
-
-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.
-
-TGSI_SEMANTIC_POSITION
-""""""""""""""""""""""
-
-For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
-output register which contains the homogeneous vertex position in the clip
-space coordinate system. After clipping, the X, Y and Z components of the
-vertex will be divided by the W value to get normalized device coordinates.
-
-For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
-fragment shader input (or system value, depending on which one is
-supported by the driver) contains the fragment's window position. The X
-component starts at zero and always increases from left to right.
-The Y component starts at zero and always increases but Y=0 may either
-indicate the top of the window or the bottom depending on the fragment
-coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
-The Z coordinate ranges from 0 to 1 to represent depth from the front
-to the back of the Z buffer. The W component contains the interpolated
-reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
-but unlike d3d10 which interpolates the same 1/w but then gives back
-the reciprocal of the interpolated value).
-
-Fragment shaders may also declare an output register with
-TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
-the fragment shader to change the fragment's Z position.
-
-
-
-TGSI_SEMANTIC_COLOR
-"""""""""""""""""""
-
-For vertex shader outputs or fragment shader inputs/outputs, this
-label indicates that the register contains an R,G,B,A color.
-
-Several shader inputs/outputs may contain colors so the semantic index
-is used to distinguish them. For example, color[0] may be the diffuse
-color while color[1] may be the specular color.
-
-This label is needed so that the flat/smooth shading can be applied
-to the right interpolants during rasterization.
-
-
-
-TGSI_SEMANTIC_BCOLOR
-""""""""""""""""""""
-
-Back-facing colors are only used for back-facing polygons, and are only valid
-in vertex shader outputs. After rasterization, all polygons are front-facing
-and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
-so all BCOLORs effectively become regular COLORs in the fragment shader.
-
-
-TGSI_SEMANTIC_FOG
-"""""""""""""""""
-
-Vertex shader inputs and outputs and fragment shader inputs may be
-labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
-a fog coordinate. Typically, the fragment shader will use the fog coordinate
-to compute a fog blend factor which is used to blend the normal fragment color
-with a constant fog color. But fog coord really is just an ordinary vec4
-register like regular semantics.
-
-
-TGSI_SEMANTIC_PSIZE
-"""""""""""""""""""
-
-Vertex shader input and output registers may be labeled with
-TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
-in the form (S, 0, 0, 1). The point size controls the width or diameter
-of points for rasterization. This label cannot be used in fragment
-shaders.
-
-When using this semantic, be sure to set the appropriate state in the
-:ref:`rasterizer` first.
-
-
-TGSI_SEMANTIC_TEXCOORD
-""""""""""""""""""""""
-
-Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
-
-Vertex shader outputs and fragment shader inputs may be labeled with
-this semantic to make them replaceable by sprite coordinates via the
-sprite_coord_enable state in the :ref:`rasterizer`.
-The semantic index permitted with this semantic is limited to <= 7.
-
-If the driver does not support TEXCOORD, sprite coordinate replacement
-applies to inputs with the GENERIC semantic instead.
-
-The intended use case for this semantic is gl_TexCoord.
-
-
-TGSI_SEMANTIC_PCOORD
-""""""""""""""""""""
-
-Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
-
-Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
-that the register contains sprite coordinates in the form (x, y, 0, 1), if
-the current primitive is a point and point sprites are enabled. Otherwise,
-the contents of the register are undefined.
-
-The intended use case for this semantic is gl_PointCoord.
-
-
-TGSI_SEMANTIC_GENERIC
-"""""""""""""""""""""
-
-All vertex/fragment shader inputs/outputs not labeled with any other
-semantic label can be considered to be generic attributes. Typical
-uses of generic inputs/outputs are texcoords and user-defined values.
-
-
-TGSI_SEMANTIC_NORMAL
-""""""""""""""""""""
-
-Indicates that a vertex shader input is a normal vector. This is
-typically only used for legacy graphics APIs.
-
-
-TGSI_SEMANTIC_FACE
-""""""""""""""""""
-
-This label applies to fragment shader inputs (or system values,
-depending on which one is supported by the driver) and indicates that
-the register contains front/back-face information.
-
-If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1),
-where F will be positive when the fragment belongs to a front-facing polygon,
-and negative when the fragment belongs to a back-facing polygon.
-
-If it is a system value, it will be an integer vector in the form (F, 0, 0, 1),
-where F is 0xffffffff when the fragment belongs to a front-facing polygon and
-0 when the fragment belongs to a back-facing polygon.
-
-
-TGSI_SEMANTIC_EDGEFLAG
-""""""""""""""""""""""
-
-For vertex shaders, this sematic label indicates that an input or
-output is a boolean edge flag. The register layout is [F, x, x, x]
-where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
-simply copies the edge flag input to the edgeflag output.
-
-Edge flags are used to control which lines or points are actually
-drawn when the polygon mode converts triangles/quads/polygons into
-points or lines.
-
-
-TGSI_SEMANTIC_STENCIL
-"""""""""""""""""""""
-
-For fragment shaders, this semantic label indicates that an output
-is a writable stencil reference value. Only the Y component is writable.
-This allows the fragment shader to change the fragments stencilref value.
-
-
-TGSI_SEMANTIC_VIEWPORT_INDEX
-""""""""""""""""""""""""""""
-
-For geometry shaders, this semantic label indicates that an output
-contains the index of the viewport (and scissor) to use.
-This is an integer value, and only the X component is used.
-
-If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
-supported, then this semantic label can also be used in vertex or
-tessellation evaluation shaders, respectively. Only the value written in the
-last vertex processing stage is used.
-
-
-TGSI_SEMANTIC_LAYER
-"""""""""""""""""""
-
-For geometry shaders, this semantic label indicates that an output
-contains the layer value to use for the color and depth/stencil surfaces.
-This is an integer value, and only the X component is used.
-(Also known as rendertarget array index.)
-
-If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
-supported, then this semantic label can also be used in vertex or
-tessellation evaluation shaders, respectively. Only the value written in the
-last vertex processing stage is used.
-
-
-TGSI_SEMANTIC_CLIPDIST
-""""""""""""""""""""""
-
-Note this covers clipping and culling distances.
-
-When components of vertex elements are identified this way, these
-values are each assumed to be a float32 signed distance to a plane.
-
-For clip distances:
-Primitive setup only invokes rasterization on pixels for which
-the interpolated plane distances are >= 0.
-
-For cull distances:
-Primitives will be completely discarded if the plane distance
-for all of the vertices in the primitive are < 0.
-If a vertex has a cull distance of NaN, that vertex counts as "out"
-(as if its < 0);
-
-Multiple clip/cull planes can be implemented simultaneously, by
-annotating multiple components of one or more vertex elements with
-the above specified semantic.
-The limits on both clip and cull distances are bound
-by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
-the maximum number of components that can be used to hold the
-distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
-which specifies the maximum number of registers which can be
-annotated with those semantics.
-The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED
-are used to divide up the 2 x vec4 space between clipping and culling.
-
-TGSI_SEMANTIC_SAMPLEID
-""""""""""""""""""""""
-
-For fragment shaders, this semantic label indicates that a system value
-contains the current sample id (i.e. gl_SampleID) as an unsigned int.
-Only the X component is used. If per-sample shading is not enabled,
-the result is (0, undef, undef, undef).
-
-Note that if the fragment shader uses this system value, the fragment
-shader is automatically executed at per sample frequency.
-
-TGSI_SEMANTIC_SAMPLEPOS
-"""""""""""""""""""""""
-
-For fragment shaders, this semantic label indicates that a system
-value contains the current sample's position as float4(x, y, undef, undef)
-in the render target (i.e. gl_SamplePosition) when per-fragment shading
-is in effect. Position values are in the range [0, 1] where 0.5 is
-the center of the fragment.
-
-Note that if the fragment shader uses this system value, the fragment
-shader is automatically executed at per sample frequency.
-
-TGSI_SEMANTIC_SAMPLEMASK
-""""""""""""""""""""""""
-
-For fragment shaders, this semantic label can be applied to either a
-shader system value input or output.
-
-For a system value, the sample mask indicates the set of samples covered by
-the current primitive. If MSAA is not enabled, the value is (1, 0, 0, 0).
-
-For an output, the sample mask is used to disable further sample processing.
-
-For both, the register type is uint[4] but only the X component is used
-(i.e. gl_SampleMask[0]). Each bit corresponds to one sample position (up
-to 32x MSAA is supported).
-
-TGSI_SEMANTIC_INVOCATIONID
-""""""""""""""""""""""""""
-
-For geometry shaders, this semantic label indicates that a system value
-contains the current invocation id (i.e. gl_InvocationID).
-This is an integer value, and only the X component is used.
-
-TGSI_SEMANTIC_INSTANCEID
-""""""""""""""""""""""""
-
-For vertex shaders, this semantic label indicates that a system value contains
-the current instance id (i.e. gl_InstanceID). It does not include the base
-instance. This is an integer value, and only the X component is used.
-
-TGSI_SEMANTIC_VERTEXID
-""""""""""""""""""""""
-
-For vertex shaders, this semantic label indicates that a system value contains
-the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the
-base vertex. This is an integer value, and only the X component is used.
-
-TGSI_SEMANTIC_VERTEXID_NOBASE
-"""""""""""""""""""""""""""""""
-
-For vertex shaders, this semantic label indicates that a system value contains
-the current vertex id without including the base vertex (this corresponds to
-d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX
-== TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component
-is used.
-
-TGSI_SEMANTIC_BASEVERTEX
-""""""""""""""""""""""""
-
-For vertex shaders, this semantic label indicates that a system value contains
-the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls,
-this contains the first (or start) value instead.
-This is an integer value, and only the X component is used.
-
-TGSI_SEMANTIC_PRIMID
-""""""""""""""""""""
-
-For geometry and fragment shaders, this semantic label indicates the value
-contains the primitive id (i.e. gl_PrimitiveID). This is an integer value,
-and only the X component is used.
-FIXME: This right now can be either a ordinary input or a system value...
-
-
-TGSI_SEMANTIC_PATCH
-"""""""""""""""""""
-
-For tessellation evaluation/control shaders, this semantic label indicates a
-generic per-patch attribute. Such semantics will not implicitly be per-vertex
-arrays.
-
-TGSI_SEMANTIC_TESSCOORD
-"""""""""""""""""""""""
-
-For tessellation evaluation shaders, this semantic label indicates the
-coordinates of the vertex being processed. This is available in XYZ; W is
-undefined.
-
-TGSI_SEMANTIC_TESSOUTER
-"""""""""""""""""""""""
-
-For tessellation evaluation/control shaders, this semantic label indicates the
-outer tessellation levels of the patch. Isoline tessellation will only have XY
-defined, triangle will have XYZ and quads will have XYZW defined. This
-corresponds to gl_TessLevelOuter.
-
-TGSI_SEMANTIC_TESSINNER
-"""""""""""""""""""""""
-
-For tessellation evaluation/control shaders, this semantic label indicates the
-inner tessellation levels of the patch. The X value is only defined for
-triangle tessellation, while quads will have XY defined. This is entirely
-undefined for isoline tessellation.
-
-TGSI_SEMANTIC_VERTICESIN
-""""""""""""""""""""""""
-
-For tessellation evaluation/control shaders, this semantic label indicates the
-number of vertices provided in the input patch. Only the X value is defined.
-
-TGSI_SEMANTIC_HELPER_INVOCATION
-"""""""""""""""""""""""""""""""
-
-For fragment shaders, this semantic indicates whether the current
-invocation is covered or not. Helper invocations are created in order
-to properly compute derivatives, however it may be desirable to skip
-some of the logic in those cases. See ``gl_HelperInvocation`` documentation.
-
-TGSI_SEMANTIC_BASEINSTANCE
-""""""""""""""""""""""""""
-
-For vertex shaders, the base instance argument supplied for this
-draw. This is an integer value, and only the X component is used.
-
-TGSI_SEMANTIC_DRAWID
-""""""""""""""""""""
-
-For vertex shaders, the zero-based index of the current draw in a
-``glMultiDraw*`` invocation. This is an integer value, and only the X
-component is used.
-
-
-TGSI_SEMANTIC_WORK_DIM
-""""""""""""""""""""""
-
-For compute shaders started via opencl this retrieves the work_dim
-parameter to the clEnqueueNDRangeKernel call with which the shader
-was started.
-
-
-TGSI_SEMANTIC_GRID_SIZE
-"""""""""""""""""""""""
-
-For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
-of a grid of thread blocks.
-
-
-TGSI_SEMANTIC_BLOCK_ID
-""""""""""""""""""""""
-
-For compute shaders, this semantic indicates the (x, y, z) coordinates of the
-current block inside of the grid.
-
-
-TGSI_SEMANTIC_BLOCK_SIZE
-""""""""""""""""""""""""
-
-For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
-of a block in threads.
-
-
-TGSI_SEMANTIC_THREAD_ID
-"""""""""""""""""""""""
-
-For compute shaders, this semantic indicates the (x, y, z) coordinates of the
-current thread inside of the block.
-
-
-TGSI_SEMANTIC_SUBGROUP_SIZE
-"""""""""""""""""""""""""""
-
-This semantic indicates the subgroup size for the current invocation. This is
-an integer of at most 64, as it indicates the width of lanemasks. It does not
-depend on the number of invocations that are active.
-
-
-TGSI_SEMANTIC_SUBGROUP_INVOCATION
-"""""""""""""""""""""""""""""""""
-
-The index of the current invocation within its subgroup.
-
-
-TGSI_SEMANTIC_SUBGROUP_EQ_MASK
-""""""""""""""""""""""""""""""
-
-A bit mask of ``bit index == TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
-``1 << subgroup_invocation`` in arbitrary precision arithmetic.
-
-
-TGSI_SEMANTIC_SUBGROUP_GE_MASK
-""""""""""""""""""""""""""""""
-
-A bit mask of ``bit index >= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
-``((1 << (subgroup_size - subgroup_invocation)) - 1) << subgroup_invocation``
-in arbitrary precision arithmetic.
-
-
-TGSI_SEMANTIC_SUBGROUP_GT_MASK
-""""""""""""""""""""""""""""""
-
-A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
-``((1 << (subgroup_size - subgroup_invocation - 1)) - 1) << (subgroup_invocation + 1)``
-in arbitrary precision arithmetic.
-
-
-TGSI_SEMANTIC_SUBGROUP_LE_MASK
-""""""""""""""""""""""""""""""
-
-A bit mask of ``bit index <= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
-``(1 << (subgroup_invocation + 1)) - 1`` in arbitrary precision arithmetic.
-
-
-TGSI_SEMANTIC_SUBGROUP_LT_MASK
-""""""""""""""""""""""""""""""
-
-A bit mask of ``bit index < TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
-``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic.
-
-
-TGSI_SEMANTIC_VIEWPORT_MASK
-"""""""""""""""""""""""""""
-
-A bit mask of viewports to broadcast the current primitive to. See
-GL_NV_viewport_array2 for more details.
-
-
-TGSI_SEMANTIC_TESS_DEFAULT_OUTER_LEVEL
-""""""""""""""""""""""""""""""""""""""
-
-A system value equal to the default_outer_level array set via set_tess_level.
-
-
-TGSI_SEMANTIC_TESS_DEFAULT_INNER_LEVEL
-""""""""""""""""""""""""""""""""""""""
-
-A system value equal to the default_inner_level array set via set_tess_level.
-
-
-Declaration Interpolate
-^^^^^^^^^^^^^^^^^^^^^^^
-
-This token is only valid for fragment shader INPUT declarations.
-
-The Interpolate field specifes the way input is being interpolated by
-the rasteriser and is one of TGSI_INTERPOLATE_*.
-
-The Location field specifies the location inside the pixel that the
-interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that
-when per-sample shading is enabled, the implementation may choose to
-interpolate at the sample irrespective of the Location field.
-
-The CylindricalWrap bitfield specifies which register components
-should be subject to cylindrical wrapping when interpolating by the
-rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
-should be interpolated according to cylindrical wrapping rules.
-
-
-Declaration Sampler View
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
-
-DCL SVIEW[#], resource, type(s)
-
-Declares a shader input sampler view and assigns it to a SVIEW[#]
-register.
-
-resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
-
-type must be 1 or 4 entries (if specifying on a per-component
-level) out of UNORM, SNORM, SINT, UINT and FLOAT.
-
-For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
-which take an explicit SVIEW[#] source register), there may be optionally
-SVIEW[#] declarations. In this case, the SVIEW index is implied by the
-SAMP index, and there must be a corresponding SVIEW[#] declaration for
-each SAMP[#] declaration. Drivers are free to ignore this if they wish.
-But note in particular that some drivers need to know the sampler type
-(float/int/unsigned) in order to generate the correct code, so cases
-where integer textures are sampled, SVIEW[#] declarations should be
-used.
-
-NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
-in the same shader.
-
-Declaration Resource
-^^^^^^^^^^^^^^^^^^^^
-
-Follows Declaration token if file is TGSI_FILE_RESOURCE.
-
-DCL RES[#], resource [, WR] [, RAW]
-
-Declares a shader input resource and assigns it to a RES[#]
-register.
-
-resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
-2DArray.
-
-If the RAW keyword is not specified, the texture data will be
-subject to conversion, swizzling and scaling as required to yield
-the specified data type from the physical data format of the bound
-resource.
-
-If the RAW keyword is specified, no channel conversion will be
-performed: the values read for each of the channels (X,Y,Z,W) will
-correspond to consecutive words in the same order and format
-they're found in memory. No element-to-address conversion will be
-performed either: the value of the provided X coordinate will be
-interpreted in byte units instead of texel units. The result of
-accessing a misaligned address is undefined.
-
-Usage of the STORE opcode is only allowed if the WR (writable) flag
-is set.
-
-Hardware Atomic Register File
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-Hardware atomics are declared as a 2D array with an optional array id.
-
-The first member of the dimension is the buffer resource the atomic
-is located in.
-The second member is a range into the buffer resource, either for
-one or multiple counters. If this is an array, the declaration will have
-an unique array id.
-
-Each counter is 4 bytes in size, and index and ranges are in counters not bytes.
-DCL HWATOMIC[0][0]
-DCL HWATOMIC[0][1]
-
-This declares two atomics, one at the start of the buffer and one in the
-second 4 bytes.
-
-DCL HWATOMIC[0][0]
-DCL HWATOMIC[1][0]
-DCL HWATOMIC[1][1..3], ARRAY(1)
-
-This declares 5 atomics, one in buffer 0 at 0,
-one in buffer 1 at 0, and an array of 3 atomics in
-the buffer 1, starting at 1.
-
-Properties
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-Properties are general directives that apply to the whole TGSI program.
-
-FS_COORD_ORIGIN
-"""""""""""""""
-
-Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
-The default value is UPPER_LEFT.
-
-If UPPER_LEFT, the position will be (0,0) at the upper left corner and
-increase downward and rightward.
-If LOWER_LEFT, the position will be (0,0) at the lower left corner and
-increase upward and rightward.
-
-OpenGL defaults to LOWER_LEFT, and is configurable with the
-GL_ARB_fragment_coord_conventions extension.
-
-DirectX 9/10 use UPPER_LEFT.
-
-FS_COORD_PIXEL_CENTER
-"""""""""""""""""""""
-
-Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
-The default value is HALF_INTEGER.
-
-If HALF_INTEGER, the fractionary part of the position will be 0.5
-If INTEGER, the fractionary part of the position will be 0.0
-
-Note that this does not affect the set of fragments generated by
-rasterization, which is instead controlled by half_pixel_center in the
-rasterizer.
-
-OpenGL defaults to HALF_INTEGER, and is configurable with the
-GL_ARB_fragment_coord_conventions extension.
-
-DirectX 9 uses INTEGER.
-DirectX 10 uses HALF_INTEGER.
-
-FS_COLOR0_WRITES_ALL_CBUFS
-""""""""""""""""""""""""""
-Specifies that writes to the fragment shader color 0 are replicated to all
-bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
-fragData is directed to a single color buffer, but fragColor is broadcast.
-
-VS_PROHIBIT_UCPS
-""""""""""""""""""""""""""
-If this property is set on the program bound to the shader stage before the
-fragment shader, user clip planes should have no effect (be disabled) even if
-that shader does not write to any clip distance outputs and the rasterizer's
-clip_plane_enable is non-zero.
-This property is only supported by drivers that also support shader clip
-distance outputs.
-This is useful for APIs that don't have UCPs and where clip distances written
-by a shader cannot be disabled.
-
-GS_INVOCATIONS
-""""""""""""""
-
-Specifies the number of times a geometry shader should be executed for each
-input primitive. Each invocation will have a different
-TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to
-be 1.
-
-VS_WINDOW_SPACE_POSITION
-""""""""""""""""""""""""""
-If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output
-is assumed to contain window space coordinates.
-Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is
-directly taken from the 4-th component of the shader output.
-Naturally, clipping is not performed on window coordinates either.
-The effect of this property is undefined if a geometry or tessellation shader
-are in use.
-
-TCS_VERTICES_OUT
-""""""""""""""""
-
-The number of vertices written by the tessellation control shader. This
-effectively defines the patch input size of the tessellation evaluation shader
-as well.
-
-TES_PRIM_MODE
-"""""""""""""
-
-This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``,
-``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no
-separate isolines settings, the regular lines is assumed to mean isolines.)
-
-TES_SPACING
-"""""""""""
-
-This sets the spacing mode of the tessellation generator, one of
-``PIPE_TESS_SPACING_*``.
-
-TES_VERTEX_ORDER_CW
-"""""""""""""""""""
-
-This sets the vertex order to be clockwise if the value is 1, or
-counter-clockwise if set to 0.
-
-TES_POINT_MODE
-""""""""""""""
-
-If set to a non-zero value, this turns on point mode for the tessellator,
-which means that points will be generated instead of primitives.
-
-NUM_CLIPDIST_ENABLED
-""""""""""""""""""""
-
-How many clip distance scalar outputs are enabled.
-
-NUM_CULLDIST_ENABLED
-""""""""""""""""""""
-
-How many cull distance scalar outputs are enabled.
-
-FS_EARLY_DEPTH_STENCIL
-""""""""""""""""""""""
-
-Whether depth test, stencil test, and occlusion query should run before
-the fragment shader (regardless of fragment shader side effects). Corresponds
-to GLSL early_fragment_tests.
-
-NEXT_SHADER
-"""""""""""
-
-Which shader stage will MOST LIKELY follow after this shader when the shader
-is bound. This is only a hint to the driver and doesn't have to be precise.
-Only set for VS and TES.
-
-CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
-"""""""""""""""""""""""""""""""""""""
-
-Threads per block in each dimension, if known at compile time. If the block size
-is known all three should be at least 1. If it is unknown they should all be set
-to 0 or not set.
-
-MUL_ZERO_WINS
-"""""""""""""
-
-The MUL TGSI operation (FP32 multiplication) will return 0 if either
-of the operands are equal to 0. That means that 0 * Inf = 0. This
-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, DST, LOG, LRP, and possibly others. If there is a
-mismatch between shaders, then it is unspecified whether this behavior
-will be enabled.
-
-FS_POST_DEPTH_COVERAGE
-""""""""""""""""""""""
-
-When enabled, the input for TGSI_SEMANTIC_SAMPLEMASK will exclude samples
-that have failed the depth/stencil tests. This is only valid when
-FS_EARLY_DEPTH_STENCIL is also specified.
-
-LAYER_VIEWPORT_RELATIVE
-"""""""""""""""""""""""
-
-When enabled, the TGSI_SEMATNIC_LAYER output value is relative to the
-current viewport. This is especially useful in conjunction with
-TGSI_SEMANTIC_VIEWPORT_MASK.
-
-
-Texture Sampling and Texture Formats
-------------------------------------
-
-This table shows how texture image components are returned as (x,y,z,w) tuples
-by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
-:opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
-well.
-
-+--------------------+--------------+--------------------+--------------+
-| Texture Components | Gallium | OpenGL | Direct3D 9 |
-+====================+==============+====================+==============+
-| R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
-+--------------------+--------------+--------------------+--------------+
-| RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
-+--------------------+--------------+--------------------+--------------+
-| RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
-+--------------------+--------------+--------------------+--------------+
-| RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
-+--------------------+--------------+--------------------+--------------+
-| A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
-+--------------------+--------------+--------------------+--------------+
-| L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
-+--------------------+--------------+--------------------+--------------+
-| LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
-+--------------------+--------------+--------------------+--------------+
-| I | (i, i, i, i) | (i, i, i, i) | N/A |
-+--------------------+--------------+--------------------+--------------+
-| UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
-| | | [#envmap-bumpmap]_ | |
-+--------------------+--------------+--------------------+--------------+
-| Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
-| | | [#depth-tex-mode]_ | |
-+--------------------+--------------+--------------------+--------------+
-| S | (s, s, s, s) | unknown | unknown |
-+--------------------+--------------+--------------------+--------------+
-
-.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
-.. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
- or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.