gallium/tgsi: Treat UCMP sources as floats to match the GLSL-to-TGSI pass expectations.
[mesa.git] / src / gallium / docs / source / tgsi.rst
1 TGSI
2 ====
3
4 TGSI, Tungsten Graphics Shader Infrastructure, is an intermediate language
5 for describing shaders. Since Gallium is inherently shaderful, shaders are
6 an important part of the API. TGSI is the only intermediate representation
7 used by all drivers.
8
9 Basics
10 ------
11
12 All TGSI instructions, known as *opcodes*, operate on arbitrary-precision
13 floating-point four-component vectors. An opcode may have up to one
14 destination register, known as *dst*, and between zero and three source
15 registers, called *src0* through *src2*, or simply *src* if there is only
16 one.
17
18 Some instructions, like :opcode:`I2F`, permit re-interpretation of vector
19 components as integers. Other instructions permit using registers as
20 two-component vectors with double precision; see :ref:`doubleopcodes`.
21
22 When an instruction has a scalar result, the result is usually copied into
23 each of the components of *dst*. When this happens, the result is said to be
24 *replicated* to *dst*. :opcode:`RCP` is one such instruction.
25
26 Modifiers
27 ^^^^^^^^^^^^^^^
28
29 TGSI supports modifiers on inputs (as well as saturate modifier on instructions).
30
31 For inputs which have a floating point type, both absolute value and
32 negation modifiers are supported (with absolute value being applied
33 first). The only source of TGSI_OPCODE_MOV and the second and third
34 sources of TGSI_OPCODE_UCMP are considered to have float type for
35 applying modifiers.
36
37 For inputs which have signed or unsigned type only the negate modifier is
38 supported.
39
40 Instruction Set
41 ---------------
42
43 Core ISA
44 ^^^^^^^^^^^^^^^^^^^^^^^^^
45
46 These opcodes are guaranteed to be available regardless of the driver being
47 used.
48
49 .. opcode:: ARL - Address Register Load
50
51 .. math::
52
53 dst.x = (int) \lfloor src.x\rfloor
54
55 dst.y = (int) \lfloor src.y\rfloor
56
57 dst.z = (int) \lfloor src.z\rfloor
58
59 dst.w = (int) \lfloor src.w\rfloor
60
61
62 .. opcode:: MOV - Move
63
64 .. math::
65
66 dst.x = src.x
67
68 dst.y = src.y
69
70 dst.z = src.z
71
72 dst.w = src.w
73
74
75 .. opcode:: LIT - Light Coefficients
76
77 .. math::
78
79 dst.x &= 1 \\
80 dst.y &= max(src.x, 0) \\
81 dst.z &= (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0 \\
82 dst.w &= 1
83
84
85 .. opcode:: RCP - Reciprocal
86
87 This instruction replicates its result.
88
89 .. math::
90
91 dst = \frac{1}{src.x}
92
93
94 .. opcode:: RSQ - Reciprocal Square Root
95
96 This instruction replicates its result. The results are undefined for src <= 0.
97
98 .. math::
99
100 dst = \frac{1}{\sqrt{src.x}}
101
102
103 .. opcode:: SQRT - Square Root
104
105 This instruction replicates its result. The results are undefined for src < 0.
106
107 .. math::
108
109 dst = {\sqrt{src.x}}
110
111
112 .. opcode:: EXP - Approximate Exponential Base 2
113
114 .. math::
115
116 dst.x &= 2^{\lfloor src.x\rfloor} \\
117 dst.y &= src.x - \lfloor src.x\rfloor \\
118 dst.z &= 2^{src.x} \\
119 dst.w &= 1
120
121
122 .. opcode:: LOG - Approximate Logarithm Base 2
123
124 .. math::
125
126 dst.x &= \lfloor\log_2{|src.x|}\rfloor \\
127 dst.y &= \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}} \\
128 dst.z &= \log_2{|src.x|} \\
129 dst.w &= 1
130
131
132 .. opcode:: MUL - Multiply
133
134 .. math::
135
136 dst.x = src0.x \times src1.x
137
138 dst.y = src0.y \times src1.y
139
140 dst.z = src0.z \times src1.z
141
142 dst.w = src0.w \times src1.w
143
144
145 .. opcode:: ADD - Add
146
147 .. math::
148
149 dst.x = src0.x + src1.x
150
151 dst.y = src0.y + src1.y
152
153 dst.z = src0.z + src1.z
154
155 dst.w = src0.w + src1.w
156
157
158 .. opcode:: DP3 - 3-component Dot Product
159
160 This instruction replicates its result.
161
162 .. math::
163
164 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
165
166
167 .. opcode:: DP4 - 4-component Dot Product
168
169 This instruction replicates its result.
170
171 .. math::
172
173 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
174
175
176 .. opcode:: DST - Distance Vector
177
178 .. math::
179
180 dst.x &= 1\\
181 dst.y &= src0.y \times src1.y\\
182 dst.z &= src0.z\\
183 dst.w &= src1.w
184
185
186 .. opcode:: MIN - Minimum
187
188 .. math::
189
190 dst.x = min(src0.x, src1.x)
191
192 dst.y = min(src0.y, src1.y)
193
194 dst.z = min(src0.z, src1.z)
195
196 dst.w = min(src0.w, src1.w)
197
198
199 .. opcode:: MAX - Maximum
200
201 .. math::
202
203 dst.x = max(src0.x, src1.x)
204
205 dst.y = max(src0.y, src1.y)
206
207 dst.z = max(src0.z, src1.z)
208
209 dst.w = max(src0.w, src1.w)
210
211
212 .. opcode:: SLT - Set On Less Than
213
214 .. math::
215
216 dst.x = (src0.x < src1.x) ? 1.0F : 0.0F
217
218 dst.y = (src0.y < src1.y) ? 1.0F : 0.0F
219
220 dst.z = (src0.z < src1.z) ? 1.0F : 0.0F
221
222 dst.w = (src0.w < src1.w) ? 1.0F : 0.0F
223
224
225 .. opcode:: SGE - Set On Greater Equal Than
226
227 .. math::
228
229 dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F
230
231 dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F
232
233 dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F
234
235 dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F
236
237
238 .. opcode:: MAD - Multiply And Add
239
240 .. math::
241
242 dst.x = src0.x \times src1.x + src2.x
243
244 dst.y = src0.y \times src1.y + src2.y
245
246 dst.z = src0.z \times src1.z + src2.z
247
248 dst.w = src0.w \times src1.w + src2.w
249
250
251 .. opcode:: LRP - Linear Interpolate
252
253 .. math::
254
255 dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
256
257 dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
258
259 dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
260
261 dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
262
263
264 .. opcode:: FMA - Fused Multiply-Add
265
266 Perform a * b + c with no intermediate rounding step.
267
268 .. math::
269
270 dst.x = src0.x \times src1.x + src2.x
271
272 dst.y = src0.y \times src1.y + src2.y
273
274 dst.z = src0.z \times src1.z + src2.z
275
276 dst.w = src0.w \times src1.w + src2.w
277
278
279 .. opcode:: DP2A - 2-component Dot Product And Add
280
281 .. math::
282
283 dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x
284
285 dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x
286
287 dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x
288
289 dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x
290
291
292 .. opcode:: FRC - Fraction
293
294 .. math::
295
296 dst.x = src.x - \lfloor src.x\rfloor
297
298 dst.y = src.y - \lfloor src.y\rfloor
299
300 dst.z = src.z - \lfloor src.z\rfloor
301
302 dst.w = src.w - \lfloor src.w\rfloor
303
304
305 .. opcode:: FLR - Floor
306
307 .. math::
308
309 dst.x = \lfloor src.x\rfloor
310
311 dst.y = \lfloor src.y\rfloor
312
313 dst.z = \lfloor src.z\rfloor
314
315 dst.w = \lfloor src.w\rfloor
316
317
318 .. opcode:: ROUND - Round
319
320 .. math::
321
322 dst.x = round(src.x)
323
324 dst.y = round(src.y)
325
326 dst.z = round(src.z)
327
328 dst.w = round(src.w)
329
330
331 .. opcode:: EX2 - Exponential Base 2
332
333 This instruction replicates its result.
334
335 .. math::
336
337 dst = 2^{src.x}
338
339
340 .. opcode:: LG2 - Logarithm Base 2
341
342 This instruction replicates its result.
343
344 .. math::
345
346 dst = \log_2{src.x}
347
348
349 .. opcode:: POW - Power
350
351 This instruction replicates its result.
352
353 .. math::
354
355 dst = src0.x^{src1.x}
356
357 .. opcode:: XPD - Cross Product
358
359 .. math::
360
361 dst.x = src0.y \times src1.z - src1.y \times src0.z
362
363 dst.y = src0.z \times src1.x - src1.z \times src0.x
364
365 dst.z = src0.x \times src1.y - src1.x \times src0.y
366
367 dst.w = 1
368
369
370 .. opcode:: DPH - Homogeneous Dot Product
371
372 This instruction replicates its result.
373
374 .. math::
375
376 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
377
378
379 .. opcode:: COS - Cosine
380
381 This instruction replicates its result.
382
383 .. math::
384
385 dst = \cos{src.x}
386
387
388 .. opcode:: DDX, DDX_FINE - Derivative Relative To X
389
390 The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
391 advertised. When it is, the fine version guarantees one derivative per row
392 while DDX is allowed to be the same for the entire 2x2 quad.
393
394 .. math::
395
396 dst.x = partialx(src.x)
397
398 dst.y = partialx(src.y)
399
400 dst.z = partialx(src.z)
401
402 dst.w = partialx(src.w)
403
404
405 .. opcode:: DDY, DDY_FINE - Derivative Relative To Y
406
407 The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
408 advertised. When it is, the fine version guarantees one derivative per column
409 while DDY is allowed to be the same for the entire 2x2 quad.
410
411 .. math::
412
413 dst.x = partialy(src.x)
414
415 dst.y = partialy(src.y)
416
417 dst.z = partialy(src.z)
418
419 dst.w = partialy(src.w)
420
421
422 .. opcode:: PK2H - Pack Two 16-bit Floats
423
424 This instruction replicates its result.
425
426 .. math::
427
428 dst = f32\_to\_f16(src.x) | f32\_to\_f16(src.y) << 16
429
430
431 .. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars
432
433 TBD
434
435
436 .. opcode:: PK4B - Pack Four Signed 8-bit Scalars
437
438 TBD
439
440
441 .. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars
442
443 TBD
444
445
446 .. opcode:: SEQ - Set On Equal
447
448 .. math::
449
450 dst.x = (src0.x == src1.x) ? 1.0F : 0.0F
451
452 dst.y = (src0.y == src1.y) ? 1.0F : 0.0F
453
454 dst.z = (src0.z == src1.z) ? 1.0F : 0.0F
455
456 dst.w = (src0.w == src1.w) ? 1.0F : 0.0F
457
458
459 .. opcode:: SGT - Set On Greater Than
460
461 .. math::
462
463 dst.x = (src0.x > src1.x) ? 1.0F : 0.0F
464
465 dst.y = (src0.y > src1.y) ? 1.0F : 0.0F
466
467 dst.z = (src0.z > src1.z) ? 1.0F : 0.0F
468
469 dst.w = (src0.w > src1.w) ? 1.0F : 0.0F
470
471
472 .. opcode:: SIN - Sine
473
474 This instruction replicates its result.
475
476 .. math::
477
478 dst = \sin{src.x}
479
480
481 .. opcode:: SLE - Set On Less Equal Than
482
483 .. math::
484
485 dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F
486
487 dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F
488
489 dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F
490
491 dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F
492
493
494 .. opcode:: SNE - Set On Not Equal
495
496 .. math::
497
498 dst.x = (src0.x != src1.x) ? 1.0F : 0.0F
499
500 dst.y = (src0.y != src1.y) ? 1.0F : 0.0F
501
502 dst.z = (src0.z != src1.z) ? 1.0F : 0.0F
503
504 dst.w = (src0.w != src1.w) ? 1.0F : 0.0F
505
506
507 .. opcode:: TEX - Texture Lookup
508
509 for array textures src0.y contains the slice for 1D,
510 and src0.z contain the slice for 2D.
511
512 for shadow textures with no arrays (and not cube map),
513 src0.z contains the reference value.
514
515 for shadow textures with arrays, src0.z contains
516 the reference value for 1D arrays, and src0.w contains
517 the reference value for 2D arrays and cube maps.
518
519 for cube map array shadow textures, the reference value
520 cannot be passed in src0.w, and TEX2 must be used instead.
521
522 .. math::
523
524 coord = src0
525
526 shadow_ref = src0.z or src0.w (optional)
527
528 unit = src1
529
530 dst = texture\_sample(unit, coord, shadow_ref)
531
532
533 .. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)
534
535 this is the same as TEX, but uses another reg to encode the
536 reference value.
537
538 .. math::
539
540 coord = src0
541
542 shadow_ref = src1.x
543
544 unit = src2
545
546 dst = texture\_sample(unit, coord, shadow_ref)
547
548
549
550
551 .. opcode:: TXD - Texture Lookup with Derivatives
552
553 .. math::
554
555 coord = src0
556
557 ddx = src1
558
559 ddy = src2
560
561 unit = src3
562
563 dst = texture\_sample\_deriv(unit, coord, ddx, ddy)
564
565
566 .. opcode:: TXP - Projective Texture Lookup
567
568 .. math::
569
570 coord.x = src0.x / src0.w
571
572 coord.y = src0.y / src0.w
573
574 coord.z = src0.z / src0.w
575
576 coord.w = src0.w
577
578 unit = src1
579
580 dst = texture\_sample(unit, coord)
581
582
583 .. opcode:: UP2H - Unpack Two 16-Bit Floats
584
585 .. math::
586
587 dst.x = f16\_to\_f32(src0.x \& 0xffff)
588
589 dst.y = f16\_to\_f32(src0.x >> 16)
590
591 dst.z = f16\_to\_f32(src0.x \& 0xffff)
592
593 dst.w = f16\_to\_f32(src0.x >> 16)
594
595 .. note::
596
597 Considered for removal.
598
599 .. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
600
601 TBD
602
603 .. note::
604
605 Considered for removal.
606
607 .. opcode:: UP4B - Unpack Four Signed 8-Bit Values
608
609 TBD
610
611 .. note::
612
613 Considered for removal.
614
615 .. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
616
617 TBD
618
619 .. note::
620
621 Considered for removal.
622
623
624 .. opcode:: ARR - Address Register Load With Round
625
626 .. math::
627
628 dst.x = (int) round(src.x)
629
630 dst.y = (int) round(src.y)
631
632 dst.z = (int) round(src.z)
633
634 dst.w = (int) round(src.w)
635
636
637 .. opcode:: SSG - Set Sign
638
639 .. math::
640
641 dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
642
643 dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
644
645 dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
646
647 dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
648
649
650 .. opcode:: CMP - Compare
651
652 .. math::
653
654 dst.x = (src0.x < 0) ? src1.x : src2.x
655
656 dst.y = (src0.y < 0) ? src1.y : src2.y
657
658 dst.z = (src0.z < 0) ? src1.z : src2.z
659
660 dst.w = (src0.w < 0) ? src1.w : src2.w
661
662
663 .. opcode:: KILL_IF - Conditional Discard
664
665 Conditional discard. Allowed in fragment shaders only.
666
667 .. math::
668
669 if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
670 discard
671 endif
672
673
674 .. opcode:: KILL - Discard
675
676 Unconditional discard. Allowed in fragment shaders only.
677
678
679 .. opcode:: SCS - Sine Cosine
680
681 .. math::
682
683 dst.x = \cos{src.x}
684
685 dst.y = \sin{src.x}
686
687 dst.z = 0
688
689 dst.w = 1
690
691
692 .. opcode:: TXB - Texture Lookup With Bias
693
694 for cube map array textures and shadow cube maps, the bias value
695 cannot be passed in src0.w, and TXB2 must be used instead.
696
697 if the target is a shadow texture, the reference value is always
698 in src.z (this prevents shadow 3d and shadow 2d arrays from
699 using this instruction, but this is not needed).
700
701 .. math::
702
703 coord.x = src0.x
704
705 coord.y = src0.y
706
707 coord.z = src0.z
708
709 coord.w = none
710
711 bias = src0.w
712
713 unit = src1
714
715 dst = texture\_sample(unit, coord, bias)
716
717
718 .. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
719
720 this is the same as TXB, but uses another reg to encode the
721 lod bias value for cube map arrays and shadow cube maps.
722 Presumably shadow 2d arrays and shadow 3d targets could use
723 this encoding too, but this is not legal.
724
725 shadow cube map arrays are neither possible nor required.
726
727 .. math::
728
729 coord = src0
730
731 bias = src1.x
732
733 unit = src2
734
735 dst = texture\_sample(unit, coord, bias)
736
737
738 .. opcode:: DIV - Divide
739
740 .. math::
741
742 dst.x = \frac{src0.x}{src1.x}
743
744 dst.y = \frac{src0.y}{src1.y}
745
746 dst.z = \frac{src0.z}{src1.z}
747
748 dst.w = \frac{src0.w}{src1.w}
749
750
751 .. opcode:: DP2 - 2-component Dot Product
752
753 This instruction replicates its result.
754
755 .. math::
756
757 dst = src0.x \times src1.x + src0.y \times src1.y
758
759
760 .. opcode:: TEX_LZ - Texture Lookup With LOD = 0
761
762 This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
763 pipe_sampler_view::u.tex.first_level and pipe_sampler_state::min_lod.
764 There is no way to override those two in shaders.
765
766 .. math::
767
768 coord.x = src0.x
769
770 coord.y = src0.y
771
772 coord.z = src0.z
773
774 coord.w = none
775
776 lod = 0
777
778 unit = src1
779
780 dst = texture\_sample(unit, coord, lod)
781
782
783 .. opcode:: TXL - Texture Lookup With explicit LOD
784
785 for cube map array textures, the explicit lod value
786 cannot be passed in src0.w, and TXL2 must be used instead.
787
788 if the target is a shadow texture, the reference value is always
789 in src.z (this prevents shadow 3d / 2d array / cube targets from
790 using this instruction, but this is not needed).
791
792 .. math::
793
794 coord.x = src0.x
795
796 coord.y = src0.y
797
798 coord.z = src0.z
799
800 coord.w = none
801
802 lod = src0.w
803
804 unit = src1
805
806 dst = texture\_sample(unit, coord, lod)
807
808
809 .. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
810
811 this is the same as TXL, but uses another reg to encode the
812 explicit lod value.
813 Presumably shadow 3d / 2d array / cube targets could use
814 this encoding too, but this is not legal.
815
816 shadow cube map arrays are neither possible nor required.
817
818 .. math::
819
820 coord = src0
821
822 lod = src1.x
823
824 unit = src2
825
826 dst = texture\_sample(unit, coord, lod)
827
828
829 .. opcode:: PUSHA - Push Address Register On Stack
830
831 push(src.x)
832 push(src.y)
833 push(src.z)
834 push(src.w)
835
836 .. note::
837
838 Considered for cleanup.
839
840 .. note::
841
842 Considered for removal.
843
844 .. opcode:: POPA - Pop Address Register From Stack
845
846 dst.w = pop()
847 dst.z = pop()
848 dst.y = pop()
849 dst.x = pop()
850
851 .. note::
852
853 Considered for cleanup.
854
855 .. note::
856
857 Considered for removal.
858
859
860 .. opcode:: CALLNZ - Subroutine Call If Not Zero
861
862 TBD
863
864 .. note::
865
866 Considered for cleanup.
867
868 .. note::
869
870 Considered for removal.
871
872
873 Compute ISA
874 ^^^^^^^^^^^^^^^^^^^^^^^^
875
876 These opcodes are primarily provided for special-use computational shaders.
877 Support for these opcodes indicated by a special pipe capability bit (TBD).
878
879 XXX doesn't look like most of the opcodes really belong here.
880
881 .. opcode:: CEIL - Ceiling
882
883 .. math::
884
885 dst.x = \lceil src.x\rceil
886
887 dst.y = \lceil src.y\rceil
888
889 dst.z = \lceil src.z\rceil
890
891 dst.w = \lceil src.w\rceil
892
893
894 .. opcode:: TRUNC - Truncate
895
896 .. math::
897
898 dst.x = trunc(src.x)
899
900 dst.y = trunc(src.y)
901
902 dst.z = trunc(src.z)
903
904 dst.w = trunc(src.w)
905
906
907 .. opcode:: MOD - Modulus
908
909 .. math::
910
911 dst.x = src0.x \bmod src1.x
912
913 dst.y = src0.y \bmod src1.y
914
915 dst.z = src0.z \bmod src1.z
916
917 dst.w = src0.w \bmod src1.w
918
919
920 .. opcode:: UARL - Integer Address Register Load
921
922 Moves the contents of the source register, assumed to be an integer, into the
923 destination register, which is assumed to be an address (ADDR) register.
924
925
926 .. opcode:: SAD - Sum Of Absolute Differences
927
928 .. math::
929
930 dst.x = |src0.x - src1.x| + src2.x
931
932 dst.y = |src0.y - src1.y| + src2.y
933
934 dst.z = |src0.z - src1.z| + src2.z
935
936 dst.w = |src0.w - src1.w| + src2.w
937
938
939 .. opcode:: TXF - Texel Fetch
940
941 As per NV_gpu_shader4, extract a single texel from a specified texture
942 image. The source sampler may not be a CUBE or SHADOW. src 0 is a
943 four-component signed integer vector used to identify the single texel
944 accessed. 3 components + level. Just like texture instructions, an optional
945 offset vector is provided, which is subject to various driver restrictions
946 (regarding range, source of offsets). This instruction ignores the sampler
947 state.
948
949 TXF(uint_vec coord, int_vec offset).
950
951
952 .. opcode:: TXF_LZ - Texel Fetch
953
954 This is the same as TXF with level = 0. Like TXF, it obeys
955 pipe_sampler_view::u.tex.first_level.
956
957
958 .. opcode:: TXQ - Texture Size Query
959
960 As per NV_gpu_program4, retrieve the dimensions of the texture depending on
961 the target. For 1D (width), 2D/RECT/CUBE (width, height), 3D (width, height,
962 depth), 1D array (width, layers), 2D array (width, height, layers).
963 Also return the number of accessible levels (last_level - first_level + 1)
964 in W.
965
966 For components which don't return a resource dimension, their value
967 is undefined.
968
969 .. math::
970
971 lod = src0.x
972
973 dst.x = texture\_width(unit, lod)
974
975 dst.y = texture\_height(unit, lod)
976
977 dst.z = texture\_depth(unit, lod)
978
979 dst.w = texture\_levels(unit)
980
981
982 .. opcode:: TXQS - Texture Samples Query
983
984 This retrieves the number of samples in the texture, and stores it
985 into the x component. The other components are undefined.
986
987 .. math::
988
989 dst.x = texture\_samples(unit)
990
991
992 .. opcode:: TG4 - Texture Gather
993
994 As per ARB_texture_gather, gathers the four texels to be used in a bi-linear
995 filtering operation and packs them into a single register. Only works with
996 2D, 2D array, cubemaps, and cubemaps arrays. For 2D textures, only the
997 addressing modes of the sampler and the top level of any mip pyramid are
998 used. Set W to zero. It behaves like the TEX instruction, but a filtered
999 sample is not generated. The four samples that contribute to filtering are
1000 placed into xyzw in clockwise order, starting with the (u,v) texture
1001 coordinate delta at the following locations (-, +), (+, +), (+, -), (-, -),
1002 where the magnitude of the deltas are half a texel.
1003
1004 PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample
1005 depth compares, single component selection, and a non-constant offset. It
1006 doesn't allow support for the GL independent offset to get i0,j0. This would
1007 require another CAP is hw can do it natively. For now we lower that before
1008 TGSI.
1009
1010 .. math::
1011
1012 coord = src0
1013
1014 component = src1
1015
1016 dst = texture\_gather4 (unit, coord, component)
1017
1018 (with SM5 - cube array shadow)
1019
1020 .. math::
1021
1022 coord = src0
1023
1024 compare = src1
1025
1026 dst = texture\_gather (uint, coord, compare)
1027
1028 .. opcode:: LODQ - level of detail query
1029
1030 Compute the LOD information that the texture pipe would use to access the
1031 texture. The Y component contains the computed LOD lambda_prime. The X
1032 component contains the LOD that will be accessed, based on min/max lod's
1033 and mipmap filters.
1034
1035 .. math::
1036
1037 coord = src0
1038
1039 dst.xy = lodq(uint, coord);
1040
1041 Integer ISA
1042 ^^^^^^^^^^^^^^^^^^^^^^^^
1043 These opcodes are used for integer operations.
1044 Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
1045
1046
1047 .. opcode:: I2F - Signed Integer To Float
1048
1049 Rounding is unspecified (round to nearest even suggested).
1050
1051 .. math::
1052
1053 dst.x = (float) src.x
1054
1055 dst.y = (float) src.y
1056
1057 dst.z = (float) src.z
1058
1059 dst.w = (float) src.w
1060
1061
1062 .. opcode:: U2F - Unsigned Integer To Float
1063
1064 Rounding is unspecified (round to nearest even suggested).
1065
1066 .. math::
1067
1068 dst.x = (float) src.x
1069
1070 dst.y = (float) src.y
1071
1072 dst.z = (float) src.z
1073
1074 dst.w = (float) src.w
1075
1076
1077 .. opcode:: F2I - Float to Signed Integer
1078
1079 Rounding is towards zero (truncate).
1080 Values outside signed range (including NaNs) produce undefined results.
1081
1082 .. math::
1083
1084 dst.x = (int) src.x
1085
1086 dst.y = (int) src.y
1087
1088 dst.z = (int) src.z
1089
1090 dst.w = (int) src.w
1091
1092
1093 .. opcode:: F2U - Float to Unsigned Integer
1094
1095 Rounding is towards zero (truncate).
1096 Values outside unsigned range (including NaNs) produce undefined results.
1097
1098 .. math::
1099
1100 dst.x = (unsigned) src.x
1101
1102 dst.y = (unsigned) src.y
1103
1104 dst.z = (unsigned) src.z
1105
1106 dst.w = (unsigned) src.w
1107
1108
1109 .. opcode:: UADD - Integer Add
1110
1111 This instruction works the same for signed and unsigned integers.
1112 The low 32bit of the result is returned.
1113
1114 .. math::
1115
1116 dst.x = src0.x + src1.x
1117
1118 dst.y = src0.y + src1.y
1119
1120 dst.z = src0.z + src1.z
1121
1122 dst.w = src0.w + src1.w
1123
1124
1125 .. opcode:: UMAD - Integer Multiply And Add
1126
1127 This instruction works the same for signed and unsigned integers.
1128 The multiplication returns the low 32bit (as does the result itself).
1129
1130 .. math::
1131
1132 dst.x = src0.x \times src1.x + src2.x
1133
1134 dst.y = src0.y \times src1.y + src2.y
1135
1136 dst.z = src0.z \times src1.z + src2.z
1137
1138 dst.w = src0.w \times src1.w + src2.w
1139
1140
1141 .. opcode:: UMUL - Integer Multiply
1142
1143 This instruction works the same for signed and unsigned integers.
1144 The low 32bit of the result is returned.
1145
1146 .. math::
1147
1148 dst.x = src0.x \times src1.x
1149
1150 dst.y = src0.y \times src1.y
1151
1152 dst.z = src0.z \times src1.z
1153
1154 dst.w = src0.w \times src1.w
1155
1156
1157 .. opcode:: IMUL_HI - Signed Integer Multiply High Bits
1158
1159 The high 32bits of the multiplication of 2 signed integers are returned.
1160
1161 .. math::
1162
1163 dst.x = (src0.x \times src1.x) >> 32
1164
1165 dst.y = (src0.y \times src1.y) >> 32
1166
1167 dst.z = (src0.z \times src1.z) >> 32
1168
1169 dst.w = (src0.w \times src1.w) >> 32
1170
1171
1172 .. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits
1173
1174 The high 32bits of the multiplication of 2 unsigned integers are returned.
1175
1176 .. math::
1177
1178 dst.x = (src0.x \times src1.x) >> 32
1179
1180 dst.y = (src0.y \times src1.y) >> 32
1181
1182 dst.z = (src0.z \times src1.z) >> 32
1183
1184 dst.w = (src0.w \times src1.w) >> 32
1185
1186
1187 .. opcode:: IDIV - Signed Integer Division
1188
1189 TBD: behavior for division by zero.
1190
1191 .. math::
1192
1193 dst.x = src0.x \ src1.x
1194
1195 dst.y = src0.y \ src1.y
1196
1197 dst.z = src0.z \ src1.z
1198
1199 dst.w = src0.w \ src1.w
1200
1201
1202 .. opcode:: UDIV - Unsigned Integer Division
1203
1204 For division by zero, 0xffffffff is returned.
1205
1206 .. math::
1207
1208 dst.x = src0.x \ src1.x
1209
1210 dst.y = src0.y \ src1.y
1211
1212 dst.z = src0.z \ src1.z
1213
1214 dst.w = src0.w \ src1.w
1215
1216
1217 .. opcode:: UMOD - Unsigned Integer Remainder
1218
1219 If second arg is zero, 0xffffffff is returned.
1220
1221 .. math::
1222
1223 dst.x = src0.x \ src1.x
1224
1225 dst.y = src0.y \ src1.y
1226
1227 dst.z = src0.z \ src1.z
1228
1229 dst.w = src0.w \ src1.w
1230
1231
1232 .. opcode:: NOT - Bitwise Not
1233
1234 .. math::
1235
1236 dst.x = \sim src.x
1237
1238 dst.y = \sim src.y
1239
1240 dst.z = \sim src.z
1241
1242 dst.w = \sim src.w
1243
1244
1245 .. opcode:: AND - Bitwise And
1246
1247 .. math::
1248
1249 dst.x = src0.x \& src1.x
1250
1251 dst.y = src0.y \& src1.y
1252
1253 dst.z = src0.z \& src1.z
1254
1255 dst.w = src0.w \& src1.w
1256
1257
1258 .. opcode:: OR - Bitwise Or
1259
1260 .. math::
1261
1262 dst.x = src0.x | src1.x
1263
1264 dst.y = src0.y | src1.y
1265
1266 dst.z = src0.z | src1.z
1267
1268 dst.w = src0.w | src1.w
1269
1270
1271 .. opcode:: XOR - Bitwise Xor
1272
1273 .. math::
1274
1275 dst.x = src0.x \oplus src1.x
1276
1277 dst.y = src0.y \oplus src1.y
1278
1279 dst.z = src0.z \oplus src1.z
1280
1281 dst.w = src0.w \oplus src1.w
1282
1283
1284 .. opcode:: IMAX - Maximum of Signed Integers
1285
1286 .. math::
1287
1288 dst.x = max(src0.x, src1.x)
1289
1290 dst.y = max(src0.y, src1.y)
1291
1292 dst.z = max(src0.z, src1.z)
1293
1294 dst.w = max(src0.w, src1.w)
1295
1296
1297 .. opcode:: UMAX - Maximum of Unsigned Integers
1298
1299 .. math::
1300
1301 dst.x = max(src0.x, src1.x)
1302
1303 dst.y = max(src0.y, src1.y)
1304
1305 dst.z = max(src0.z, src1.z)
1306
1307 dst.w = max(src0.w, src1.w)
1308
1309
1310 .. opcode:: IMIN - Minimum of Signed Integers
1311
1312 .. math::
1313
1314 dst.x = min(src0.x, src1.x)
1315
1316 dst.y = min(src0.y, src1.y)
1317
1318 dst.z = min(src0.z, src1.z)
1319
1320 dst.w = min(src0.w, src1.w)
1321
1322
1323 .. opcode:: UMIN - Minimum of Unsigned Integers
1324
1325 .. math::
1326
1327 dst.x = min(src0.x, src1.x)
1328
1329 dst.y = min(src0.y, src1.y)
1330
1331 dst.z = min(src0.z, src1.z)
1332
1333 dst.w = min(src0.w, src1.w)
1334
1335
1336 .. opcode:: SHL - Shift Left
1337
1338 The shift count is masked with 0x1f before the shift is applied.
1339
1340 .. math::
1341
1342 dst.x = src0.x << (0x1f \& src1.x)
1343
1344 dst.y = src0.y << (0x1f \& src1.y)
1345
1346 dst.z = src0.z << (0x1f \& src1.z)
1347
1348 dst.w = src0.w << (0x1f \& src1.w)
1349
1350
1351 .. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)
1352
1353 The shift count is masked with 0x1f before the shift is applied.
1354
1355 .. math::
1356
1357 dst.x = src0.x >> (0x1f \& src1.x)
1358
1359 dst.y = src0.y >> (0x1f \& src1.y)
1360
1361 dst.z = src0.z >> (0x1f \& src1.z)
1362
1363 dst.w = src0.w >> (0x1f \& src1.w)
1364
1365
1366 .. opcode:: USHR - Logical Shift Right
1367
1368 The shift count is masked with 0x1f before the shift is applied.
1369
1370 .. math::
1371
1372 dst.x = src0.x >> (unsigned) (0x1f \& src1.x)
1373
1374 dst.y = src0.y >> (unsigned) (0x1f \& src1.y)
1375
1376 dst.z = src0.z >> (unsigned) (0x1f \& src1.z)
1377
1378 dst.w = src0.w >> (unsigned) (0x1f \& src1.w)
1379
1380
1381 .. opcode:: UCMP - Integer Conditional Move
1382
1383 .. math::
1384
1385 dst.x = src0.x ? src1.x : src2.x
1386
1387 dst.y = src0.y ? src1.y : src2.y
1388
1389 dst.z = src0.z ? src1.z : src2.z
1390
1391 dst.w = src0.w ? src1.w : src2.w
1392
1393
1394
1395 .. opcode:: ISSG - Integer Set Sign
1396
1397 .. math::
1398
1399 dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0
1400
1401 dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0
1402
1403 dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0
1404
1405 dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0
1406
1407
1408
1409 .. opcode:: FSLT - Float Set On Less Than (ordered)
1410
1411 Same comparison as SLT but returns integer instead of 1.0/0.0 float
1412
1413 .. math::
1414
1415 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1416
1417 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1418
1419 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1420
1421 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1422
1423
1424 .. opcode:: ISLT - Signed Integer Set On Less Than
1425
1426 .. math::
1427
1428 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1429
1430 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1431
1432 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1433
1434 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1435
1436
1437 .. opcode:: USLT - Unsigned Integer Set On Less Than
1438
1439 .. math::
1440
1441 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1442
1443 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1444
1445 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1446
1447 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1448
1449
1450 .. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
1451
1452 Same comparison as SGE but returns integer instead of 1.0/0.0 float
1453
1454 .. math::
1455
1456 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1457
1458 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1459
1460 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1461
1462 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1463
1464
1465 .. opcode:: ISGE - Signed Integer Set On Greater Equal Than
1466
1467 .. math::
1468
1469 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1470
1471 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1472
1473 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1474
1475 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1476
1477
1478 .. opcode:: USGE - Unsigned Integer Set On Greater Equal Than
1479
1480 .. math::
1481
1482 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1483
1484 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1485
1486 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1487
1488 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1489
1490
1491 .. opcode:: FSEQ - Float Set On Equal (ordered)
1492
1493 Same comparison as SEQ but returns integer instead of 1.0/0.0 float
1494
1495 .. math::
1496
1497 dst.x = (src0.x == src1.x) ? \sim 0 : 0
1498
1499 dst.y = (src0.y == src1.y) ? \sim 0 : 0
1500
1501 dst.z = (src0.z == src1.z) ? \sim 0 : 0
1502
1503 dst.w = (src0.w == src1.w) ? \sim 0 : 0
1504
1505
1506 .. opcode:: USEQ - Integer Set On Equal
1507
1508 .. math::
1509
1510 dst.x = (src0.x == src1.x) ? \sim 0 : 0
1511
1512 dst.y = (src0.y == src1.y) ? \sim 0 : 0
1513
1514 dst.z = (src0.z == src1.z) ? \sim 0 : 0
1515
1516 dst.w = (src0.w == src1.w) ? \sim 0 : 0
1517
1518
1519 .. opcode:: FSNE - Float Set On Not Equal (unordered)
1520
1521 Same comparison as SNE but returns integer instead of 1.0/0.0 float
1522
1523 .. math::
1524
1525 dst.x = (src0.x != src1.x) ? \sim 0 : 0
1526
1527 dst.y = (src0.y != src1.y) ? \sim 0 : 0
1528
1529 dst.z = (src0.z != src1.z) ? \sim 0 : 0
1530
1531 dst.w = (src0.w != src1.w) ? \sim 0 : 0
1532
1533
1534 .. opcode:: USNE - Integer Set On Not Equal
1535
1536 .. math::
1537
1538 dst.x = (src0.x != src1.x) ? \sim 0 : 0
1539
1540 dst.y = (src0.y != src1.y) ? \sim 0 : 0
1541
1542 dst.z = (src0.z != src1.z) ? \sim 0 : 0
1543
1544 dst.w = (src0.w != src1.w) ? \sim 0 : 0
1545
1546
1547 .. opcode:: INEG - Integer Negate
1548
1549 Two's complement.
1550
1551 .. math::
1552
1553 dst.x = -src.x
1554
1555 dst.y = -src.y
1556
1557 dst.z = -src.z
1558
1559 dst.w = -src.w
1560
1561
1562 .. opcode:: IABS - Integer Absolute Value
1563
1564 .. math::
1565
1566 dst.x = |src.x|
1567
1568 dst.y = |src.y|
1569
1570 dst.z = |src.z|
1571
1572 dst.w = |src.w|
1573
1574 Bitwise ISA
1575 ^^^^^^^^^^^
1576 These opcodes are used for bit-level manipulation of integers.
1577
1578 .. opcode:: IBFE - Signed Bitfield Extract
1579
1580 Like GLSL bitfieldExtract. Extracts a set of bits from the input, and
1581 sign-extends them if the high bit of the extracted window is set.
1582
1583 Pseudocode::
1584
1585 def ibfe(value, offset, bits):
1586 if offset < 0 or bits < 0 or offset + bits > 32:
1587 return undefined
1588 if bits == 0: return 0
1589 # Note: >> sign-extends
1590 return (value << (32 - offset - bits)) >> (32 - bits)
1591
1592 .. opcode:: UBFE - Unsigned Bitfield Extract
1593
1594 Like GLSL bitfieldExtract. Extracts a set of bits from the input, without
1595 any sign-extension.
1596
1597 Pseudocode::
1598
1599 def ubfe(value, offset, bits):
1600 if offset < 0 or bits < 0 or offset + bits > 32:
1601 return undefined
1602 if bits == 0: return 0
1603 # Note: >> does not sign-extend
1604 return (value << (32 - offset - bits)) >> (32 - bits)
1605
1606 .. opcode:: BFI - Bitfield Insert
1607
1608 Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits
1609 of 'insert'.
1610
1611 Pseudocode::
1612
1613 def bfi(base, insert, offset, bits):
1614 if offset < 0 or bits < 0 or offset + bits > 32:
1615 return undefined
1616 # << defined such that mask == ~0 when bits == 32, offset == 0
1617 mask = ((1 << bits) - 1) << offset
1618 return ((insert << offset) & mask) | (base & ~mask)
1619
1620 .. opcode:: BREV - Bitfield Reverse
1621
1622 See SM5 instruction BFREV. Reverses the bits of the argument.
1623
1624 .. opcode:: POPC - Population Count
1625
1626 See SM5 instruction COUNTBITS. Counts the number of set bits in the argument.
1627
1628 .. opcode:: LSB - Index of lowest set bit
1629
1630 See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set
1631 bit of the argument. Returns -1 if none are set.
1632
1633 .. opcode:: IMSB - Index of highest non-sign bit
1634
1635 See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest
1636 non-sign bit of the argument (i.e. highest 0 bit for negative numbers,
1637 highest 1 bit for positive numbers). Returns -1 if all bits are the same
1638 (i.e. for inputs 0 and -1).
1639
1640 .. opcode:: UMSB - Index of highest set bit
1641
1642 See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest
1643 set bit of the argument. Returns -1 if none are set.
1644
1645 Geometry ISA
1646 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1647
1648 These opcodes are only supported in geometry shaders; they have no meaning
1649 in any other type of shader.
1650
1651 .. opcode:: EMIT - Emit
1652
1653 Generate a new vertex for the current primitive into the specified vertex
1654 stream using the values in the output registers.
1655
1656
1657 .. opcode:: ENDPRIM - End Primitive
1658
1659 Complete the current primitive in the specified vertex stream (consisting of
1660 the emitted vertices), and start a new one.
1661
1662
1663 GLSL ISA
1664 ^^^^^^^^^^
1665
1666 These opcodes are part of :term:`GLSL`'s opcode set. Support for these
1667 opcodes is determined by a special capability bit, ``GLSL``.
1668 Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH).
1669
1670 .. opcode:: CAL - Subroutine Call
1671
1672 push(pc)
1673 pc = target
1674
1675
1676 .. opcode:: RET - Subroutine Call Return
1677
1678 pc = pop()
1679
1680
1681 .. opcode:: CONT - Continue
1682
1683 Unconditionally moves the point of execution to the instruction after the
1684 last bgnloop. The instruction must appear within a bgnloop/endloop.
1685
1686 .. note::
1687
1688 Support for CONT is determined by a special capability bit,
1689 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
1690
1691
1692 .. opcode:: BGNLOOP - Begin a Loop
1693
1694 Start a loop. Must have a matching endloop.
1695
1696
1697 .. opcode:: BGNSUB - Begin Subroutine
1698
1699 Starts definition of a subroutine. Must have a matching endsub.
1700
1701
1702 .. opcode:: ENDLOOP - End a Loop
1703
1704 End a loop started with bgnloop.
1705
1706
1707 .. opcode:: ENDSUB - End Subroutine
1708
1709 Ends definition of a subroutine.
1710
1711
1712 .. opcode:: NOP - No Operation
1713
1714 Do nothing.
1715
1716
1717 .. opcode:: BRK - Break
1718
1719 Unconditionally moves the point of execution to the instruction after the
1720 next endloop or endswitch. The instruction must appear within a loop/endloop
1721 or switch/endswitch.
1722
1723
1724 .. opcode:: BREAKC - Break Conditional
1725
1726 Conditionally moves the point of execution to the instruction after the
1727 next endloop or endswitch. The instruction must appear within a loop/endloop
1728 or switch/endswitch.
1729 Condition evaluates to true if src0.x != 0 where src0.x is interpreted
1730 as an integer register.
1731
1732 .. note::
1733
1734 Considered for removal as it's quite inconsistent wrt other opcodes
1735 (could emulate with UIF/BRK/ENDIF).
1736
1737
1738 .. opcode:: IF - Float If
1739
1740 Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
1741
1742 src0.x != 0.0
1743
1744 where src0.x is interpreted as a floating point register.
1745
1746
1747 .. opcode:: UIF - Bitwise If
1748
1749 Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
1750
1751 src0.x != 0
1752
1753 where src0.x is interpreted as an integer register.
1754
1755
1756 .. opcode:: ELSE - Else
1757
1758 Starts an else block, after an IF or UIF statement.
1759
1760
1761 .. opcode:: ENDIF - End If
1762
1763 Ends an IF or UIF block.
1764
1765
1766 .. opcode:: SWITCH - Switch
1767
1768 Starts a C-style switch expression. The switch consists of one or multiple
1769 CASE statements, and at most one DEFAULT statement. Execution of a statement
1770 ends when a BRK is hit, but just like in C falling through to other cases
1771 without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
1772 just as last statement, and fallthrough is allowed into/from it.
1773 CASE src arguments are evaluated at bit level against the SWITCH src argument.
1774
1775 Example::
1776
1777 SWITCH src[0].x
1778 CASE src[0].x
1779 (some instructions here)
1780 (optional BRK here)
1781 DEFAULT
1782 (some instructions here)
1783 (optional BRK here)
1784 CASE src[0].x
1785 (some instructions here)
1786 (optional BRK here)
1787 ENDSWITCH
1788
1789
1790 .. opcode:: CASE - Switch case
1791
1792 This represents a switch case label. The src arg must be an integer immediate.
1793
1794
1795 .. opcode:: DEFAULT - Switch default
1796
1797 This represents the default case in the switch, which is taken if no other
1798 case matches.
1799
1800
1801 .. opcode:: ENDSWITCH - End of switch
1802
1803 Ends a switch expression.
1804
1805
1806 Interpolation ISA
1807 ^^^^^^^^^^^^^^^^^
1808
1809 The interpolation instructions allow an input to be interpolated in a
1810 different way than its declaration. This corresponds to the GLSL 4.00
1811 interpolateAt* functions. The first argument of each of these must come from
1812 ``TGSI_FILE_INPUT``.
1813
1814 .. opcode:: INTERP_CENTROID - Interpolate at the centroid
1815
1816 Interpolates the varying specified by src0 at the centroid
1817
1818 .. opcode:: INTERP_SAMPLE - Interpolate at the specified sample
1819
1820 Interpolates the varying specified by src0 at the sample id specified by
1821 src1.x (interpreted as an integer)
1822
1823 .. opcode:: INTERP_OFFSET - Interpolate at the specified offset
1824
1825 Interpolates the varying specified by src0 at the offset src1.xy from the
1826 pixel center (interpreted as floats)
1827
1828
1829 .. _doubleopcodes:
1830
1831 Double ISA
1832 ^^^^^^^^^^^^^^^
1833
1834 The double-precision opcodes reinterpret four-component vectors into
1835 two-component vectors with doubled precision in each component.
1836
1837 .. opcode:: DABS - Absolute
1838
1839 .. math::
1840
1841 dst.xy = |src0.xy|
1842
1843 dst.zw = |src0.zw|
1844
1845 .. opcode:: DADD - Add
1846
1847 .. math::
1848
1849 dst.xy = src0.xy + src1.xy
1850
1851 dst.zw = src0.zw + src1.zw
1852
1853 .. opcode:: DSEQ - Set on Equal
1854
1855 .. math::
1856
1857 dst.x = src0.xy == src1.xy ? \sim 0 : 0
1858
1859 dst.z = src0.zw == src1.zw ? \sim 0 : 0
1860
1861 .. opcode:: DSNE - Set on Equal
1862
1863 .. math::
1864
1865 dst.x = src0.xy != src1.xy ? \sim 0 : 0
1866
1867 dst.z = src0.zw != src1.zw ? \sim 0 : 0
1868
1869 .. opcode:: DSLT - Set on Less than
1870
1871 .. math::
1872
1873 dst.x = src0.xy < src1.xy ? \sim 0 : 0
1874
1875 dst.z = src0.zw < src1.zw ? \sim 0 : 0
1876
1877 .. opcode:: DSGE - Set on Greater equal
1878
1879 .. math::
1880
1881 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
1882
1883 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
1884
1885 .. opcode:: DFRAC - Fraction
1886
1887 .. math::
1888
1889 dst.xy = src.xy - \lfloor src.xy\rfloor
1890
1891 dst.zw = src.zw - \lfloor src.zw\rfloor
1892
1893 .. opcode:: DTRUNC - Truncate
1894
1895 .. math::
1896
1897 dst.xy = trunc(src.xy)
1898
1899 dst.zw = trunc(src.zw)
1900
1901 .. opcode:: DCEIL - Ceiling
1902
1903 .. math::
1904
1905 dst.xy = \lceil src.xy\rceil
1906
1907 dst.zw = \lceil src.zw\rceil
1908
1909 .. opcode:: DFLR - Floor
1910
1911 .. math::
1912
1913 dst.xy = \lfloor src.xy\rfloor
1914
1915 dst.zw = \lfloor src.zw\rfloor
1916
1917 .. opcode:: DROUND - Fraction
1918
1919 .. math::
1920
1921 dst.xy = round(src.xy)
1922
1923 dst.zw = round(src.zw)
1924
1925 .. opcode:: DSSG - Set Sign
1926
1927 .. math::
1928
1929 dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0
1930
1931 dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0
1932
1933 .. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
1934
1935 Like the ``frexp()`` routine in many math libraries, this opcode stores the
1936 exponent of its source to ``dst0``, and the significand to ``dst1``, such that
1937 :math:`dst1 \times 2^{dst0} = src` .
1938
1939 .. math::
1940
1941 dst0.xy = exp(src.xy)
1942
1943 dst1.xy = frac(src.xy)
1944
1945 dst0.zw = exp(src.zw)
1946
1947 dst1.zw = frac(src.zw)
1948
1949 .. opcode:: DLDEXP - Multiply Number by Integral Power of 2
1950
1951 This opcode is the inverse of :opcode:`DFRACEXP`. The second
1952 source is an integer.
1953
1954 .. math::
1955
1956 dst.xy = src0.xy \times 2^{src1.x}
1957
1958 dst.zw = src0.zw \times 2^{src1.y}
1959
1960 .. opcode:: DMIN - Minimum
1961
1962 .. math::
1963
1964 dst.xy = min(src0.xy, src1.xy)
1965
1966 dst.zw = min(src0.zw, src1.zw)
1967
1968 .. opcode:: DMAX - Maximum
1969
1970 .. math::
1971
1972 dst.xy = max(src0.xy, src1.xy)
1973
1974 dst.zw = max(src0.zw, src1.zw)
1975
1976 .. opcode:: DMUL - Multiply
1977
1978 .. math::
1979
1980 dst.xy = src0.xy \times src1.xy
1981
1982 dst.zw = src0.zw \times src1.zw
1983
1984
1985 .. opcode:: DMAD - Multiply And Add
1986
1987 .. math::
1988
1989 dst.xy = src0.xy \times src1.xy + src2.xy
1990
1991 dst.zw = src0.zw \times src1.zw + src2.zw
1992
1993
1994 .. opcode:: DFMA - Fused Multiply-Add
1995
1996 Perform a * b + c with no intermediate rounding step.
1997
1998 .. math::
1999
2000 dst.xy = src0.xy \times src1.xy + src2.xy
2001
2002 dst.zw = src0.zw \times src1.zw + src2.zw
2003
2004
2005 .. opcode:: DDIV - Divide
2006
2007 .. math::
2008
2009 dst.xy = \frac{src0.xy}{src1.xy}
2010
2011 dst.zw = \frac{src0.zw}{src1.zw}
2012
2013
2014 .. opcode:: DRCP - Reciprocal
2015
2016 .. math::
2017
2018 dst.xy = \frac{1}{src.xy}
2019
2020 dst.zw = \frac{1}{src.zw}
2021
2022 .. opcode:: DSQRT - Square Root
2023
2024 .. math::
2025
2026 dst.xy = \sqrt{src.xy}
2027
2028 dst.zw = \sqrt{src.zw}
2029
2030 .. opcode:: DRSQ - Reciprocal Square Root
2031
2032 .. math::
2033
2034 dst.xy = \frac{1}{\sqrt{src.xy}}
2035
2036 dst.zw = \frac{1}{\sqrt{src.zw}}
2037
2038 .. opcode:: F2D - Float to Double
2039
2040 .. math::
2041
2042 dst.xy = double(src0.x)
2043
2044 dst.zw = double(src0.y)
2045
2046 .. opcode:: D2F - Double to Float
2047
2048 .. math::
2049
2050 dst.x = float(src0.xy)
2051
2052 dst.y = float(src0.zw)
2053
2054 .. opcode:: I2D - Int to Double
2055
2056 .. math::
2057
2058 dst.xy = double(src0.x)
2059
2060 dst.zw = double(src0.y)
2061
2062 .. opcode:: D2I - Double to Int
2063
2064 .. math::
2065
2066 dst.x = int(src0.xy)
2067
2068 dst.y = int(src0.zw)
2069
2070 .. opcode:: U2D - Unsigned Int to Double
2071
2072 .. math::
2073
2074 dst.xy = double(src0.x)
2075
2076 dst.zw = double(src0.y)
2077
2078 .. opcode:: D2U - Double to Unsigned Int
2079
2080 .. math::
2081
2082 dst.x = unsigned(src0.xy)
2083
2084 dst.y = unsigned(src0.zw)
2085
2086 64-bit Integer ISA
2087 ^^^^^^^^^^^^^^^^^^
2088
2089 The 64-bit integer opcodes reinterpret four-component vectors into
2090 two-component vectors with 64-bits in each component.
2091
2092 .. opcode:: I64ABS - 64-bit Integer Absolute Value
2093
2094 .. math::
2095
2096 dst.xy = |src0.xy|
2097
2098 dst.zw = |src0.zw|
2099
2100 .. opcode:: I64NEG - 64-bit Integer Negate
2101
2102 Two's complement.
2103
2104 .. math::
2105
2106 dst.xy = -src.xy
2107
2108 dst.zw = -src.zw
2109
2110 .. opcode:: I64SSG - 64-bit Integer Set Sign
2111
2112 .. math::
2113
2114 dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0
2115
2116 dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0
2117
2118 .. opcode:: U64ADD - 64-bit Integer Add
2119
2120 .. math::
2121
2122 dst.xy = src0.xy + src1.xy
2123
2124 dst.zw = src0.zw + src1.zw
2125
2126 .. opcode:: U64MUL - 64-bit Integer Multiply
2127
2128 .. math::
2129
2130 dst.xy = src0.xy * src1.xy
2131
2132 dst.zw = src0.zw * src1.zw
2133
2134 .. opcode:: U64SEQ - 64-bit Integer Set on Equal
2135
2136 .. math::
2137
2138 dst.x = src0.xy == src1.xy ? \sim 0 : 0
2139
2140 dst.z = src0.zw == src1.zw ? \sim 0 : 0
2141
2142 .. opcode:: U64SNE - 64-bit Integer Set on Not Equal
2143
2144 .. math::
2145
2146 dst.x = src0.xy != src1.xy ? \sim 0 : 0
2147
2148 dst.z = src0.zw != src1.zw ? \sim 0 : 0
2149
2150 .. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than
2151
2152 .. math::
2153
2154 dst.x = src0.xy < src1.xy ? \sim 0 : 0
2155
2156 dst.z = src0.zw < src1.zw ? \sim 0 : 0
2157
2158 .. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal
2159
2160 .. math::
2161
2162 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
2163
2164 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
2165
2166 .. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than
2167
2168 .. math::
2169
2170 dst.x = src0.xy < src1.xy ? \sim 0 : 0
2171
2172 dst.z = src0.zw < src1.zw ? \sim 0 : 0
2173
2174 .. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal
2175
2176 .. math::
2177
2178 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
2179
2180 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
2181
2182 .. opcode:: I64MIN - Minimum of 64-bit Signed Integers
2183
2184 .. math::
2185
2186 dst.xy = min(src0.xy, src1.xy)
2187
2188 dst.zw = min(src0.zw, src1.zw)
2189
2190 .. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers
2191
2192 .. math::
2193
2194 dst.xy = min(src0.xy, src1.xy)
2195
2196 dst.zw = min(src0.zw, src1.zw)
2197
2198 .. opcode:: I64MAX - Maximum of 64-bit Signed Integers
2199
2200 .. math::
2201
2202 dst.xy = max(src0.xy, src1.xy)
2203
2204 dst.zw = max(src0.zw, src1.zw)
2205
2206 .. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers
2207
2208 .. math::
2209
2210 dst.xy = max(src0.xy, src1.xy)
2211
2212 dst.zw = max(src0.zw, src1.zw)
2213
2214 .. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer
2215
2216 The shift count is masked with 0x3f before the shift is applied.
2217
2218 .. math::
2219
2220 dst.xy = src0.xy << (0x3f \& src1.x)
2221
2222 dst.zw = src0.zw << (0x3f \& src1.y)
2223
2224 .. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer)
2225
2226 The shift count is masked with 0x3f before the shift is applied.
2227
2228 .. math::
2229
2230 dst.xy = src0.xy >> (0x3f \& src1.x)
2231
2232 dst.zw = src0.zw >> (0x3f \& src1.y)
2233
2234 .. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer)
2235
2236 The shift count is masked with 0x3f before the shift is applied.
2237
2238 .. math::
2239
2240 dst.xy = src0.xy >> (unsigned) (0x3f \& src1.x)
2241
2242 dst.zw = src0.zw >> (unsigned) (0x3f \& src1.y)
2243
2244 .. opcode:: I64DIV - 64-bit Signed Integer Division
2245
2246 .. math::
2247
2248 dst.xy = src0.xy \ src1.xy
2249
2250 dst.zw = src0.zw \ src1.zw
2251
2252 .. opcode:: U64DIV - 64-bit Unsigned Integer Division
2253
2254 .. math::
2255
2256 dst.xy = src0.xy \ src1.xy
2257
2258 dst.zw = src0.zw \ src1.zw
2259
2260 .. opcode:: U64MOD - 64-bit Unsigned Integer Remainder
2261
2262 .. math::
2263
2264 dst.xy = src0.xy \bmod src1.xy
2265
2266 dst.zw = src0.zw \bmod src1.zw
2267
2268 .. opcode:: I64MOD - 64-bit Signed Integer Remainder
2269
2270 .. math::
2271
2272 dst.xy = src0.xy \bmod src1.xy
2273
2274 dst.zw = src0.zw \bmod src1.zw
2275
2276 .. opcode:: F2U64 - Float to 64-bit Unsigned Int
2277
2278 .. math::
2279
2280 dst.xy = (uint64_t) src0.x
2281
2282 dst.zw = (uint64_t) src0.y
2283
2284 .. opcode:: F2I64 - Float to 64-bit Int
2285
2286 .. math::
2287
2288 dst.xy = (int64_t) src0.x
2289
2290 dst.zw = (int64_t) src0.y
2291
2292 .. opcode:: U2I64 - Unsigned Integer to 64-bit Integer
2293
2294 This is a zero extension.
2295
2296 .. math::
2297
2298 dst.xy = (uint64_t) src0.x
2299
2300 dst.zw = (uint64_t) src0.y
2301
2302 .. opcode:: I2I64 - Signed Integer to 64-bit Integer
2303
2304 This is a sign extension.
2305
2306 .. math::
2307
2308 dst.xy = (int64_t) src0.x
2309
2310 dst.zw = (int64_t) src0.y
2311
2312 .. opcode:: D2U64 - Double to 64-bit Unsigned Int
2313
2314 .. math::
2315
2316 dst.xy = (uint64_t) src0.xy
2317
2318 dst.zw = (uint64_t) src0.zw
2319
2320 .. opcode:: D2I64 - Double to 64-bit Int
2321
2322 .. math::
2323
2324 dst.xy = (int64_t) src0.xy
2325
2326 dst.zw = (int64_t) src0.zw
2327
2328 .. opcode:: U642F - 64-bit unsigned integer to float
2329
2330 .. math::
2331
2332 dst.x = (float) src0.xy
2333
2334 dst.y = (float) src0.zw
2335
2336 .. opcode:: I642F - 64-bit Int to Float
2337
2338 .. math::
2339
2340 dst.x = (float) src0.xy
2341
2342 dst.y = (float) src0.zw
2343
2344 .. opcode:: U642D - 64-bit unsigned integer to double
2345
2346 .. math::
2347
2348 dst.xy = (double) src0.xy
2349
2350 dst.zw = (double) src0.zw
2351
2352 .. opcode:: I642D - 64-bit Int to double
2353
2354 .. math::
2355
2356 dst.xy = (double) src0.xy
2357
2358 dst.zw = (double) src0.zw
2359
2360 .. _samplingopcodes:
2361
2362 Resource Sampling Opcodes
2363 ^^^^^^^^^^^^^^^^^^^^^^^^^
2364
2365 Those opcodes follow very closely semantics of the respective Direct3D
2366 instructions. If in doubt double check Direct3D documentation.
2367 Note that the swizzle on SVIEW (src1) determines texel swizzling
2368 after lookup.
2369
2370 .. opcode:: SAMPLE
2371
2372 Using provided address, sample data from the specified texture using the
2373 filtering mode identified by the given sampler. The source data may come from
2374 any resource type other than buffers.
2375
2376 Syntax: ``SAMPLE dst, address, sampler_view, sampler``
2377
2378 Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]``
2379
2380 .. opcode:: SAMPLE_I
2381
2382 Simplified alternative to the SAMPLE instruction. Using the provided
2383 integer address, SAMPLE_I fetches data from the specified sampler view
2384 without any filtering. The source data may come from any resource type
2385 other than CUBE.
2386
2387 Syntax: ``SAMPLE_I dst, address, sampler_view``
2388
2389 Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]``
2390
2391 The 'address' is specified as unsigned integers. If the 'address' is out of
2392 range [0...(# texels - 1)] the result of the fetch is always 0 in all
2393 components. As such the instruction doesn't honor address wrap modes, in
2394 cases where that behavior is desirable 'SAMPLE' instruction should be used.
2395 address.w always provides an unsigned integer mipmap level. If the value is
2396 out of the range then the instruction always returns 0 in all components.
2397 address.yz are ignored for buffers and 1d textures. address.z is ignored
2398 for 1d texture arrays and 2d textures.
2399
2400 For 1D texture arrays address.y provides the array index (also as unsigned
2401 integer). If the value is out of the range of available array indices
2402 [0... (array size - 1)] then the opcode always returns 0 in all components.
2403 For 2D texture arrays address.z provides the array index, otherwise it
2404 exhibits the same behavior as in the case for 1D texture arrays. The exact
2405 semantics of the source address are presented in the table below:
2406
2407 +---------------------------+----+-----+-----+---------+
2408 | resource type | X | Y | Z | W |
2409 +===========================+====+=====+=====+=========+
2410 | ``PIPE_BUFFER`` | x | | | ignored |
2411 +---------------------------+----+-----+-----+---------+
2412 | ``PIPE_TEXTURE_1D`` | x | | | mpl |
2413 +---------------------------+----+-----+-----+---------+
2414 | ``PIPE_TEXTURE_2D`` | x | y | | mpl |
2415 +---------------------------+----+-----+-----+---------+
2416 | ``PIPE_TEXTURE_3D`` | x | y | z | mpl |
2417 +---------------------------+----+-----+-----+---------+
2418 | ``PIPE_TEXTURE_RECT`` | x | y | | mpl |
2419 +---------------------------+----+-----+-----+---------+
2420 | ``PIPE_TEXTURE_CUBE`` | not allowed as source |
2421 +---------------------------+----+-----+-----+---------+
2422 | ``PIPE_TEXTURE_1D_ARRAY`` | x | idx | | mpl |
2423 +---------------------------+----+-----+-----+---------+
2424 | ``PIPE_TEXTURE_2D_ARRAY`` | x | y | idx | mpl |
2425 +---------------------------+----+-----+-----+---------+
2426
2427 Where 'mpl' is a mipmap level and 'idx' is the array index.
2428
2429 .. opcode:: SAMPLE_I_MS
2430
2431 Just like SAMPLE_I but allows fetch data from multi-sampled surfaces.
2432
2433 Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample``
2434
2435 .. opcode:: SAMPLE_B
2436
2437 Just like the SAMPLE instruction with the exception that an additional bias
2438 is applied to the level of detail computed as part of the instruction
2439 execution.
2440
2441 Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias``
2442
2443 Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
2444
2445 .. opcode:: SAMPLE_C
2446
2447 Similar to the SAMPLE instruction but it performs a comparison filter. The
2448 operands to SAMPLE_C are identical to SAMPLE, except that there is an
2449 additional float32 operand, reference value, which must be a register with
2450 single-component, or a scalar literal. SAMPLE_C makes the hardware use the
2451 current samplers compare_func (in pipe_sampler_state) to compare reference
2452 value against the red component value for the surce resource at each texel
2453 that the currently configured texture filter covers based on the provided
2454 coordinates.
2455
2456 Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value``
2457
2458 Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
2459
2460 .. opcode:: SAMPLE_C_LZ
2461
2462 Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands
2463 for level-zero.
2464
2465 Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value``
2466
2467 Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
2468
2469
2470 .. opcode:: SAMPLE_D
2471
2472 SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for
2473 the source address in the x direction and the y direction are provided by
2474 extra parameters.
2475
2476 Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y``
2477
2478 Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]``
2479
2480 .. opcode:: SAMPLE_L
2481
2482 SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided
2483 directly as a scalar value, representing no anisotropy.
2484
2485 Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod``
2486
2487 Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
2488
2489 .. opcode:: GATHER4
2490
2491 Gathers the four texels to be used in a bi-linear filtering operation and
2492 packs them into a single register. Only works with 2D, 2D array, cubemaps,
2493 and cubemaps arrays. For 2D textures, only the addressing modes of the
2494 sampler and the top level of any mip pyramid are used. Set W to zero. It
2495 behaves like the SAMPLE instruction, but a filtered sample is not
2496 generated. The four samples that contribute to filtering are placed into
2497 xyzw in counter-clockwise order, starting with the (u,v) texture coordinate
2498 delta at the following locations (-, +), (+, +), (+, -), (-, -), where the
2499 magnitude of the deltas are half a texel.
2500
2501
2502 .. opcode:: SVIEWINFO
2503
2504 Query the dimensions of a given sampler view. dst receives width, height,
2505 depth or array size and number of mipmap levels as int4. The dst can have a
2506 writemask which will specify what info is the caller interested in.
2507
2508 Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view``
2509
2510 Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]``
2511
2512 src_mip_level is an unsigned integer scalar. If it's out of range then
2513 returns 0 for width, height and depth/array size but the total number of
2514 mipmap is still returned correctly for the given sampler view. The returned
2515 width, height and depth values are for the mipmap level selected by the
2516 src_mip_level and are in the number of texels. For 1d texture array width
2517 is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is
2518 still in dst.w. In contrast to d3d10 resinfo, there's no way in the tgsi
2519 instruction encoding to specify the return type (float/rcpfloat/uint), hence
2520 always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1
2521 resinfo allowing swizzling dst values is ignored (due to the interaction
2522 with rcpfloat modifier which requires some swizzle handling in the state
2523 tracker anyway).
2524
2525 .. opcode:: SAMPLE_POS
2526
2527 Query the position of a given sample. dst receives float4 (x, y, 0, 0)
2528 indicated where the sample is located. If the resource is not a multi-sample
2529 resource and not a render target, the result is 0.
2530
2531 .. opcode:: SAMPLE_INFO
2532
2533 dst receives number of samples in x. If the resource is not a multi-sample
2534 resource and not a render target, the result is 0.
2535
2536
2537 .. _resourceopcodes:
2538
2539 Resource Access Opcodes
2540 ^^^^^^^^^^^^^^^^^^^^^^^
2541
2542 .. opcode:: LOAD - Fetch data from a shader buffer or image
2543
2544 Syntax: ``LOAD dst, resource, address``
2545
2546 Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]``
2547
2548 Using the provided integer address, LOAD fetches data
2549 from the specified buffer or texture without any
2550 filtering.
2551
2552 The 'address' is specified as a vector of unsigned
2553 integers. If the 'address' is out of range the result
2554 is unspecified.
2555
2556 Only the first mipmap level of a resource can be read
2557 from using this instruction.
2558
2559 For 1D or 2D texture arrays, the array index is
2560 provided as an unsigned integer in address.y or
2561 address.z, respectively. address.yz are ignored for
2562 buffers and 1D textures. address.z is ignored for 1D
2563 texture arrays and 2D textures. address.w is always
2564 ignored.
2565
2566 A swizzle suffix may be added to the resource argument
2567 this will cause the resource data to be swizzled accordingly.
2568
2569 .. opcode:: STORE - Write data to a shader resource
2570
2571 Syntax: ``STORE resource, address, src``
2572
2573 Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]``
2574
2575 Using the provided integer address, STORE writes data
2576 to the specified buffer or texture.
2577
2578 The 'address' is specified as a vector of unsigned
2579 integers. If the 'address' is out of range the result
2580 is unspecified.
2581
2582 Only the first mipmap level of a resource can be
2583 written to using this instruction.
2584
2585 For 1D or 2D texture arrays, the array index is
2586 provided as an unsigned integer in address.y or
2587 address.z, respectively. address.yz are ignored for
2588 buffers and 1D textures. address.z is ignored for 1D
2589 texture arrays and 2D textures. address.w is always
2590 ignored.
2591
2592 .. opcode:: RESQ - Query information about a resource
2593
2594 Syntax: ``RESQ dst, resource``
2595
2596 Example: ``RESQ TEMP[0], BUFFER[0]``
2597
2598 Returns information about the buffer or image resource. For buffer
2599 resources, the size (in bytes) is returned in the x component. For
2600 image resources, .xyz will contain the width/height/layers of the
2601 image, while .w will contain the number of samples for multi-sampled
2602 images.
2603
2604 .. opcode:: FBFETCH - Load data from framebuffer
2605
2606 Syntax: ``FBFETCH dst, output``
2607
2608 Example: ``FBFETCH TEMP[0], OUT[0]``
2609
2610 This is only valid on ``COLOR`` semantic outputs. Returns the color
2611 of the current position in the framebuffer from before this fragment
2612 shader invocation. May return the same value from multiple calls for
2613 a particular output within a single invocation. Note that result may
2614 be undefined if a fragment is drawn multiple times without a blend
2615 barrier in between.
2616
2617
2618 .. _threadsyncopcodes:
2619
2620 Inter-thread synchronization opcodes
2621 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
2622
2623 These opcodes are intended for communication between threads running
2624 within the same compute grid. For now they're only valid in compute
2625 programs.
2626
2627 .. opcode:: MFENCE - Memory fence
2628
2629 Syntax: ``MFENCE resource``
2630
2631 Example: ``MFENCE RES[0]``
2632
2633 This opcode forces strong ordering between any memory access
2634 operations that affect the specified resource. This means that
2635 previous loads and stores (and only those) will be performed and
2636 visible to other threads before the program execution continues.
2637
2638
2639 .. opcode:: LFENCE - Load memory fence
2640
2641 Syntax: ``LFENCE resource``
2642
2643 Example: ``LFENCE RES[0]``
2644
2645 Similar to MFENCE, but it only affects the ordering of memory loads.
2646
2647
2648 .. opcode:: SFENCE - Store memory fence
2649
2650 Syntax: ``SFENCE resource``
2651
2652 Example: ``SFENCE RES[0]``
2653
2654 Similar to MFENCE, but it only affects the ordering of memory stores.
2655
2656
2657 .. opcode:: BARRIER - Thread group barrier
2658
2659 ``BARRIER``
2660
2661 This opcode suspends the execution of the current thread until all
2662 the remaining threads in the working group reach the same point of
2663 the program. Results are unspecified if any of the remaining
2664 threads terminates or never reaches an executed BARRIER instruction.
2665
2666 .. opcode:: MEMBAR - Memory barrier
2667
2668 ``MEMBAR type``
2669
2670 This opcode waits for the completion of all memory accesses based on
2671 the type passed in. The type is an immediate bitfield with the following
2672 meaning:
2673
2674 Bit 0: Shader storage buffers
2675 Bit 1: Atomic buffers
2676 Bit 2: Images
2677 Bit 3: Shared memory
2678 Bit 4: Thread group
2679
2680 These may be passed in in any combination. An implementation is free to not
2681 distinguish between these as it sees fit. However these map to all the
2682 possibilities made available by GLSL.
2683
2684 .. _atomopcodes:
2685
2686 Atomic opcodes
2687 ^^^^^^^^^^^^^^
2688
2689 These opcodes provide atomic variants of some common arithmetic and
2690 logical operations. In this context atomicity means that another
2691 concurrent memory access operation that affects the same memory
2692 location is guaranteed to be performed strictly before or after the
2693 entire execution of the atomic operation. The resource may be a buffer
2694 or an image. In the case of an image, the offset works the same as for
2695 ``LOAD`` and ``STORE``, specified above. These atomic operations may
2696 only be used with 32-bit integer image formats.
2697
2698 .. opcode:: ATOMUADD - Atomic integer addition
2699
2700 Syntax: ``ATOMUADD dst, resource, offset, src``
2701
2702 Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2703
2704 The following operation is performed atomically:
2705
2706 .. math::
2707
2708 dst_x = resource[offset]
2709
2710 resource[offset] = dst_x + src_x
2711
2712
2713 .. opcode:: ATOMXCHG - Atomic exchange
2714
2715 Syntax: ``ATOMXCHG dst, resource, offset, src``
2716
2717 Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2718
2719 The following operation is performed atomically:
2720
2721 .. math::
2722
2723 dst_x = resource[offset]
2724
2725 resource[offset] = src_x
2726
2727
2728 .. opcode:: ATOMCAS - Atomic compare-and-exchange
2729
2730 Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
2731
2732 Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]``
2733
2734 The following operation is performed atomically:
2735
2736 .. math::
2737
2738 dst_x = resource[offset]
2739
2740 resource[offset] = (dst_x == cmp_x ? src_x : dst_x)
2741
2742
2743 .. opcode:: ATOMAND - Atomic bitwise And
2744
2745 Syntax: ``ATOMAND dst, resource, offset, src``
2746
2747 Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2748
2749 The following operation is performed atomically:
2750
2751 .. math::
2752
2753 dst_x = resource[offset]
2754
2755 resource[offset] = dst_x \& src_x
2756
2757
2758 .. opcode:: ATOMOR - Atomic bitwise Or
2759
2760 Syntax: ``ATOMOR dst, resource, offset, src``
2761
2762 Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2763
2764 The following operation is performed atomically:
2765
2766 .. math::
2767
2768 dst_x = resource[offset]
2769
2770 resource[offset] = dst_x | src_x
2771
2772
2773 .. opcode:: ATOMXOR - Atomic bitwise Xor
2774
2775 Syntax: ``ATOMXOR dst, resource, offset, src``
2776
2777 Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2778
2779 The following operation is performed atomically:
2780
2781 .. math::
2782
2783 dst_x = resource[offset]
2784
2785 resource[offset] = dst_x \oplus src_x
2786
2787
2788 .. opcode:: ATOMUMIN - Atomic unsigned minimum
2789
2790 Syntax: ``ATOMUMIN dst, resource, offset, src``
2791
2792 Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2793
2794 The following operation is performed atomically:
2795
2796 .. math::
2797
2798 dst_x = resource[offset]
2799
2800 resource[offset] = (dst_x < src_x ? dst_x : src_x)
2801
2802
2803 .. opcode:: ATOMUMAX - Atomic unsigned maximum
2804
2805 Syntax: ``ATOMUMAX dst, resource, offset, src``
2806
2807 Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2808
2809 The following operation is performed atomically:
2810
2811 .. math::
2812
2813 dst_x = resource[offset]
2814
2815 resource[offset] = (dst_x > src_x ? dst_x : src_x)
2816
2817
2818 .. opcode:: ATOMIMIN - Atomic signed minimum
2819
2820 Syntax: ``ATOMIMIN dst, resource, offset, src``
2821
2822 Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2823
2824 The following operation is performed atomically:
2825
2826 .. math::
2827
2828 dst_x = resource[offset]
2829
2830 resource[offset] = (dst_x < src_x ? dst_x : src_x)
2831
2832
2833 .. opcode:: ATOMIMAX - Atomic signed maximum
2834
2835 Syntax: ``ATOMIMAX dst, resource, offset, src``
2836
2837 Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2838
2839 The following operation is performed atomically:
2840
2841 .. math::
2842
2843 dst_x = resource[offset]
2844
2845 resource[offset] = (dst_x > src_x ? dst_x : src_x)
2846
2847
2848 .. _voteopcodes:
2849
2850 Vote opcodes
2851 ^^^^^^^^^^^^
2852
2853 These opcodes compare the given value across the shader invocations
2854 running in the current SIMD group. The details of exactly which
2855 invocations get compared are implementation-defined, and it would be a
2856 correct implementation to only ever consider the current thread's
2857 value. (i.e. SIMD group of 1). The argument is treated as a boolean.
2858
2859 .. opcode:: VOTE_ANY - Value is set in any of the current invocations
2860
2861 .. opcode:: VOTE_ALL - Value is set in all of the current invocations
2862
2863 .. opcode:: VOTE_EQ - Value is the same in all of the current invocations
2864
2865
2866 Explanation of symbols used
2867 ------------------------------
2868
2869
2870 Functions
2871 ^^^^^^^^^^^^^^
2872
2873
2874 :math:`|x|` Absolute value of `x`.
2875
2876 :math:`\lceil x \rceil` Ceiling of `x`.
2877
2878 clamp(x,y,z) Clamp x between y and z.
2879 (x < y) ? y : (x > z) ? z : x
2880
2881 :math:`\lfloor x\rfloor` Floor of `x`.
2882
2883 :math:`\log_2{x}` Logarithm of `x`, base 2.
2884
2885 max(x,y) Maximum of x and y.
2886 (x > y) ? x : y
2887
2888 min(x,y) Minimum of x and y.
2889 (x < y) ? x : y
2890
2891 partialx(x) Derivative of x relative to fragment's X.
2892
2893 partialy(x) Derivative of x relative to fragment's Y.
2894
2895 pop() Pop from stack.
2896
2897 :math:`x^y` `x` to the power `y`.
2898
2899 push(x) Push x on stack.
2900
2901 round(x) Round x.
2902
2903 trunc(x) Truncate x, i.e. drop the fraction bits.
2904
2905
2906 Keywords
2907 ^^^^^^^^^^^^^
2908
2909
2910 discard Discard fragment.
2911
2912 pc Program counter.
2913
2914 target Label of target instruction.
2915
2916
2917 Other tokens
2918 ---------------
2919
2920
2921 Declaration
2922 ^^^^^^^^^^^
2923
2924
2925 Declares a register that is will be referenced as an operand in Instruction
2926 tokens.
2927
2928 File field contains register file that is being declared and is one
2929 of TGSI_FILE.
2930
2931 UsageMask field specifies which of the register components can be accessed
2932 and is one of TGSI_WRITEMASK.
2933
2934 The Local flag specifies that a given value isn't intended for
2935 subroutine parameter passing and, as a result, the implementation
2936 isn't required to give any guarantees of it being preserved across
2937 subroutine boundaries. As it's merely a compiler hint, the
2938 implementation is free to ignore it.
2939
2940 If Dimension flag is set to 1, a Declaration Dimension token follows.
2941
2942 If Semantic flag is set to 1, a Declaration Semantic token follows.
2943
2944 If Interpolate flag is set to 1, a Declaration Interpolate token follows.
2945
2946 If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
2947
2948 If Array flag is set to 1, a Declaration Array token follows.
2949
2950 Array Declaration
2951 ^^^^^^^^^^^^^^^^^^^^^^^^
2952
2953 Declarations can optional have an ArrayID attribute which can be referred by
2954 indirect addressing operands. An ArrayID of zero is reserved and treated as
2955 if no ArrayID is specified.
2956
2957 If an indirect addressing operand refers to a specific declaration by using
2958 an ArrayID only the registers in this declaration are guaranteed to be
2959 accessed, accessing any register outside this declaration results in undefined
2960 behavior. Note that for compatibility the effective index is zero-based and
2961 not relative to the specified declaration
2962
2963 If no ArrayID is specified with an indirect addressing operand the whole
2964 register file might be accessed by this operand. This is strongly discouraged
2965 and will prevent packing of scalar/vec2 arrays and effective alias analysis.
2966 This is only legal for TEMP and CONST register files.
2967
2968 Declaration Semantic
2969 ^^^^^^^^^^^^^^^^^^^^^^^^
2970
2971 Vertex and fragment shader input and output registers may be labeled
2972 with semantic information consisting of a name and index.
2973
2974 Follows Declaration token if Semantic bit is set.
2975
2976 Since its purpose is to link a shader with other stages of the pipeline,
2977 it is valid to follow only those Declaration tokens that declare a register
2978 either in INPUT or OUTPUT file.
2979
2980 SemanticName field contains the semantic name of the register being declared.
2981 There is no default value.
2982
2983 SemanticIndex is an optional subscript that can be used to distinguish
2984 different register declarations with the same semantic name. The default value
2985 is 0.
2986
2987 The meanings of the individual semantic names are explained in the following
2988 sections.
2989
2990 TGSI_SEMANTIC_POSITION
2991 """"""""""""""""""""""
2992
2993 For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
2994 output register which contains the homogeneous vertex position in the clip
2995 space coordinate system. After clipping, the X, Y and Z components of the
2996 vertex will be divided by the W value to get normalized device coordinates.
2997
2998 For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
2999 fragment shader input (or system value, depending on which one is
3000 supported by the driver) contains the fragment's window position. The X
3001 component starts at zero and always increases from left to right.
3002 The Y component starts at zero and always increases but Y=0 may either
3003 indicate the top of the window or the bottom depending on the fragment
3004 coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
3005 The Z coordinate ranges from 0 to 1 to represent depth from the front
3006 to the back of the Z buffer. The W component contains the interpolated
3007 reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
3008 but unlike d3d10 which interpolates the same 1/w but then gives back
3009 the reciprocal of the interpolated value).
3010
3011 Fragment shaders may also declare an output register with
3012 TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
3013 the fragment shader to change the fragment's Z position.
3014
3015
3016
3017 TGSI_SEMANTIC_COLOR
3018 """""""""""""""""""
3019
3020 For vertex shader outputs or fragment shader inputs/outputs, this
3021 label indicates that the register contains an R,G,B,A color.
3022
3023 Several shader inputs/outputs may contain colors so the semantic index
3024 is used to distinguish them. For example, color[0] may be the diffuse
3025 color while color[1] may be the specular color.
3026
3027 This label is needed so that the flat/smooth shading can be applied
3028 to the right interpolants during rasterization.
3029
3030
3031
3032 TGSI_SEMANTIC_BCOLOR
3033 """"""""""""""""""""
3034
3035 Back-facing colors are only used for back-facing polygons, and are only valid
3036 in vertex shader outputs. After rasterization, all polygons are front-facing
3037 and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
3038 so all BCOLORs effectively become regular COLORs in the fragment shader.
3039
3040
3041 TGSI_SEMANTIC_FOG
3042 """""""""""""""""
3043
3044 Vertex shader inputs and outputs and fragment shader inputs may be
3045 labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
3046 a fog coordinate. Typically, the fragment shader will use the fog coordinate
3047 to compute a fog blend factor which is used to blend the normal fragment color
3048 with a constant fog color. But fog coord really is just an ordinary vec4
3049 register like regular semantics.
3050
3051
3052 TGSI_SEMANTIC_PSIZE
3053 """""""""""""""""""
3054
3055 Vertex shader input and output registers may be labeled with
3056 TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
3057 in the form (S, 0, 0, 1). The point size controls the width or diameter
3058 of points for rasterization. This label cannot be used in fragment
3059 shaders.
3060
3061 When using this semantic, be sure to set the appropriate state in the
3062 :ref:`rasterizer` first.
3063
3064
3065 TGSI_SEMANTIC_TEXCOORD
3066 """"""""""""""""""""""
3067
3068 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
3069
3070 Vertex shader outputs and fragment shader inputs may be labeled with
3071 this semantic to make them replaceable by sprite coordinates via the
3072 sprite_coord_enable state in the :ref:`rasterizer`.
3073 The semantic index permitted with this semantic is limited to <= 7.
3074
3075 If the driver does not support TEXCOORD, sprite coordinate replacement
3076 applies to inputs with the GENERIC semantic instead.
3077
3078 The intended use case for this semantic is gl_TexCoord.
3079
3080
3081 TGSI_SEMANTIC_PCOORD
3082 """"""""""""""""""""
3083
3084 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
3085
3086 Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
3087 that the register contains sprite coordinates in the form (x, y, 0, 1), if
3088 the current primitive is a point and point sprites are enabled. Otherwise,
3089 the contents of the register are undefined.
3090
3091 The intended use case for this semantic is gl_PointCoord.
3092
3093
3094 TGSI_SEMANTIC_GENERIC
3095 """""""""""""""""""""
3096
3097 All vertex/fragment shader inputs/outputs not labeled with any other
3098 semantic label can be considered to be generic attributes. Typical
3099 uses of generic inputs/outputs are texcoords and user-defined values.
3100
3101
3102 TGSI_SEMANTIC_NORMAL
3103 """"""""""""""""""""
3104
3105 Indicates that a vertex shader input is a normal vector. This is
3106 typically only used for legacy graphics APIs.
3107
3108
3109 TGSI_SEMANTIC_FACE
3110 """"""""""""""""""
3111
3112 This label applies to fragment shader inputs (or system values,
3113 depending on which one is supported by the driver) and indicates that
3114 the register contains front/back-face information.
3115
3116 If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1),
3117 where F will be positive when the fragment belongs to a front-facing polygon,
3118 and negative when the fragment belongs to a back-facing polygon.
3119
3120 If it is a system value, it will be an integer vector in the form (F, 0, 0, 1),
3121 where F is 0xffffffff when the fragment belongs to a front-facing polygon and
3122 0 when the fragment belongs to a back-facing polygon.
3123
3124
3125 TGSI_SEMANTIC_EDGEFLAG
3126 """"""""""""""""""""""
3127
3128 For vertex shaders, this sematic label indicates that an input or
3129 output is a boolean edge flag. The register layout is [F, x, x, x]
3130 where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
3131 simply copies the edge flag input to the edgeflag output.
3132
3133 Edge flags are used to control which lines or points are actually
3134 drawn when the polygon mode converts triangles/quads/polygons into
3135 points or lines.
3136
3137
3138 TGSI_SEMANTIC_STENCIL
3139 """""""""""""""""""""
3140
3141 For fragment shaders, this semantic label indicates that an output
3142 is a writable stencil reference value. Only the Y component is writable.
3143 This allows the fragment shader to change the fragments stencilref value.
3144
3145
3146 TGSI_SEMANTIC_VIEWPORT_INDEX
3147 """"""""""""""""""""""""""""
3148
3149 For geometry shaders, this semantic label indicates that an output
3150 contains the index of the viewport (and scissor) to use.
3151 This is an integer value, and only the X component is used.
3152
3153
3154 TGSI_SEMANTIC_LAYER
3155 """""""""""""""""""
3156
3157 For geometry shaders, this semantic label indicates that an output
3158 contains the layer value to use for the color and depth/stencil surfaces.
3159 This is an integer value, and only the X component is used.
3160 (Also known as rendertarget array index.)
3161
3162
3163 TGSI_SEMANTIC_CULLDIST
3164 """"""""""""""""""""""
3165
3166 Used as distance to plane for performing application-defined culling
3167 of individual primitives against a plane. When components of vertex
3168 elements are given this label, these values are assumed to be a
3169 float32 signed distance to a plane. Primitives will be completely
3170 discarded if the plane distance for all of the vertices in the
3171 primitive are < 0. If a vertex has a cull distance of NaN, that
3172 vertex counts as "out" (as if its < 0);
3173 The limits on both clip and cull distances are bound
3174 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
3175 the maximum number of components that can be used to hold the
3176 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
3177 which specifies the maximum number of registers which can be
3178 annotated with those semantics.
3179
3180
3181 TGSI_SEMANTIC_CLIPDIST
3182 """"""""""""""""""""""
3183
3184 Note this covers clipping and culling distances.
3185
3186 When components of vertex elements are identified this way, these
3187 values are each assumed to be a float32 signed distance to a plane.
3188
3189 For clip distances:
3190 Primitive setup only invokes rasterization on pixels for which
3191 the interpolated plane distances are >= 0.
3192
3193 For cull distances:
3194 Primitives will be completely discarded if the plane distance
3195 for all of the vertices in the primitive are < 0.
3196 If a vertex has a cull distance of NaN, that vertex counts as "out"
3197 (as if its < 0);
3198
3199 Multiple clip/cull planes can be implemented simultaneously, by
3200 annotating multiple components of one or more vertex elements with
3201 the above specified semantic.
3202 The limits on both clip and cull distances are bound
3203 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
3204 the maximum number of components that can be used to hold the
3205 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
3206 which specifies the maximum number of registers which can be
3207 annotated with those semantics.
3208 The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED
3209 are used to divide up the 2 x vec4 space between clipping and culling.
3210
3211 TGSI_SEMANTIC_SAMPLEID
3212 """"""""""""""""""""""
3213
3214 For fragment shaders, this semantic label indicates that a system value
3215 contains the current sample id (i.e. gl_SampleID).
3216 This is an integer value, and only the X component is used.
3217
3218 TGSI_SEMANTIC_SAMPLEPOS
3219 """""""""""""""""""""""
3220
3221 For fragment shaders, this semantic label indicates that a system value
3222 contains the current sample's position (i.e. gl_SamplePosition). Only the X
3223 and Y values are used.
3224
3225 TGSI_SEMANTIC_SAMPLEMASK
3226 """"""""""""""""""""""""
3227
3228 For fragment shaders, this semantic label indicates that an output contains
3229 the sample mask used to disable further sample processing
3230 (i.e. gl_SampleMask). Only the X value is used, up to 32x MS.
3231
3232 TGSI_SEMANTIC_INVOCATIONID
3233 """"""""""""""""""""""""""
3234
3235 For geometry shaders, this semantic label indicates that a system value
3236 contains the current invocation id (i.e. gl_InvocationID).
3237 This is an integer value, and only the X component is used.
3238
3239 TGSI_SEMANTIC_INSTANCEID
3240 """"""""""""""""""""""""
3241
3242 For vertex shaders, this semantic label indicates that a system value contains
3243 the current instance id (i.e. gl_InstanceID). It does not include the base
3244 instance. This is an integer value, and only the X component is used.
3245
3246 TGSI_SEMANTIC_VERTEXID
3247 """"""""""""""""""""""
3248
3249 For vertex shaders, this semantic label indicates that a system value contains
3250 the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the
3251 base vertex. This is an integer value, and only the X component is used.
3252
3253 TGSI_SEMANTIC_VERTEXID_NOBASE
3254 """""""""""""""""""""""""""""""
3255
3256 For vertex shaders, this semantic label indicates that a system value contains
3257 the current vertex id without including the base vertex (this corresponds to
3258 d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX
3259 == TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component
3260 is used.
3261
3262 TGSI_SEMANTIC_BASEVERTEX
3263 """"""""""""""""""""""""
3264
3265 For vertex shaders, this semantic label indicates that a system value contains
3266 the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls,
3267 this contains the first (or start) value instead.
3268 This is an integer value, and only the X component is used.
3269
3270 TGSI_SEMANTIC_PRIMID
3271 """"""""""""""""""""
3272
3273 For geometry and fragment shaders, this semantic label indicates the value
3274 contains the primitive id (i.e. gl_PrimitiveID). This is an integer value,
3275 and only the X component is used.
3276 FIXME: This right now can be either a ordinary input or a system value...
3277
3278
3279 TGSI_SEMANTIC_PATCH
3280 """""""""""""""""""
3281
3282 For tessellation evaluation/control shaders, this semantic label indicates a
3283 generic per-patch attribute. Such semantics will not implicitly be per-vertex
3284 arrays.
3285
3286 TGSI_SEMANTIC_TESSCOORD
3287 """""""""""""""""""""""
3288
3289 For tessellation evaluation shaders, this semantic label indicates the
3290 coordinates of the vertex being processed. This is available in XYZ; W is
3291 undefined.
3292
3293 TGSI_SEMANTIC_TESSOUTER
3294 """""""""""""""""""""""
3295
3296 For tessellation evaluation/control shaders, this semantic label indicates the
3297 outer tessellation levels of the patch. Isoline tessellation will only have XY
3298 defined, triangle will have XYZ and quads will have XYZW defined. This
3299 corresponds to gl_TessLevelOuter.
3300
3301 TGSI_SEMANTIC_TESSINNER
3302 """""""""""""""""""""""
3303
3304 For tessellation evaluation/control shaders, this semantic label indicates the
3305 inner tessellation levels of the patch. The X value is only defined for
3306 triangle tessellation, while quads will have XY defined. This is entirely
3307 undefined for isoline tessellation.
3308
3309 TGSI_SEMANTIC_VERTICESIN
3310 """"""""""""""""""""""""
3311
3312 For tessellation evaluation/control shaders, this semantic label indicates the
3313 number of vertices provided in the input patch. Only the X value is defined.
3314
3315 TGSI_SEMANTIC_HELPER_INVOCATION
3316 """""""""""""""""""""""""""""""
3317
3318 For fragment shaders, this semantic indicates whether the current
3319 invocation is covered or not. Helper invocations are created in order
3320 to properly compute derivatives, however it may be desirable to skip
3321 some of the logic in those cases. See ``gl_HelperInvocation`` documentation.
3322
3323 TGSI_SEMANTIC_BASEINSTANCE
3324 """"""""""""""""""""""""""
3325
3326 For vertex shaders, the base instance argument supplied for this
3327 draw. This is an integer value, and only the X component is used.
3328
3329 TGSI_SEMANTIC_DRAWID
3330 """"""""""""""""""""
3331
3332 For vertex shaders, the zero-based index of the current draw in a
3333 ``glMultiDraw*`` invocation. This is an integer value, and only the X
3334 component is used.
3335
3336
3337 TGSI_SEMANTIC_WORK_DIM
3338 """"""""""""""""""""""
3339
3340 For compute shaders started via opencl this retrieves the work_dim
3341 parameter to the clEnqueueNDRangeKernel call with which the shader
3342 was started.
3343
3344
3345 TGSI_SEMANTIC_GRID_SIZE
3346 """""""""""""""""""""""
3347
3348 For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
3349 of a grid of thread blocks.
3350
3351
3352 TGSI_SEMANTIC_BLOCK_ID
3353 """"""""""""""""""""""
3354
3355 For compute shaders, this semantic indicates the (x, y, z) coordinates of the
3356 current block inside of the grid.
3357
3358
3359 TGSI_SEMANTIC_BLOCK_SIZE
3360 """"""""""""""""""""""""
3361
3362 For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
3363 of a block in threads.
3364
3365
3366 TGSI_SEMANTIC_THREAD_ID
3367 """""""""""""""""""""""
3368
3369 For compute shaders, this semantic indicates the (x, y, z) coordinates of the
3370 current thread inside of the block.
3371
3372
3373 Declaration Interpolate
3374 ^^^^^^^^^^^^^^^^^^^^^^^
3375
3376 This token is only valid for fragment shader INPUT declarations.
3377
3378 The Interpolate field specifes the way input is being interpolated by
3379 the rasteriser and is one of TGSI_INTERPOLATE_*.
3380
3381 The Location field specifies the location inside the pixel that the
3382 interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that
3383 when per-sample shading is enabled, the implementation may choose to
3384 interpolate at the sample irrespective of the Location field.
3385
3386 The CylindricalWrap bitfield specifies which register components
3387 should be subject to cylindrical wrapping when interpolating by the
3388 rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
3389 should be interpolated according to cylindrical wrapping rules.
3390
3391
3392 Declaration Sampler View
3393 ^^^^^^^^^^^^^^^^^^^^^^^^
3394
3395 Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
3396
3397 DCL SVIEW[#], resource, type(s)
3398
3399 Declares a shader input sampler view and assigns it to a SVIEW[#]
3400 register.
3401
3402 resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
3403
3404 type must be 1 or 4 entries (if specifying on a per-component
3405 level) out of UNORM, SNORM, SINT, UINT and FLOAT.
3406
3407 For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
3408 which take an explicit SVIEW[#] source register), there may be optionally
3409 SVIEW[#] declarations. In this case, the SVIEW index is implied by the
3410 SAMP index, and there must be a corresponding SVIEW[#] declaration for
3411 each SAMP[#] declaration. Drivers are free to ignore this if they wish.
3412 But note in particular that some drivers need to know the sampler type
3413 (float/int/unsigned) in order to generate the correct code, so cases
3414 where integer textures are sampled, SVIEW[#] declarations should be
3415 used.
3416
3417 NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
3418 in the same shader.
3419
3420 Declaration Resource
3421 ^^^^^^^^^^^^^^^^^^^^
3422
3423 Follows Declaration token if file is TGSI_FILE_RESOURCE.
3424
3425 DCL RES[#], resource [, WR] [, RAW]
3426
3427 Declares a shader input resource and assigns it to a RES[#]
3428 register.
3429
3430 resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
3431 2DArray.
3432
3433 If the RAW keyword is not specified, the texture data will be
3434 subject to conversion, swizzling and scaling as required to yield
3435 the specified data type from the physical data format of the bound
3436 resource.
3437
3438 If the RAW keyword is specified, no channel conversion will be
3439 performed: the values read for each of the channels (X,Y,Z,W) will
3440 correspond to consecutive words in the same order and format
3441 they're found in memory. No element-to-address conversion will be
3442 performed either: the value of the provided X coordinate will be
3443 interpreted in byte units instead of texel units. The result of
3444 accessing a misaligned address is undefined.
3445
3446 Usage of the STORE opcode is only allowed if the WR (writable) flag
3447 is set.
3448
3449
3450 Properties
3451 ^^^^^^^^^^^^^^^^^^^^^^^^
3452
3453 Properties are general directives that apply to the whole TGSI program.
3454
3455 FS_COORD_ORIGIN
3456 """""""""""""""
3457
3458 Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
3459 The default value is UPPER_LEFT.
3460
3461 If UPPER_LEFT, the position will be (0,0) at the upper left corner and
3462 increase downward and rightward.
3463 If LOWER_LEFT, the position will be (0,0) at the lower left corner and
3464 increase upward and rightward.
3465
3466 OpenGL defaults to LOWER_LEFT, and is configurable with the
3467 GL_ARB_fragment_coord_conventions extension.
3468
3469 DirectX 9/10 use UPPER_LEFT.
3470
3471 FS_COORD_PIXEL_CENTER
3472 """""""""""""""""""""
3473
3474 Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
3475 The default value is HALF_INTEGER.
3476
3477 If HALF_INTEGER, the fractionary part of the position will be 0.5
3478 If INTEGER, the fractionary part of the position will be 0.0
3479
3480 Note that this does not affect the set of fragments generated by
3481 rasterization, which is instead controlled by half_pixel_center in the
3482 rasterizer.
3483
3484 OpenGL defaults to HALF_INTEGER, and is configurable with the
3485 GL_ARB_fragment_coord_conventions extension.
3486
3487 DirectX 9 uses INTEGER.
3488 DirectX 10 uses HALF_INTEGER.
3489
3490 FS_COLOR0_WRITES_ALL_CBUFS
3491 """"""""""""""""""""""""""
3492 Specifies that writes to the fragment shader color 0 are replicated to all
3493 bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
3494 fragData is directed to a single color buffer, but fragColor is broadcast.
3495
3496 VS_PROHIBIT_UCPS
3497 """"""""""""""""""""""""""
3498 If this property is set on the program bound to the shader stage before the
3499 fragment shader, user clip planes should have no effect (be disabled) even if
3500 that shader does not write to any clip distance outputs and the rasterizer's
3501 clip_plane_enable is non-zero.
3502 This property is only supported by drivers that also support shader clip
3503 distance outputs.
3504 This is useful for APIs that don't have UCPs and where clip distances written
3505 by a shader cannot be disabled.
3506
3507 GS_INVOCATIONS
3508 """"""""""""""
3509
3510 Specifies the number of times a geometry shader should be executed for each
3511 input primitive. Each invocation will have a different
3512 TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to
3513 be 1.
3514
3515 VS_WINDOW_SPACE_POSITION
3516 """"""""""""""""""""""""""
3517 If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output
3518 is assumed to contain window space coordinates.
3519 Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is
3520 directly taken from the 4-th component of the shader output.
3521 Naturally, clipping is not performed on window coordinates either.
3522 The effect of this property is undefined if a geometry or tessellation shader
3523 are in use.
3524
3525 TCS_VERTICES_OUT
3526 """"""""""""""""
3527
3528 The number of vertices written by the tessellation control shader. This
3529 effectively defines the patch input size of the tessellation evaluation shader
3530 as well.
3531
3532 TES_PRIM_MODE
3533 """""""""""""
3534
3535 This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``,
3536 ``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no
3537 separate isolines settings, the regular lines is assumed to mean isolines.)
3538
3539 TES_SPACING
3540 """""""""""
3541
3542 This sets the spacing mode of the tessellation generator, one of
3543 ``PIPE_TESS_SPACING_*``.
3544
3545 TES_VERTEX_ORDER_CW
3546 """""""""""""""""""
3547
3548 This sets the vertex order to be clockwise if the value is 1, or
3549 counter-clockwise if set to 0.
3550
3551 TES_POINT_MODE
3552 """"""""""""""
3553
3554 If set to a non-zero value, this turns on point mode for the tessellator,
3555 which means that points will be generated instead of primitives.
3556
3557 NUM_CLIPDIST_ENABLED
3558 """"""""""""""""""""
3559
3560 How many clip distance scalar outputs are enabled.
3561
3562 NUM_CULLDIST_ENABLED
3563 """"""""""""""""""""
3564
3565 How many cull distance scalar outputs are enabled.
3566
3567 FS_EARLY_DEPTH_STENCIL
3568 """"""""""""""""""""""
3569
3570 Whether depth test, stencil test, and occlusion query should run before
3571 the fragment shader (regardless of fragment shader side effects). Corresponds
3572 to GLSL early_fragment_tests.
3573
3574 NEXT_SHADER
3575 """""""""""
3576
3577 Which shader stage will MOST LIKELY follow after this shader when the shader
3578 is bound. This is only a hint to the driver and doesn't have to be precise.
3579 Only set for VS and TES.
3580
3581 CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
3582 """""""""""""""""""""""""""""""""""""
3583
3584 Threads per block in each dimension, if known at compile time. If the block size
3585 is known all three should be at least 1. If it is unknown they should all be set
3586 to 0 or not set.
3587
3588 MUL_ZERO_WINS
3589 """""""""""""
3590
3591 The MUL TGSI operation (FP32 multiplication) will return 0 if either
3592 of the operands are equal to 0. That means that 0 * Inf = 0. This
3593 should be set the same way for an entire pipeline. Note that this
3594 applies not only to the literal MUL TGSI opcode, but all FP32
3595 multiplications implied by other operations, such as MAD, FMA, DP2,
3596 DP3, DP4, DPH, DST, LOG, LRP, XPD, and possibly others. If there is a
3597 mismatch between shaders, then it is unspecified whether this behavior
3598 will be enabled.
3599
3600
3601 Texture Sampling and Texture Formats
3602 ------------------------------------
3603
3604 This table shows how texture image components are returned as (x,y,z,w) tuples
3605 by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
3606 :opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
3607 well.
3608
3609 +--------------------+--------------+--------------------+--------------+
3610 | Texture Components | Gallium | OpenGL | Direct3D 9 |
3611 +====================+==============+====================+==============+
3612 | R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
3613 +--------------------+--------------+--------------------+--------------+
3614 | RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
3615 +--------------------+--------------+--------------------+--------------+
3616 | RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
3617 +--------------------+--------------+--------------------+--------------+
3618 | RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
3619 +--------------------+--------------+--------------------+--------------+
3620 | A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
3621 +--------------------+--------------+--------------------+--------------+
3622 | L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
3623 +--------------------+--------------+--------------------+--------------+
3624 | LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
3625 +--------------------+--------------+--------------------+--------------+
3626 | I | (i, i, i, i) | (i, i, i, i) | N/A |
3627 +--------------------+--------------+--------------------+--------------+
3628 | UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
3629 | | | [#envmap-bumpmap]_ | |
3630 +--------------------+--------------+--------------------+--------------+
3631 | Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
3632 | | | [#depth-tex-mode]_ | |
3633 +--------------------+--------------+--------------------+--------------+
3634 | S | (s, s, s, s) | unknown | unknown |
3635 +--------------------+--------------+--------------------+--------------+
3636
3637 .. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
3638 .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
3639 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.