gallium/docs: document automatic per-sample FS execution
[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 and precise modifier
30 on instructions).
31
32 For arithmetic instruction having a precise modifier certain optimizations
33 which may alter the result are disallowed. Example: *add(mul(a,b),c)* can't be
34 optimized to TGSI_OPCODE_MAD, because some hardware only supports the fused
35 MAD instruction.
36
37 For inputs which have a floating point type, both absolute value and
38 negation modifiers are supported (with absolute value being applied
39 first). The only source of TGSI_OPCODE_MOV and the second and third
40 sources of TGSI_OPCODE_UCMP are considered to have float type for
41 applying modifiers.
42
43 For inputs which have signed or unsigned type only the negate modifier is
44 supported.
45
46 Instruction Set
47 ---------------
48
49 Core ISA
50 ^^^^^^^^^^^^^^^^^^^^^^^^^
51
52 These opcodes are guaranteed to be available regardless of the driver being
53 used.
54
55 .. opcode:: ARL - Address Register Load
56
57 .. math::
58
59 dst.x = (int) \lfloor src.x\rfloor
60
61 dst.y = (int) \lfloor src.y\rfloor
62
63 dst.z = (int) \lfloor src.z\rfloor
64
65 dst.w = (int) \lfloor src.w\rfloor
66
67
68 .. opcode:: MOV - Move
69
70 .. math::
71
72 dst.x = src.x
73
74 dst.y = src.y
75
76 dst.z = src.z
77
78 dst.w = src.w
79
80
81 .. opcode:: LIT - Light Coefficients
82
83 .. math::
84
85 dst.x &= 1 \\
86 dst.y &= max(src.x, 0) \\
87 dst.z &= (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0 \\
88 dst.w &= 1
89
90
91 .. opcode:: RCP - Reciprocal
92
93 This instruction replicates its result.
94
95 .. math::
96
97 dst = \frac{1}{src.x}
98
99
100 .. opcode:: RSQ - Reciprocal Square Root
101
102 This instruction replicates its result. The results are undefined for src <= 0.
103
104 .. math::
105
106 dst = \frac{1}{\sqrt{src.x}}
107
108
109 .. opcode:: SQRT - Square Root
110
111 This instruction replicates its result. The results are undefined for src < 0.
112
113 .. math::
114
115 dst = {\sqrt{src.x}}
116
117
118 .. opcode:: EXP - Approximate Exponential Base 2
119
120 .. math::
121
122 dst.x &= 2^{\lfloor src.x\rfloor} \\
123 dst.y &= src.x - \lfloor src.x\rfloor \\
124 dst.z &= 2^{src.x} \\
125 dst.w &= 1
126
127
128 .. opcode:: LOG - Approximate Logarithm Base 2
129
130 .. math::
131
132 dst.x &= \lfloor\log_2{|src.x|}\rfloor \\
133 dst.y &= \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}} \\
134 dst.z &= \log_2{|src.x|} \\
135 dst.w &= 1
136
137
138 .. opcode:: MUL - Multiply
139
140 .. math::
141
142 dst.x = src0.x \times src1.x
143
144 dst.y = src0.y \times src1.y
145
146 dst.z = src0.z \times src1.z
147
148 dst.w = src0.w \times src1.w
149
150
151 .. opcode:: ADD - Add
152
153 .. math::
154
155 dst.x = src0.x + src1.x
156
157 dst.y = src0.y + src1.y
158
159 dst.z = src0.z + src1.z
160
161 dst.w = src0.w + src1.w
162
163
164 .. opcode:: DP3 - 3-component Dot Product
165
166 This instruction replicates its result.
167
168 .. math::
169
170 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
171
172
173 .. opcode:: DP4 - 4-component Dot Product
174
175 This instruction replicates its result.
176
177 .. math::
178
179 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
180
181
182 .. opcode:: DST - Distance Vector
183
184 .. math::
185
186 dst.x &= 1\\
187 dst.y &= src0.y \times src1.y\\
188 dst.z &= src0.z\\
189 dst.w &= src1.w
190
191
192 .. opcode:: MIN - Minimum
193
194 .. math::
195
196 dst.x = min(src0.x, src1.x)
197
198 dst.y = min(src0.y, src1.y)
199
200 dst.z = min(src0.z, src1.z)
201
202 dst.w = min(src0.w, src1.w)
203
204
205 .. opcode:: MAX - Maximum
206
207 .. math::
208
209 dst.x = max(src0.x, src1.x)
210
211 dst.y = max(src0.y, src1.y)
212
213 dst.z = max(src0.z, src1.z)
214
215 dst.w = max(src0.w, src1.w)
216
217
218 .. opcode:: SLT - Set On Less Than
219
220 .. math::
221
222 dst.x = (src0.x < src1.x) ? 1.0F : 0.0F
223
224 dst.y = (src0.y < src1.y) ? 1.0F : 0.0F
225
226 dst.z = (src0.z < src1.z) ? 1.0F : 0.0F
227
228 dst.w = (src0.w < src1.w) ? 1.0F : 0.0F
229
230
231 .. opcode:: SGE - Set On Greater Equal Than
232
233 .. math::
234
235 dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F
236
237 dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F
238
239 dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F
240
241 dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F
242
243
244 .. opcode:: MAD - Multiply And Add
245
246 Perform a * b + c. The implementation is free to decide whether there is an
247 intermediate rounding step or not.
248
249 .. math::
250
251 dst.x = src0.x \times src1.x + src2.x
252
253 dst.y = src0.y \times src1.y + src2.y
254
255 dst.z = src0.z \times src1.z + src2.z
256
257 dst.w = src0.w \times src1.w + src2.w
258
259
260 .. opcode:: LRP - Linear Interpolate
261
262 .. math::
263
264 dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x
265
266 dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y
267
268 dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z
269
270 dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w
271
272
273 .. opcode:: FMA - Fused Multiply-Add
274
275 Perform a * b + c with no intermediate rounding step.
276
277 .. math::
278
279 dst.x = src0.x \times src1.x + src2.x
280
281 dst.y = src0.y \times src1.y + src2.y
282
283 dst.z = src0.z \times src1.z + src2.z
284
285 dst.w = src0.w \times src1.w + src2.w
286
287
288 .. opcode:: DP2A - 2-component Dot Product And Add
289
290 .. math::
291
292 dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x
293
294 dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x
295
296 dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x
297
298 dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x
299
300
301 .. opcode:: FRC - Fraction
302
303 .. math::
304
305 dst.x = src.x - \lfloor src.x\rfloor
306
307 dst.y = src.y - \lfloor src.y\rfloor
308
309 dst.z = src.z - \lfloor src.z\rfloor
310
311 dst.w = src.w - \lfloor src.w\rfloor
312
313
314 .. opcode:: FLR - Floor
315
316 .. math::
317
318 dst.x = \lfloor src.x\rfloor
319
320 dst.y = \lfloor src.y\rfloor
321
322 dst.z = \lfloor src.z\rfloor
323
324 dst.w = \lfloor src.w\rfloor
325
326
327 .. opcode:: ROUND - Round
328
329 .. math::
330
331 dst.x = round(src.x)
332
333 dst.y = round(src.y)
334
335 dst.z = round(src.z)
336
337 dst.w = round(src.w)
338
339
340 .. opcode:: EX2 - Exponential Base 2
341
342 This instruction replicates its result.
343
344 .. math::
345
346 dst = 2^{src.x}
347
348
349 .. opcode:: LG2 - Logarithm Base 2
350
351 This instruction replicates its result.
352
353 .. math::
354
355 dst = \log_2{src.x}
356
357
358 .. opcode:: POW - Power
359
360 This instruction replicates its result.
361
362 .. math::
363
364 dst = src0.x^{src1.x}
365
366 .. opcode:: XPD - Cross Product
367
368 .. math::
369
370 dst.x = src0.y \times src1.z - src1.y \times src0.z
371
372 dst.y = src0.z \times src1.x - src1.z \times src0.x
373
374 dst.z = src0.x \times src1.y - src1.x \times src0.y
375
376 dst.w = 1
377
378
379 .. opcode:: DPH - Homogeneous Dot Product
380
381 This instruction replicates its result.
382
383 .. math::
384
385 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
386
387
388 .. opcode:: COS - Cosine
389
390 This instruction replicates its result.
391
392 .. math::
393
394 dst = \cos{src.x}
395
396
397 .. opcode:: DDX, DDX_FINE - Derivative Relative To X
398
399 The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
400 advertised. When it is, the fine version guarantees one derivative per row
401 while DDX is allowed to be the same for the entire 2x2 quad.
402
403 .. math::
404
405 dst.x = partialx(src.x)
406
407 dst.y = partialx(src.y)
408
409 dst.z = partialx(src.z)
410
411 dst.w = partialx(src.w)
412
413
414 .. opcode:: DDY, DDY_FINE - Derivative Relative To Y
415
416 The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is
417 advertised. When it is, the fine version guarantees one derivative per column
418 while DDY is allowed to be the same for the entire 2x2 quad.
419
420 .. math::
421
422 dst.x = partialy(src.x)
423
424 dst.y = partialy(src.y)
425
426 dst.z = partialy(src.z)
427
428 dst.w = partialy(src.w)
429
430
431 .. opcode:: PK2H - Pack Two 16-bit Floats
432
433 This instruction replicates its result.
434
435 .. math::
436
437 dst = f32\_to\_f16(src.x) | f32\_to\_f16(src.y) << 16
438
439
440 .. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars
441
442 TBD
443
444
445 .. opcode:: PK4B - Pack Four Signed 8-bit Scalars
446
447 TBD
448
449
450 .. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars
451
452 TBD
453
454
455 .. opcode:: SEQ - Set On Equal
456
457 .. math::
458
459 dst.x = (src0.x == src1.x) ? 1.0F : 0.0F
460
461 dst.y = (src0.y == src1.y) ? 1.0F : 0.0F
462
463 dst.z = (src0.z == src1.z) ? 1.0F : 0.0F
464
465 dst.w = (src0.w == src1.w) ? 1.0F : 0.0F
466
467
468 .. opcode:: SGT - Set On Greater Than
469
470 .. math::
471
472 dst.x = (src0.x > src1.x) ? 1.0F : 0.0F
473
474 dst.y = (src0.y > src1.y) ? 1.0F : 0.0F
475
476 dst.z = (src0.z > src1.z) ? 1.0F : 0.0F
477
478 dst.w = (src0.w > src1.w) ? 1.0F : 0.0F
479
480
481 .. opcode:: SIN - Sine
482
483 This instruction replicates its result.
484
485 .. math::
486
487 dst = \sin{src.x}
488
489
490 .. opcode:: SLE - Set On Less Equal Than
491
492 .. math::
493
494 dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F
495
496 dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F
497
498 dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F
499
500 dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F
501
502
503 .. opcode:: SNE - Set On Not Equal
504
505 .. math::
506
507 dst.x = (src0.x != src1.x) ? 1.0F : 0.0F
508
509 dst.y = (src0.y != src1.y) ? 1.0F : 0.0F
510
511 dst.z = (src0.z != src1.z) ? 1.0F : 0.0F
512
513 dst.w = (src0.w != src1.w) ? 1.0F : 0.0F
514
515
516 .. opcode:: TEX - Texture Lookup
517
518 for array textures src0.y contains the slice for 1D,
519 and src0.z contain the slice for 2D.
520
521 for shadow textures with no arrays (and not cube map),
522 src0.z contains the reference value.
523
524 for shadow textures with arrays, src0.z contains
525 the reference value for 1D arrays, and src0.w contains
526 the reference value for 2D arrays and cube maps.
527
528 for cube map array shadow textures, the reference value
529 cannot be passed in src0.w, and TEX2 must be used instead.
530
531 .. math::
532
533 coord = src0
534
535 shadow_ref = src0.z or src0.w (optional)
536
537 unit = src1
538
539 dst = texture\_sample(unit, coord, shadow_ref)
540
541
542 .. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)
543
544 this is the same as TEX, but uses another reg to encode the
545 reference value.
546
547 .. math::
548
549 coord = src0
550
551 shadow_ref = src1.x
552
553 unit = src2
554
555 dst = texture\_sample(unit, coord, shadow_ref)
556
557
558
559
560 .. opcode:: TXD - Texture Lookup with Derivatives
561
562 .. math::
563
564 coord = src0
565
566 ddx = src1
567
568 ddy = src2
569
570 unit = src3
571
572 dst = texture\_sample\_deriv(unit, coord, ddx, ddy)
573
574
575 .. opcode:: TXP - Projective Texture Lookup
576
577 .. math::
578
579 coord.x = src0.x / src0.w
580
581 coord.y = src0.y / src0.w
582
583 coord.z = src0.z / src0.w
584
585 coord.w = src0.w
586
587 unit = src1
588
589 dst = texture\_sample(unit, coord)
590
591
592 .. opcode:: UP2H - Unpack Two 16-Bit Floats
593
594 .. math::
595
596 dst.x = f16\_to\_f32(src0.x \& 0xffff)
597
598 dst.y = f16\_to\_f32(src0.x >> 16)
599
600 dst.z = f16\_to\_f32(src0.x \& 0xffff)
601
602 dst.w = f16\_to\_f32(src0.x >> 16)
603
604 .. note::
605
606 Considered for removal.
607
608 .. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars
609
610 TBD
611
612 .. note::
613
614 Considered for removal.
615
616 .. opcode:: UP4B - Unpack Four Signed 8-Bit Values
617
618 TBD
619
620 .. note::
621
622 Considered for removal.
623
624 .. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars
625
626 TBD
627
628 .. note::
629
630 Considered for removal.
631
632
633 .. opcode:: ARR - Address Register Load With Round
634
635 .. math::
636
637 dst.x = (int) round(src.x)
638
639 dst.y = (int) round(src.y)
640
641 dst.z = (int) round(src.z)
642
643 dst.w = (int) round(src.w)
644
645
646 .. opcode:: SSG - Set Sign
647
648 .. math::
649
650 dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
651
652 dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
653
654 dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
655
656 dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0
657
658
659 .. opcode:: CMP - Compare
660
661 .. math::
662
663 dst.x = (src0.x < 0) ? src1.x : src2.x
664
665 dst.y = (src0.y < 0) ? src1.y : src2.y
666
667 dst.z = (src0.z < 0) ? src1.z : src2.z
668
669 dst.w = (src0.w < 0) ? src1.w : src2.w
670
671
672 .. opcode:: KILL_IF - Conditional Discard
673
674 Conditional discard. Allowed in fragment shaders only.
675
676 .. math::
677
678 if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
679 discard
680 endif
681
682
683 .. opcode:: KILL - Discard
684
685 Unconditional discard. Allowed in fragment shaders only.
686
687
688 .. opcode:: SCS - Sine Cosine
689
690 .. math::
691
692 dst.x = \cos{src.x}
693
694 dst.y = \sin{src.x}
695
696 dst.z = 0
697
698 dst.w = 1
699
700
701 .. opcode:: TXB - Texture Lookup With Bias
702
703 for cube map array textures and shadow cube maps, the bias value
704 cannot be passed in src0.w, and TXB2 must be used instead.
705
706 if the target is a shadow texture, the reference value is always
707 in src.z (this prevents shadow 3d and shadow 2d arrays from
708 using this instruction, but this is not needed).
709
710 .. math::
711
712 coord.x = src0.x
713
714 coord.y = src0.y
715
716 coord.z = src0.z
717
718 coord.w = none
719
720 bias = src0.w
721
722 unit = src1
723
724 dst = texture\_sample(unit, coord, bias)
725
726
727 .. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)
728
729 this is the same as TXB, but uses another reg to encode the
730 lod bias value for cube map arrays and shadow cube maps.
731 Presumably shadow 2d arrays and shadow 3d targets could use
732 this encoding too, but this is not legal.
733
734 shadow cube map arrays are neither possible nor required.
735
736 .. math::
737
738 coord = src0
739
740 bias = src1.x
741
742 unit = src2
743
744 dst = texture\_sample(unit, coord, bias)
745
746
747 .. opcode:: DIV - Divide
748
749 .. math::
750
751 dst.x = \frac{src0.x}{src1.x}
752
753 dst.y = \frac{src0.y}{src1.y}
754
755 dst.z = \frac{src0.z}{src1.z}
756
757 dst.w = \frac{src0.w}{src1.w}
758
759
760 .. opcode:: DP2 - 2-component Dot Product
761
762 This instruction replicates its result.
763
764 .. math::
765
766 dst = src0.x \times src1.x + src0.y \times src1.y
767
768
769 .. opcode:: TEX_LZ - Texture Lookup With LOD = 0
770
771 This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
772 pipe_sampler_view::u.tex.first_level and pipe_sampler_state::min_lod.
773 There is no way to override those two in shaders.
774
775 .. math::
776
777 coord.x = src0.x
778
779 coord.y = src0.y
780
781 coord.z = src0.z
782
783 coord.w = none
784
785 lod = 0
786
787 unit = src1
788
789 dst = texture\_sample(unit, coord, lod)
790
791
792 .. opcode:: TXL - Texture Lookup With explicit LOD
793
794 for cube map array textures, the explicit lod value
795 cannot be passed in src0.w, and TXL2 must be used instead.
796
797 if the target is a shadow texture, the reference value is always
798 in src.z (this prevents shadow 3d / 2d array / cube targets from
799 using this instruction, but this is not needed).
800
801 .. math::
802
803 coord.x = src0.x
804
805 coord.y = src0.y
806
807 coord.z = src0.z
808
809 coord.w = none
810
811 lod = src0.w
812
813 unit = src1
814
815 dst = texture\_sample(unit, coord, lod)
816
817
818 .. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
819
820 this is the same as TXL, but uses another reg to encode the
821 explicit lod value.
822 Presumably shadow 3d / 2d array / cube targets could use
823 this encoding too, but this is not legal.
824
825 shadow cube map arrays are neither possible nor required.
826
827 .. math::
828
829 coord = src0
830
831 lod = src1.x
832
833 unit = src2
834
835 dst = texture\_sample(unit, coord, lod)
836
837
838 .. opcode:: PUSHA - Push Address Register On Stack
839
840 push(src.x)
841 push(src.y)
842 push(src.z)
843 push(src.w)
844
845 .. note::
846
847 Considered for cleanup.
848
849 .. note::
850
851 Considered for removal.
852
853 .. opcode:: POPA - Pop Address Register From Stack
854
855 dst.w = pop()
856 dst.z = pop()
857 dst.y = pop()
858 dst.x = pop()
859
860 .. note::
861
862 Considered for cleanup.
863
864 .. note::
865
866 Considered for removal.
867
868
869 .. opcode:: CALLNZ - Subroutine Call If Not Zero
870
871 TBD
872
873 .. note::
874
875 Considered for cleanup.
876
877 .. note::
878
879 Considered for removal.
880
881
882 Compute ISA
883 ^^^^^^^^^^^^^^^^^^^^^^^^
884
885 These opcodes are primarily provided for special-use computational shaders.
886 Support for these opcodes indicated by a special pipe capability bit (TBD).
887
888 XXX doesn't look like most of the opcodes really belong here.
889
890 .. opcode:: CEIL - Ceiling
891
892 .. math::
893
894 dst.x = \lceil src.x\rceil
895
896 dst.y = \lceil src.y\rceil
897
898 dst.z = \lceil src.z\rceil
899
900 dst.w = \lceil src.w\rceil
901
902
903 .. opcode:: TRUNC - Truncate
904
905 .. math::
906
907 dst.x = trunc(src.x)
908
909 dst.y = trunc(src.y)
910
911 dst.z = trunc(src.z)
912
913 dst.w = trunc(src.w)
914
915
916 .. opcode:: MOD - Modulus
917
918 .. math::
919
920 dst.x = src0.x \bmod src1.x
921
922 dst.y = src0.y \bmod src1.y
923
924 dst.z = src0.z \bmod src1.z
925
926 dst.w = src0.w \bmod src1.w
927
928
929 .. opcode:: UARL - Integer Address Register Load
930
931 Moves the contents of the source register, assumed to be an integer, into the
932 destination register, which is assumed to be an address (ADDR) register.
933
934
935 .. opcode:: SAD - Sum Of Absolute Differences
936
937 .. math::
938
939 dst.x = |src0.x - src1.x| + src2.x
940
941 dst.y = |src0.y - src1.y| + src2.y
942
943 dst.z = |src0.z - src1.z| + src2.z
944
945 dst.w = |src0.w - src1.w| + src2.w
946
947
948 .. opcode:: TXF - Texel Fetch
949
950 As per NV_gpu_shader4, extract a single texel from a specified texture
951 image or PIPE_BUFFER resource. The source sampler may not be a CUBE or
952 SHADOW. src 0 is a
953 four-component signed integer vector used to identify the single texel
954 accessed. 3 components + level. Just like texture instructions, an optional
955 offset vector is provided, which is subject to various driver restrictions
956 (regarding range, source of offsets). This instruction ignores the sampler
957 state.
958
959 TXF(uint_vec coord, int_vec offset).
960
961
962 .. opcode:: TXF_LZ - Texel Fetch
963
964 This is the same as TXF with level = 0. Like TXF, it obeys
965 pipe_sampler_view::u.tex.first_level.
966
967
968 .. opcode:: TXQ - Texture Size Query
969
970 As per NV_gpu_program4, retrieve the dimensions of the texture depending on
971 the target. For 1D (width), 2D/RECT/CUBE (width, height), 3D (width, height,
972 depth), 1D array (width, layers), 2D array (width, height, layers).
973 Also return the number of accessible levels (last_level - first_level + 1)
974 in W.
975
976 For components which don't return a resource dimension, their value
977 is undefined.
978
979 .. math::
980
981 lod = src0.x
982
983 dst.x = texture\_width(unit, lod)
984
985 dst.y = texture\_height(unit, lod)
986
987 dst.z = texture\_depth(unit, lod)
988
989 dst.w = texture\_levels(unit)
990
991
992 .. opcode:: TXQS - Texture Samples Query
993
994 This retrieves the number of samples in the texture, and stores it
995 into the x component as an unsigned integer. The other components are
996 undefined. If the texture is not multisampled, this function returns
997 (1, undef, undef, undef).
998
999 .. math::
1000
1001 dst.x = texture\_samples(unit)
1002
1003
1004 .. opcode:: TG4 - Texture Gather
1005
1006 As per ARB_texture_gather, gathers the four texels to be used in a bi-linear
1007 filtering operation and packs them into a single register. Only works with
1008 2D, 2D array, cubemaps, and cubemaps arrays. For 2D textures, only the
1009 addressing modes of the sampler and the top level of any mip pyramid are
1010 used. Set W to zero. It behaves like the TEX instruction, but a filtered
1011 sample is not generated. The four samples that contribute to filtering are
1012 placed into xyzw in clockwise order, starting with the (u,v) texture
1013 coordinate delta at the following locations (-, +), (+, +), (+, -), (-, -),
1014 where the magnitude of the deltas are half a texel.
1015
1016 PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample
1017 depth compares, single component selection, and a non-constant offset. It
1018 doesn't allow support for the GL independent offset to get i0,j0. This would
1019 require another CAP is hw can do it natively. For now we lower that before
1020 TGSI.
1021
1022 .. math::
1023
1024 coord = src0
1025
1026 component = src1
1027
1028 dst = texture\_gather4 (unit, coord, component)
1029
1030 (with SM5 - cube array shadow)
1031
1032 .. math::
1033
1034 coord = src0
1035
1036 compare = src1
1037
1038 dst = texture\_gather (uint, coord, compare)
1039
1040 .. opcode:: LODQ - level of detail query
1041
1042 Compute the LOD information that the texture pipe would use to access the
1043 texture. The Y component contains the computed LOD lambda_prime. The X
1044 component contains the LOD that will be accessed, based on min/max lod's
1045 and mipmap filters.
1046
1047 .. math::
1048
1049 coord = src0
1050
1051 dst.xy = lodq(uint, coord);
1052
1053 .. opcode:: CLOCK - retrieve the current shader time
1054
1055 Invoking this instruction multiple times in the same shader should
1056 cause monotonically increasing values to be returned. The values
1057 are implicitly 64-bit, so if fewer than 64 bits of precision are
1058 available, to provide expected wraparound semantics, the value
1059 should be shifted up so that the most significant bit of the time
1060 is the most significant bit of the 64-bit value.
1061
1062 .. math::
1063
1064 dst.xy = clock()
1065
1066
1067 Integer ISA
1068 ^^^^^^^^^^^^^^^^^^^^^^^^
1069 These opcodes are used for integer operations.
1070 Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
1071
1072
1073 .. opcode:: I2F - Signed Integer To Float
1074
1075 Rounding is unspecified (round to nearest even suggested).
1076
1077 .. math::
1078
1079 dst.x = (float) src.x
1080
1081 dst.y = (float) src.y
1082
1083 dst.z = (float) src.z
1084
1085 dst.w = (float) src.w
1086
1087
1088 .. opcode:: U2F - Unsigned Integer To Float
1089
1090 Rounding is unspecified (round to nearest even suggested).
1091
1092 .. math::
1093
1094 dst.x = (float) src.x
1095
1096 dst.y = (float) src.y
1097
1098 dst.z = (float) src.z
1099
1100 dst.w = (float) src.w
1101
1102
1103 .. opcode:: F2I - Float to Signed Integer
1104
1105 Rounding is towards zero (truncate).
1106 Values outside signed range (including NaNs) produce undefined results.
1107
1108 .. math::
1109
1110 dst.x = (int) src.x
1111
1112 dst.y = (int) src.y
1113
1114 dst.z = (int) src.z
1115
1116 dst.w = (int) src.w
1117
1118
1119 .. opcode:: F2U - Float to Unsigned Integer
1120
1121 Rounding is towards zero (truncate).
1122 Values outside unsigned range (including NaNs) produce undefined results.
1123
1124 .. math::
1125
1126 dst.x = (unsigned) src.x
1127
1128 dst.y = (unsigned) src.y
1129
1130 dst.z = (unsigned) src.z
1131
1132 dst.w = (unsigned) src.w
1133
1134
1135 .. opcode:: UADD - Integer Add
1136
1137 This instruction works the same for signed and unsigned integers.
1138 The low 32bit of the result is returned.
1139
1140 .. math::
1141
1142 dst.x = src0.x + src1.x
1143
1144 dst.y = src0.y + src1.y
1145
1146 dst.z = src0.z + src1.z
1147
1148 dst.w = src0.w + src1.w
1149
1150
1151 .. opcode:: UMAD - Integer Multiply And Add
1152
1153 This instruction works the same for signed and unsigned integers.
1154 The multiplication returns the low 32bit (as does the result itself).
1155
1156 .. math::
1157
1158 dst.x = src0.x \times src1.x + src2.x
1159
1160 dst.y = src0.y \times src1.y + src2.y
1161
1162 dst.z = src0.z \times src1.z + src2.z
1163
1164 dst.w = src0.w \times src1.w + src2.w
1165
1166
1167 .. opcode:: UMUL - Integer Multiply
1168
1169 This instruction works the same for signed and unsigned integers.
1170 The low 32bit of the result is returned.
1171
1172 .. math::
1173
1174 dst.x = src0.x \times src1.x
1175
1176 dst.y = src0.y \times src1.y
1177
1178 dst.z = src0.z \times src1.z
1179
1180 dst.w = src0.w \times src1.w
1181
1182
1183 .. opcode:: IMUL_HI - Signed Integer Multiply High Bits
1184
1185 The high 32bits of the multiplication of 2 signed integers are returned.
1186
1187 .. math::
1188
1189 dst.x = (src0.x \times src1.x) >> 32
1190
1191 dst.y = (src0.y \times src1.y) >> 32
1192
1193 dst.z = (src0.z \times src1.z) >> 32
1194
1195 dst.w = (src0.w \times src1.w) >> 32
1196
1197
1198 .. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits
1199
1200 The high 32bits of the multiplication of 2 unsigned integers are returned.
1201
1202 .. math::
1203
1204 dst.x = (src0.x \times src1.x) >> 32
1205
1206 dst.y = (src0.y \times src1.y) >> 32
1207
1208 dst.z = (src0.z \times src1.z) >> 32
1209
1210 dst.w = (src0.w \times src1.w) >> 32
1211
1212
1213 .. opcode:: IDIV - Signed Integer Division
1214
1215 TBD: behavior for division by zero.
1216
1217 .. math::
1218
1219 dst.x = \frac{src0.x}{src1.x}
1220
1221 dst.y = \frac{src0.y}{src1.y}
1222
1223 dst.z = \frac{src0.z}{src1.z}
1224
1225 dst.w = \frac{src0.w}{src1.w}
1226
1227
1228 .. opcode:: UDIV - Unsigned Integer Division
1229
1230 For division by zero, 0xffffffff is returned.
1231
1232 .. math::
1233
1234 dst.x = \frac{src0.x}{src1.x}
1235
1236 dst.y = \frac{src0.y}{src1.y}
1237
1238 dst.z = \frac{src0.z}{src1.z}
1239
1240 dst.w = \frac{src0.w}{src1.w}
1241
1242
1243 .. opcode:: UMOD - Unsigned Integer Remainder
1244
1245 If second arg is zero, 0xffffffff is returned.
1246
1247 .. math::
1248
1249 dst.x = src0.x \bmod src1.x
1250
1251 dst.y = src0.y \bmod src1.y
1252
1253 dst.z = src0.z \bmod src1.z
1254
1255 dst.w = src0.w \bmod src1.w
1256
1257
1258 .. opcode:: NOT - Bitwise Not
1259
1260 .. math::
1261
1262 dst.x = \sim src.x
1263
1264 dst.y = \sim src.y
1265
1266 dst.z = \sim src.z
1267
1268 dst.w = \sim src.w
1269
1270
1271 .. opcode:: AND - Bitwise And
1272
1273 .. math::
1274
1275 dst.x = src0.x \& src1.x
1276
1277 dst.y = src0.y \& src1.y
1278
1279 dst.z = src0.z \& src1.z
1280
1281 dst.w = src0.w \& src1.w
1282
1283
1284 .. opcode:: OR - Bitwise Or
1285
1286 .. math::
1287
1288 dst.x = src0.x | src1.x
1289
1290 dst.y = src0.y | src1.y
1291
1292 dst.z = src0.z | src1.z
1293
1294 dst.w = src0.w | src1.w
1295
1296
1297 .. opcode:: XOR - Bitwise Xor
1298
1299 .. math::
1300
1301 dst.x = src0.x \oplus src1.x
1302
1303 dst.y = src0.y \oplus src1.y
1304
1305 dst.z = src0.z \oplus src1.z
1306
1307 dst.w = src0.w \oplus src1.w
1308
1309
1310 .. opcode:: IMAX - Maximum of Signed Integers
1311
1312 .. math::
1313
1314 dst.x = max(src0.x, src1.x)
1315
1316 dst.y = max(src0.y, src1.y)
1317
1318 dst.z = max(src0.z, src1.z)
1319
1320 dst.w = max(src0.w, src1.w)
1321
1322
1323 .. opcode:: UMAX - Maximum of Unsigned Integers
1324
1325 .. math::
1326
1327 dst.x = max(src0.x, src1.x)
1328
1329 dst.y = max(src0.y, src1.y)
1330
1331 dst.z = max(src0.z, src1.z)
1332
1333 dst.w = max(src0.w, src1.w)
1334
1335
1336 .. opcode:: IMIN - Minimum of Signed Integers
1337
1338 .. math::
1339
1340 dst.x = min(src0.x, src1.x)
1341
1342 dst.y = min(src0.y, src1.y)
1343
1344 dst.z = min(src0.z, src1.z)
1345
1346 dst.w = min(src0.w, src1.w)
1347
1348
1349 .. opcode:: UMIN - Minimum of Unsigned Integers
1350
1351 .. math::
1352
1353 dst.x = min(src0.x, src1.x)
1354
1355 dst.y = min(src0.y, src1.y)
1356
1357 dst.z = min(src0.z, src1.z)
1358
1359 dst.w = min(src0.w, src1.w)
1360
1361
1362 .. opcode:: SHL - Shift Left
1363
1364 The shift count is masked with 0x1f before the shift is applied.
1365
1366 .. math::
1367
1368 dst.x = src0.x << (0x1f \& src1.x)
1369
1370 dst.y = src0.y << (0x1f \& src1.y)
1371
1372 dst.z = src0.z << (0x1f \& src1.z)
1373
1374 dst.w = src0.w << (0x1f \& src1.w)
1375
1376
1377 .. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)
1378
1379 The shift count is masked with 0x1f before the shift is applied.
1380
1381 .. math::
1382
1383 dst.x = src0.x >> (0x1f \& src1.x)
1384
1385 dst.y = src0.y >> (0x1f \& src1.y)
1386
1387 dst.z = src0.z >> (0x1f \& src1.z)
1388
1389 dst.w = src0.w >> (0x1f \& src1.w)
1390
1391
1392 .. opcode:: USHR - Logical Shift Right
1393
1394 The shift count is masked with 0x1f before the shift is applied.
1395
1396 .. math::
1397
1398 dst.x = src0.x >> (unsigned) (0x1f \& src1.x)
1399
1400 dst.y = src0.y >> (unsigned) (0x1f \& src1.y)
1401
1402 dst.z = src0.z >> (unsigned) (0x1f \& src1.z)
1403
1404 dst.w = src0.w >> (unsigned) (0x1f \& src1.w)
1405
1406
1407 .. opcode:: UCMP - Integer Conditional Move
1408
1409 .. math::
1410
1411 dst.x = src0.x ? src1.x : src2.x
1412
1413 dst.y = src0.y ? src1.y : src2.y
1414
1415 dst.z = src0.z ? src1.z : src2.z
1416
1417 dst.w = src0.w ? src1.w : src2.w
1418
1419
1420
1421 .. opcode:: ISSG - Integer Set Sign
1422
1423 .. math::
1424
1425 dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0
1426
1427 dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0
1428
1429 dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0
1430
1431 dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0
1432
1433
1434
1435 .. opcode:: FSLT - Float Set On Less Than (ordered)
1436
1437 Same comparison as SLT but returns integer instead of 1.0/0.0 float
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:: ISLT - Signed Integer Set On Less Than
1451
1452 .. math::
1453
1454 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1455
1456 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1457
1458 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1459
1460 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1461
1462
1463 .. opcode:: USLT - Unsigned Integer Set On Less Than
1464
1465 .. math::
1466
1467 dst.x = (src0.x < src1.x) ? \sim 0 : 0
1468
1469 dst.y = (src0.y < src1.y) ? \sim 0 : 0
1470
1471 dst.z = (src0.z < src1.z) ? \sim 0 : 0
1472
1473 dst.w = (src0.w < src1.w) ? \sim 0 : 0
1474
1475
1476 .. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
1477
1478 Same comparison as SGE but returns integer instead of 1.0/0.0 float
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:: ISGE - Signed Integer Set On Greater Equal Than
1492
1493 .. math::
1494
1495 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1496
1497 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1498
1499 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1500
1501 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1502
1503
1504 .. opcode:: USGE - Unsigned Integer Set On Greater Equal Than
1505
1506 .. math::
1507
1508 dst.x = (src0.x >= src1.x) ? \sim 0 : 0
1509
1510 dst.y = (src0.y >= src1.y) ? \sim 0 : 0
1511
1512 dst.z = (src0.z >= src1.z) ? \sim 0 : 0
1513
1514 dst.w = (src0.w >= src1.w) ? \sim 0 : 0
1515
1516
1517 .. opcode:: FSEQ - Float Set On Equal (ordered)
1518
1519 Same comparison as SEQ but returns integer instead of 1.0/0.0 float
1520
1521 .. math::
1522
1523 dst.x = (src0.x == src1.x) ? \sim 0 : 0
1524
1525 dst.y = (src0.y == src1.y) ? \sim 0 : 0
1526
1527 dst.z = (src0.z == src1.z) ? \sim 0 : 0
1528
1529 dst.w = (src0.w == src1.w) ? \sim 0 : 0
1530
1531
1532 .. opcode:: USEQ - Integer Set On Equal
1533
1534 .. math::
1535
1536 dst.x = (src0.x == src1.x) ? \sim 0 : 0
1537
1538 dst.y = (src0.y == src1.y) ? \sim 0 : 0
1539
1540 dst.z = (src0.z == src1.z) ? \sim 0 : 0
1541
1542 dst.w = (src0.w == src1.w) ? \sim 0 : 0
1543
1544
1545 .. opcode:: FSNE - Float Set On Not Equal (unordered)
1546
1547 Same comparison as SNE but returns integer instead of 1.0/0.0 float
1548
1549 .. math::
1550
1551 dst.x = (src0.x != src1.x) ? \sim 0 : 0
1552
1553 dst.y = (src0.y != src1.y) ? \sim 0 : 0
1554
1555 dst.z = (src0.z != src1.z) ? \sim 0 : 0
1556
1557 dst.w = (src0.w != src1.w) ? \sim 0 : 0
1558
1559
1560 .. opcode:: USNE - Integer Set On Not Equal
1561
1562 .. math::
1563
1564 dst.x = (src0.x != src1.x) ? \sim 0 : 0
1565
1566 dst.y = (src0.y != src1.y) ? \sim 0 : 0
1567
1568 dst.z = (src0.z != src1.z) ? \sim 0 : 0
1569
1570 dst.w = (src0.w != src1.w) ? \sim 0 : 0
1571
1572
1573 .. opcode:: INEG - Integer Negate
1574
1575 Two's complement.
1576
1577 .. math::
1578
1579 dst.x = -src.x
1580
1581 dst.y = -src.y
1582
1583 dst.z = -src.z
1584
1585 dst.w = -src.w
1586
1587
1588 .. opcode:: IABS - Integer Absolute Value
1589
1590 .. math::
1591
1592 dst.x = |src.x|
1593
1594 dst.y = |src.y|
1595
1596 dst.z = |src.z|
1597
1598 dst.w = |src.w|
1599
1600 Bitwise ISA
1601 ^^^^^^^^^^^
1602 These opcodes are used for bit-level manipulation of integers.
1603
1604 .. opcode:: IBFE - Signed Bitfield Extract
1605
1606 Like GLSL bitfieldExtract. Extracts a set of bits from the input, and
1607 sign-extends them if the high bit of the extracted window is set.
1608
1609 Pseudocode::
1610
1611 def ibfe(value, offset, bits):
1612 if offset < 0 or bits < 0 or offset + bits > 32:
1613 return undefined
1614 if bits == 0: return 0
1615 # Note: >> sign-extends
1616 return (value << (32 - offset - bits)) >> (32 - bits)
1617
1618 .. opcode:: UBFE - Unsigned Bitfield Extract
1619
1620 Like GLSL bitfieldExtract. Extracts a set of bits from the input, without
1621 any sign-extension.
1622
1623 Pseudocode::
1624
1625 def ubfe(value, offset, bits):
1626 if offset < 0 or bits < 0 or offset + bits > 32:
1627 return undefined
1628 if bits == 0: return 0
1629 # Note: >> does not sign-extend
1630 return (value << (32 - offset - bits)) >> (32 - bits)
1631
1632 .. opcode:: BFI - Bitfield Insert
1633
1634 Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits
1635 of 'insert'.
1636
1637 Pseudocode::
1638
1639 def bfi(base, insert, offset, bits):
1640 if offset < 0 or bits < 0 or offset + bits > 32:
1641 return undefined
1642 # << defined such that mask == ~0 when bits == 32, offset == 0
1643 mask = ((1 << bits) - 1) << offset
1644 return ((insert << offset) & mask) | (base & ~mask)
1645
1646 .. opcode:: BREV - Bitfield Reverse
1647
1648 See SM5 instruction BFREV. Reverses the bits of the argument.
1649
1650 .. opcode:: POPC - Population Count
1651
1652 See SM5 instruction COUNTBITS. Counts the number of set bits in the argument.
1653
1654 .. opcode:: LSB - Index of lowest set bit
1655
1656 See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set
1657 bit of the argument. Returns -1 if none are set.
1658
1659 .. opcode:: IMSB - Index of highest non-sign bit
1660
1661 See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest
1662 non-sign bit of the argument (i.e. highest 0 bit for negative numbers,
1663 highest 1 bit for positive numbers). Returns -1 if all bits are the same
1664 (i.e. for inputs 0 and -1).
1665
1666 .. opcode:: UMSB - Index of highest set bit
1667
1668 See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest
1669 set bit of the argument. Returns -1 if none are set.
1670
1671 Geometry ISA
1672 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1673
1674 These opcodes are only supported in geometry shaders; they have no meaning
1675 in any other type of shader.
1676
1677 .. opcode:: EMIT - Emit
1678
1679 Generate a new vertex for the current primitive into the specified vertex
1680 stream using the values in the output registers.
1681
1682
1683 .. opcode:: ENDPRIM - End Primitive
1684
1685 Complete the current primitive in the specified vertex stream (consisting of
1686 the emitted vertices), and start a new one.
1687
1688
1689 GLSL ISA
1690 ^^^^^^^^^^
1691
1692 These opcodes are part of :term:`GLSL`'s opcode set. Support for these
1693 opcodes is determined by a special capability bit, ``GLSL``.
1694 Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH).
1695
1696 .. opcode:: CAL - Subroutine Call
1697
1698 push(pc)
1699 pc = target
1700
1701
1702 .. opcode:: RET - Subroutine Call Return
1703
1704 pc = pop()
1705
1706
1707 .. opcode:: CONT - Continue
1708
1709 Unconditionally moves the point of execution to the instruction after the
1710 last bgnloop. The instruction must appear within a bgnloop/endloop.
1711
1712 .. note::
1713
1714 Support for CONT is determined by a special capability bit,
1715 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
1716
1717
1718 .. opcode:: BGNLOOP - Begin a Loop
1719
1720 Start a loop. Must have a matching endloop.
1721
1722
1723 .. opcode:: BGNSUB - Begin Subroutine
1724
1725 Starts definition of a subroutine. Must have a matching endsub.
1726
1727
1728 .. opcode:: ENDLOOP - End a Loop
1729
1730 End a loop started with bgnloop.
1731
1732
1733 .. opcode:: ENDSUB - End Subroutine
1734
1735 Ends definition of a subroutine.
1736
1737
1738 .. opcode:: NOP - No Operation
1739
1740 Do nothing.
1741
1742
1743 .. opcode:: BRK - Break
1744
1745 Unconditionally moves the point of execution to the instruction after the
1746 next endloop or endswitch. The instruction must appear within a loop/endloop
1747 or switch/endswitch.
1748
1749
1750 .. opcode:: BREAKC - Break Conditional
1751
1752 Conditionally moves the point of execution to the instruction after the
1753 next endloop or endswitch. The instruction must appear within a loop/endloop
1754 or switch/endswitch.
1755 Condition evaluates to true if src0.x != 0 where src0.x is interpreted
1756 as an integer register.
1757
1758 .. note::
1759
1760 Considered for removal as it's quite inconsistent wrt other opcodes
1761 (could emulate with UIF/BRK/ENDIF).
1762
1763
1764 .. opcode:: IF - Float If
1765
1766 Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if
1767
1768 src0.x != 0.0
1769
1770 where src0.x is interpreted as a floating point register.
1771
1772
1773 .. opcode:: UIF - Bitwise If
1774
1775 Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if
1776
1777 src0.x != 0
1778
1779 where src0.x is interpreted as an integer register.
1780
1781
1782 .. opcode:: ELSE - Else
1783
1784 Starts an else block, after an IF or UIF statement.
1785
1786
1787 .. opcode:: ENDIF - End If
1788
1789 Ends an IF or UIF block.
1790
1791
1792 .. opcode:: SWITCH - Switch
1793
1794 Starts a C-style switch expression. The switch consists of one or multiple
1795 CASE statements, and at most one DEFAULT statement. Execution of a statement
1796 ends when a BRK is hit, but just like in C falling through to other cases
1797 without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
1798 just as last statement, and fallthrough is allowed into/from it.
1799 CASE src arguments are evaluated at bit level against the SWITCH src argument.
1800
1801 Example::
1802
1803 SWITCH src[0].x
1804 CASE src[0].x
1805 (some instructions here)
1806 (optional BRK here)
1807 DEFAULT
1808 (some instructions here)
1809 (optional BRK here)
1810 CASE src[0].x
1811 (some instructions here)
1812 (optional BRK here)
1813 ENDSWITCH
1814
1815
1816 .. opcode:: CASE - Switch case
1817
1818 This represents a switch case label. The src arg must be an integer immediate.
1819
1820
1821 .. opcode:: DEFAULT - Switch default
1822
1823 This represents the default case in the switch, which is taken if no other
1824 case matches.
1825
1826
1827 .. opcode:: ENDSWITCH - End of switch
1828
1829 Ends a switch expression.
1830
1831
1832 Interpolation ISA
1833 ^^^^^^^^^^^^^^^^^
1834
1835 The interpolation instructions allow an input to be interpolated in a
1836 different way than its declaration. This corresponds to the GLSL 4.00
1837 interpolateAt* functions. The first argument of each of these must come from
1838 ``TGSI_FILE_INPUT``.
1839
1840 .. opcode:: INTERP_CENTROID - Interpolate at the centroid
1841
1842 Interpolates the varying specified by src0 at the centroid
1843
1844 .. opcode:: INTERP_SAMPLE - Interpolate at the specified sample
1845
1846 Interpolates the varying specified by src0 at the sample id specified by
1847 src1.x (interpreted as an integer)
1848
1849 .. opcode:: INTERP_OFFSET - Interpolate at the specified offset
1850
1851 Interpolates the varying specified by src0 at the offset src1.xy from the
1852 pixel center (interpreted as floats)
1853
1854
1855 .. _doubleopcodes:
1856
1857 Double ISA
1858 ^^^^^^^^^^^^^^^
1859
1860 The double-precision opcodes reinterpret four-component vectors into
1861 two-component vectors with doubled precision in each component.
1862
1863 .. opcode:: DABS - Absolute
1864
1865 .. math::
1866
1867 dst.xy = |src0.xy|
1868
1869 dst.zw = |src0.zw|
1870
1871 .. opcode:: DADD - Add
1872
1873 .. math::
1874
1875 dst.xy = src0.xy + src1.xy
1876
1877 dst.zw = src0.zw + src1.zw
1878
1879 .. opcode:: DSEQ - Set on Equal
1880
1881 .. math::
1882
1883 dst.x = src0.xy == src1.xy ? \sim 0 : 0
1884
1885 dst.z = src0.zw == src1.zw ? \sim 0 : 0
1886
1887 .. opcode:: DSNE - Set on Equal
1888
1889 .. math::
1890
1891 dst.x = src0.xy != src1.xy ? \sim 0 : 0
1892
1893 dst.z = src0.zw != src1.zw ? \sim 0 : 0
1894
1895 .. opcode:: DSLT - Set on Less than
1896
1897 .. math::
1898
1899 dst.x = src0.xy < src1.xy ? \sim 0 : 0
1900
1901 dst.z = src0.zw < src1.zw ? \sim 0 : 0
1902
1903 .. opcode:: DSGE - Set on Greater equal
1904
1905 .. math::
1906
1907 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
1908
1909 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
1910
1911 .. opcode:: DFRAC - Fraction
1912
1913 .. math::
1914
1915 dst.xy = src.xy - \lfloor src.xy\rfloor
1916
1917 dst.zw = src.zw - \lfloor src.zw\rfloor
1918
1919 .. opcode:: DTRUNC - Truncate
1920
1921 .. math::
1922
1923 dst.xy = trunc(src.xy)
1924
1925 dst.zw = trunc(src.zw)
1926
1927 .. opcode:: DCEIL - Ceiling
1928
1929 .. math::
1930
1931 dst.xy = \lceil src.xy\rceil
1932
1933 dst.zw = \lceil src.zw\rceil
1934
1935 .. opcode:: DFLR - Floor
1936
1937 .. math::
1938
1939 dst.xy = \lfloor src.xy\rfloor
1940
1941 dst.zw = \lfloor src.zw\rfloor
1942
1943 .. opcode:: DROUND - Fraction
1944
1945 .. math::
1946
1947 dst.xy = round(src.xy)
1948
1949 dst.zw = round(src.zw)
1950
1951 .. opcode:: DSSG - Set Sign
1952
1953 .. math::
1954
1955 dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0
1956
1957 dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0
1958
1959 .. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
1960
1961 Like the ``frexp()`` routine in many math libraries, this opcode stores the
1962 exponent of its source to ``dst0``, and the significand to ``dst1``, such that
1963 :math:`dst1 \times 2^{dst0} = src` .
1964
1965 .. math::
1966
1967 dst0.xy = exp(src.xy)
1968
1969 dst1.xy = frac(src.xy)
1970
1971 dst0.zw = exp(src.zw)
1972
1973 dst1.zw = frac(src.zw)
1974
1975 .. opcode:: DLDEXP - Multiply Number by Integral Power of 2
1976
1977 This opcode is the inverse of :opcode:`DFRACEXP`. The second
1978 source is an integer.
1979
1980 .. math::
1981
1982 dst.xy = src0.xy \times 2^{src1.x}
1983
1984 dst.zw = src0.zw \times 2^{src1.y}
1985
1986 .. opcode:: DMIN - Minimum
1987
1988 .. math::
1989
1990 dst.xy = min(src0.xy, src1.xy)
1991
1992 dst.zw = min(src0.zw, src1.zw)
1993
1994 .. opcode:: DMAX - Maximum
1995
1996 .. math::
1997
1998 dst.xy = max(src0.xy, src1.xy)
1999
2000 dst.zw = max(src0.zw, src1.zw)
2001
2002 .. opcode:: DMUL - Multiply
2003
2004 .. math::
2005
2006 dst.xy = src0.xy \times src1.xy
2007
2008 dst.zw = src0.zw \times src1.zw
2009
2010
2011 .. opcode:: DMAD - Multiply And Add
2012
2013 .. math::
2014
2015 dst.xy = src0.xy \times src1.xy + src2.xy
2016
2017 dst.zw = src0.zw \times src1.zw + src2.zw
2018
2019
2020 .. opcode:: DFMA - Fused Multiply-Add
2021
2022 Perform a * b + c with no intermediate rounding step.
2023
2024 .. math::
2025
2026 dst.xy = src0.xy \times src1.xy + src2.xy
2027
2028 dst.zw = src0.zw \times src1.zw + src2.zw
2029
2030
2031 .. opcode:: DDIV - Divide
2032
2033 .. math::
2034
2035 dst.xy = \frac{src0.xy}{src1.xy}
2036
2037 dst.zw = \frac{src0.zw}{src1.zw}
2038
2039
2040 .. opcode:: DRCP - Reciprocal
2041
2042 .. math::
2043
2044 dst.xy = \frac{1}{src.xy}
2045
2046 dst.zw = \frac{1}{src.zw}
2047
2048 .. opcode:: DSQRT - Square Root
2049
2050 .. math::
2051
2052 dst.xy = \sqrt{src.xy}
2053
2054 dst.zw = \sqrt{src.zw}
2055
2056 .. opcode:: DRSQ - Reciprocal Square Root
2057
2058 .. math::
2059
2060 dst.xy = \frac{1}{\sqrt{src.xy}}
2061
2062 dst.zw = \frac{1}{\sqrt{src.zw}}
2063
2064 .. opcode:: F2D - Float to Double
2065
2066 .. math::
2067
2068 dst.xy = double(src0.x)
2069
2070 dst.zw = double(src0.y)
2071
2072 .. opcode:: D2F - Double to Float
2073
2074 .. math::
2075
2076 dst.x = float(src0.xy)
2077
2078 dst.y = float(src0.zw)
2079
2080 .. opcode:: I2D - Int to Double
2081
2082 .. math::
2083
2084 dst.xy = double(src0.x)
2085
2086 dst.zw = double(src0.y)
2087
2088 .. opcode:: D2I - Double to Int
2089
2090 .. math::
2091
2092 dst.x = int(src0.xy)
2093
2094 dst.y = int(src0.zw)
2095
2096 .. opcode:: U2D - Unsigned Int to Double
2097
2098 .. math::
2099
2100 dst.xy = double(src0.x)
2101
2102 dst.zw = double(src0.y)
2103
2104 .. opcode:: D2U - Double to Unsigned Int
2105
2106 .. math::
2107
2108 dst.x = unsigned(src0.xy)
2109
2110 dst.y = unsigned(src0.zw)
2111
2112 64-bit Integer ISA
2113 ^^^^^^^^^^^^^^^^^^
2114
2115 The 64-bit integer opcodes reinterpret four-component vectors into
2116 two-component vectors with 64-bits in each component.
2117
2118 .. opcode:: I64ABS - 64-bit Integer Absolute Value
2119
2120 .. math::
2121
2122 dst.xy = |src0.xy|
2123
2124 dst.zw = |src0.zw|
2125
2126 .. opcode:: I64NEG - 64-bit Integer Negate
2127
2128 Two's complement.
2129
2130 .. math::
2131
2132 dst.xy = -src.xy
2133
2134 dst.zw = -src.zw
2135
2136 .. opcode:: I64SSG - 64-bit Integer Set Sign
2137
2138 .. math::
2139
2140 dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0
2141
2142 dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0
2143
2144 .. opcode:: U64ADD - 64-bit Integer Add
2145
2146 .. math::
2147
2148 dst.xy = src0.xy + src1.xy
2149
2150 dst.zw = src0.zw + src1.zw
2151
2152 .. opcode:: U64MUL - 64-bit Integer Multiply
2153
2154 .. math::
2155
2156 dst.xy = src0.xy * src1.xy
2157
2158 dst.zw = src0.zw * src1.zw
2159
2160 .. opcode:: U64SEQ - 64-bit Integer Set on Equal
2161
2162 .. math::
2163
2164 dst.x = src0.xy == src1.xy ? \sim 0 : 0
2165
2166 dst.z = src0.zw == src1.zw ? \sim 0 : 0
2167
2168 .. opcode:: U64SNE - 64-bit Integer Set on Not Equal
2169
2170 .. math::
2171
2172 dst.x = src0.xy != src1.xy ? \sim 0 : 0
2173
2174 dst.z = src0.zw != src1.zw ? \sim 0 : 0
2175
2176 .. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than
2177
2178 .. math::
2179
2180 dst.x = src0.xy < src1.xy ? \sim 0 : 0
2181
2182 dst.z = src0.zw < src1.zw ? \sim 0 : 0
2183
2184 .. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal
2185
2186 .. math::
2187
2188 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
2189
2190 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
2191
2192 .. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than
2193
2194 .. math::
2195
2196 dst.x = src0.xy < src1.xy ? \sim 0 : 0
2197
2198 dst.z = src0.zw < src1.zw ? \sim 0 : 0
2199
2200 .. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal
2201
2202 .. math::
2203
2204 dst.x = src0.xy >= src1.xy ? \sim 0 : 0
2205
2206 dst.z = src0.zw >= src1.zw ? \sim 0 : 0
2207
2208 .. opcode:: I64MIN - Minimum of 64-bit Signed Integers
2209
2210 .. math::
2211
2212 dst.xy = min(src0.xy, src1.xy)
2213
2214 dst.zw = min(src0.zw, src1.zw)
2215
2216 .. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers
2217
2218 .. math::
2219
2220 dst.xy = min(src0.xy, src1.xy)
2221
2222 dst.zw = min(src0.zw, src1.zw)
2223
2224 .. opcode:: I64MAX - Maximum of 64-bit Signed Integers
2225
2226 .. math::
2227
2228 dst.xy = max(src0.xy, src1.xy)
2229
2230 dst.zw = max(src0.zw, src1.zw)
2231
2232 .. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers
2233
2234 .. math::
2235
2236 dst.xy = max(src0.xy, src1.xy)
2237
2238 dst.zw = max(src0.zw, src1.zw)
2239
2240 .. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer
2241
2242 The shift count is masked with 0x3f before the shift is applied.
2243
2244 .. math::
2245
2246 dst.xy = src0.xy << (0x3f \& src1.x)
2247
2248 dst.zw = src0.zw << (0x3f \& src1.y)
2249
2250 .. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer)
2251
2252 The shift count is masked with 0x3f before the shift is applied.
2253
2254 .. math::
2255
2256 dst.xy = src0.xy >> (0x3f \& src1.x)
2257
2258 dst.zw = src0.zw >> (0x3f \& src1.y)
2259
2260 .. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer)
2261
2262 The shift count is masked with 0x3f before the shift is applied.
2263
2264 .. math::
2265
2266 dst.xy = src0.xy >> (unsigned) (0x3f \& src1.x)
2267
2268 dst.zw = src0.zw >> (unsigned) (0x3f \& src1.y)
2269
2270 .. opcode:: I64DIV - 64-bit Signed Integer Division
2271
2272 .. math::
2273
2274 dst.xy = \frac{src0.xy}{src1.xy}
2275
2276 dst.zw = \frac{src0.zw}{src1.zw}
2277
2278 .. opcode:: U64DIV - 64-bit Unsigned Integer Division
2279
2280 .. math::
2281
2282 dst.xy = \frac{src0.xy}{src1.xy}
2283
2284 dst.zw = \frac{src0.zw}{src1.zw}
2285
2286 .. opcode:: U64MOD - 64-bit Unsigned Integer Remainder
2287
2288 .. math::
2289
2290 dst.xy = src0.xy \bmod src1.xy
2291
2292 dst.zw = src0.zw \bmod src1.zw
2293
2294 .. opcode:: I64MOD - 64-bit Signed Integer Remainder
2295
2296 .. math::
2297
2298 dst.xy = src0.xy \bmod src1.xy
2299
2300 dst.zw = src0.zw \bmod src1.zw
2301
2302 .. opcode:: F2U64 - Float to 64-bit Unsigned Int
2303
2304 .. math::
2305
2306 dst.xy = (uint64_t) src0.x
2307
2308 dst.zw = (uint64_t) src0.y
2309
2310 .. opcode:: F2I64 - Float to 64-bit Int
2311
2312 .. math::
2313
2314 dst.xy = (int64_t) src0.x
2315
2316 dst.zw = (int64_t) src0.y
2317
2318 .. opcode:: U2I64 - Unsigned Integer to 64-bit Integer
2319
2320 This is a zero extension.
2321
2322 .. math::
2323
2324 dst.xy = (uint64_t) src0.x
2325
2326 dst.zw = (uint64_t) src0.y
2327
2328 .. opcode:: I2I64 - Signed Integer to 64-bit Integer
2329
2330 This is a sign extension.
2331
2332 .. math::
2333
2334 dst.xy = (int64_t) src0.x
2335
2336 dst.zw = (int64_t) src0.y
2337
2338 .. opcode:: D2U64 - Double to 64-bit Unsigned Int
2339
2340 .. math::
2341
2342 dst.xy = (uint64_t) src0.xy
2343
2344 dst.zw = (uint64_t) src0.zw
2345
2346 .. opcode:: D2I64 - Double to 64-bit Int
2347
2348 .. math::
2349
2350 dst.xy = (int64_t) src0.xy
2351
2352 dst.zw = (int64_t) src0.zw
2353
2354 .. opcode:: U642F - 64-bit unsigned integer to float
2355
2356 .. math::
2357
2358 dst.x = (float) src0.xy
2359
2360 dst.y = (float) src0.zw
2361
2362 .. opcode:: I642F - 64-bit Int to Float
2363
2364 .. math::
2365
2366 dst.x = (float) src0.xy
2367
2368 dst.y = (float) src0.zw
2369
2370 .. opcode:: U642D - 64-bit unsigned integer to double
2371
2372 .. math::
2373
2374 dst.xy = (double) src0.xy
2375
2376 dst.zw = (double) src0.zw
2377
2378 .. opcode:: I642D - 64-bit Int to double
2379
2380 .. math::
2381
2382 dst.xy = (double) src0.xy
2383
2384 dst.zw = (double) src0.zw
2385
2386 .. _samplingopcodes:
2387
2388 Resource Sampling Opcodes
2389 ^^^^^^^^^^^^^^^^^^^^^^^^^
2390
2391 Those opcodes follow very closely semantics of the respective Direct3D
2392 instructions. If in doubt double check Direct3D documentation.
2393 Note that the swizzle on SVIEW (src1) determines texel swizzling
2394 after lookup.
2395
2396 .. opcode:: SAMPLE
2397
2398 Using provided address, sample data from the specified texture using the
2399 filtering mode identified by the given sampler. The source data may come from
2400 any resource type other than buffers.
2401
2402 Syntax: ``SAMPLE dst, address, sampler_view, sampler``
2403
2404 Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]``
2405
2406 .. opcode:: SAMPLE_I
2407
2408 Simplified alternative to the SAMPLE instruction. Using the provided
2409 integer address, SAMPLE_I fetches data from the specified sampler view
2410 without any filtering. The source data may come from any resource type
2411 other than CUBE.
2412
2413 Syntax: ``SAMPLE_I dst, address, sampler_view``
2414
2415 Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]``
2416
2417 The 'address' is specified as unsigned integers. If the 'address' is out of
2418 range [0...(# texels - 1)] the result of the fetch is always 0 in all
2419 components. As such the instruction doesn't honor address wrap modes, in
2420 cases where that behavior is desirable 'SAMPLE' instruction should be used.
2421 address.w always provides an unsigned integer mipmap level. If the value is
2422 out of the range then the instruction always returns 0 in all components.
2423 address.yz are ignored for buffers and 1d textures. address.z is ignored
2424 for 1d texture arrays and 2d textures.
2425
2426 For 1D texture arrays address.y provides the array index (also as unsigned
2427 integer). If the value is out of the range of available array indices
2428 [0... (array size - 1)] then the opcode always returns 0 in all components.
2429 For 2D texture arrays address.z provides the array index, otherwise it
2430 exhibits the same behavior as in the case for 1D texture arrays. The exact
2431 semantics of the source address are presented in the table below:
2432
2433 +---------------------------+----+-----+-----+---------+
2434 | resource type | X | Y | Z | W |
2435 +===========================+====+=====+=====+=========+
2436 | ``PIPE_BUFFER`` | x | | | ignored |
2437 +---------------------------+----+-----+-----+---------+
2438 | ``PIPE_TEXTURE_1D`` | x | | | mpl |
2439 +---------------------------+----+-----+-----+---------+
2440 | ``PIPE_TEXTURE_2D`` | x | y | | mpl |
2441 +---------------------------+----+-----+-----+---------+
2442 | ``PIPE_TEXTURE_3D`` | x | y | z | mpl |
2443 +---------------------------+----+-----+-----+---------+
2444 | ``PIPE_TEXTURE_RECT`` | x | y | | mpl |
2445 +---------------------------+----+-----+-----+---------+
2446 | ``PIPE_TEXTURE_CUBE`` | not allowed as source |
2447 +---------------------------+----+-----+-----+---------+
2448 | ``PIPE_TEXTURE_1D_ARRAY`` | x | idx | | mpl |
2449 +---------------------------+----+-----+-----+---------+
2450 | ``PIPE_TEXTURE_2D_ARRAY`` | x | y | idx | mpl |
2451 +---------------------------+----+-----+-----+---------+
2452
2453 Where 'mpl' is a mipmap level and 'idx' is the array index.
2454
2455 .. opcode:: SAMPLE_I_MS
2456
2457 Just like SAMPLE_I but allows fetch data from multi-sampled surfaces.
2458
2459 Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample``
2460
2461 .. opcode:: SAMPLE_B
2462
2463 Just like the SAMPLE instruction with the exception that an additional bias
2464 is applied to the level of detail computed as part of the instruction
2465 execution.
2466
2467 Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias``
2468
2469 Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
2470
2471 .. opcode:: SAMPLE_C
2472
2473 Similar to the SAMPLE instruction but it performs a comparison filter. The
2474 operands to SAMPLE_C are identical to SAMPLE, except that there is an
2475 additional float32 operand, reference value, which must be a register with
2476 single-component, or a scalar literal. SAMPLE_C makes the hardware use the
2477 current samplers compare_func (in pipe_sampler_state) to compare reference
2478 value against the red component value for the surce resource at each texel
2479 that the currently configured texture filter covers based on the provided
2480 coordinates.
2481
2482 Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value``
2483
2484 Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
2485
2486 .. opcode:: SAMPLE_C_LZ
2487
2488 Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands
2489 for level-zero.
2490
2491 Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value``
2492
2493 Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``
2494
2495
2496 .. opcode:: SAMPLE_D
2497
2498 SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for
2499 the source address in the x direction and the y direction are provided by
2500 extra parameters.
2501
2502 Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y``
2503
2504 Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]``
2505
2506 .. opcode:: SAMPLE_L
2507
2508 SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided
2509 directly as a scalar value, representing no anisotropy.
2510
2511 Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod``
2512
2513 Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``
2514
2515 .. opcode:: GATHER4
2516
2517 Gathers the four texels to be used in a bi-linear filtering operation and
2518 packs them into a single register. Only works with 2D, 2D array, cubemaps,
2519 and cubemaps arrays. For 2D textures, only the addressing modes of the
2520 sampler and the top level of any mip pyramid are used. Set W to zero. It
2521 behaves like the SAMPLE instruction, but a filtered sample is not
2522 generated. The four samples that contribute to filtering are placed into
2523 xyzw in counter-clockwise order, starting with the (u,v) texture coordinate
2524 delta at the following locations (-, +), (+, +), (+, -), (-, -), where the
2525 magnitude of the deltas are half a texel.
2526
2527
2528 .. opcode:: SVIEWINFO
2529
2530 Query the dimensions of a given sampler view. dst receives width, height,
2531 depth or array size and number of mipmap levels as int4. The dst can have a
2532 writemask which will specify what info is the caller interested in.
2533
2534 Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view``
2535
2536 Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]``
2537
2538 src_mip_level is an unsigned integer scalar. If it's out of range then
2539 returns 0 for width, height and depth/array size but the total number of
2540 mipmap is still returned correctly for the given sampler view. The returned
2541 width, height and depth values are for the mipmap level selected by the
2542 src_mip_level and are in the number of texels. For 1d texture array width
2543 is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is
2544 still in dst.w. In contrast to d3d10 resinfo, there's no way in the tgsi
2545 instruction encoding to specify the return type (float/rcpfloat/uint), hence
2546 always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1
2547 resinfo allowing swizzling dst values is ignored (due to the interaction
2548 with rcpfloat modifier which requires some swizzle handling in the state
2549 tracker anyway).
2550
2551 .. opcode:: SAMPLE_POS
2552
2553 Query the position of a sample in the given resource or render target
2554 when per-sample fragment shading is in effect.
2555
2556 Syntax: ``SAMPLE_POS dst, source, sample_index``
2557
2558 dst receives float4 (x, y, undef, undef) indicated where the sample is
2559 located. Sample locations are in the range [0, 1] where 0.5 is the center
2560 of the fragment.
2561
2562 source is either a sampler view (to indicate a shader resource) or temp
2563 register (to indicate the render target). The source register may have
2564 an optional swizzle to apply to the returned result
2565
2566 sample_index is an integer scalar indicating which sample position is to
2567 be queried.
2568
2569 If per-sample shading is not in effect or the source resource or render
2570 target is not multisampled, the result is (0.5, 0.5, undef, undef).
2571
2572 NOTE: no driver has implemented this opcode yet (and no state tracker
2573 emits it). This information is subject to change.
2574
2575 .. opcode:: SAMPLE_INFO
2576
2577 Query the number of samples in a multisampled resource or render target.
2578
2579 Syntax: ``SAMPLE_INFO dst, source``
2580
2581 dst receives int4 (n, 0, 0, 0) where n is the number of samples in a
2582 resource or the render target.
2583
2584 source is either a sampler view (to indicate a shader resource) or temp
2585 register (to indicate the render target). The source register may have
2586 an optional swizzle to apply to the returned result
2587
2588 If per-sample shading is not in effect or the source resource or render
2589 target is not multisampled, the result is (1, 0, 0, 0).
2590
2591 NOTE: no driver has implemented this opcode yet (and no state tracker
2592 emits it). This information is subject to change.
2593
2594 .. _resourceopcodes:
2595
2596 Resource Access Opcodes
2597 ^^^^^^^^^^^^^^^^^^^^^^^
2598
2599 For these opcodes, the resource can be a BUFFER, IMAGE, or MEMORY.
2600
2601 .. opcode:: LOAD - Fetch data from a shader buffer or image
2602
2603 Syntax: ``LOAD dst, resource, address``
2604
2605 Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]``
2606
2607 Using the provided integer address, LOAD fetches data
2608 from the specified buffer or texture without any
2609 filtering.
2610
2611 The 'address' is specified as a vector of unsigned
2612 integers. If the 'address' is out of range the result
2613 is unspecified.
2614
2615 Only the first mipmap level of a resource can be read
2616 from using this instruction.
2617
2618 For 1D or 2D texture arrays, the array index is
2619 provided as an unsigned integer in address.y or
2620 address.z, respectively. address.yz are ignored for
2621 buffers and 1D textures. address.z is ignored for 1D
2622 texture arrays and 2D textures. address.w is always
2623 ignored.
2624
2625 A swizzle suffix may be added to the resource argument
2626 this will cause the resource data to be swizzled accordingly.
2627
2628 .. opcode:: STORE - Write data to a shader resource
2629
2630 Syntax: ``STORE resource, address, src``
2631
2632 Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]``
2633
2634 Using the provided integer address, STORE writes data
2635 to the specified buffer or texture.
2636
2637 The 'address' is specified as a vector of unsigned
2638 integers. If the 'address' is out of range the result
2639 is unspecified.
2640
2641 Only the first mipmap level of a resource can be
2642 written to using this instruction.
2643
2644 For 1D or 2D texture arrays, the array index is
2645 provided as an unsigned integer in address.y or
2646 address.z, respectively. address.yz are ignored for
2647 buffers and 1D textures. address.z is ignored for 1D
2648 texture arrays and 2D textures. address.w is always
2649 ignored.
2650
2651 .. opcode:: RESQ - Query information about a resource
2652
2653 Syntax: ``RESQ dst, resource``
2654
2655 Example: ``RESQ TEMP[0], BUFFER[0]``
2656
2657 Returns information about the buffer or image resource. For buffer
2658 resources, the size (in bytes) is returned in the x component. For
2659 image resources, .xyz will contain the width/height/layers of the
2660 image, while .w will contain the number of samples for multi-sampled
2661 images.
2662
2663 .. opcode:: FBFETCH - Load data from framebuffer
2664
2665 Syntax: ``FBFETCH dst, output``
2666
2667 Example: ``FBFETCH TEMP[0], OUT[0]``
2668
2669 This is only valid on ``COLOR`` semantic outputs. Returns the color
2670 of the current position in the framebuffer from before this fragment
2671 shader invocation. May return the same value from multiple calls for
2672 a particular output within a single invocation. Note that result may
2673 be undefined if a fragment is drawn multiple times without a blend
2674 barrier in between.
2675
2676
2677 .. _threadsyncopcodes:
2678
2679 Inter-thread synchronization opcodes
2680 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
2681
2682 These opcodes are intended for communication between threads running
2683 within the same compute grid. For now they're only valid in compute
2684 programs.
2685
2686 .. opcode:: MFENCE - Memory fence
2687
2688 Syntax: ``MFENCE resource``
2689
2690 Example: ``MFENCE RES[0]``
2691
2692 This opcode forces strong ordering between any memory access
2693 operations that affect the specified resource. This means that
2694 previous loads and stores (and only those) will be performed and
2695 visible to other threads before the program execution continues.
2696
2697
2698 .. opcode:: LFENCE - Load memory fence
2699
2700 Syntax: ``LFENCE resource``
2701
2702 Example: ``LFENCE RES[0]``
2703
2704 Similar to MFENCE, but it only affects the ordering of memory loads.
2705
2706
2707 .. opcode:: SFENCE - Store memory fence
2708
2709 Syntax: ``SFENCE resource``
2710
2711 Example: ``SFENCE RES[0]``
2712
2713 Similar to MFENCE, but it only affects the ordering of memory stores.
2714
2715
2716 .. opcode:: BARRIER - Thread group barrier
2717
2718 ``BARRIER``
2719
2720 This opcode suspends the execution of the current thread until all
2721 the remaining threads in the working group reach the same point of
2722 the program. Results are unspecified if any of the remaining
2723 threads terminates or never reaches an executed BARRIER instruction.
2724
2725 .. opcode:: MEMBAR - Memory barrier
2726
2727 ``MEMBAR type``
2728
2729 This opcode waits for the completion of all memory accesses based on
2730 the type passed in. The type is an immediate bitfield with the following
2731 meaning:
2732
2733 Bit 0: Shader storage buffers
2734 Bit 1: Atomic buffers
2735 Bit 2: Images
2736 Bit 3: Shared memory
2737 Bit 4: Thread group
2738
2739 These may be passed in in any combination. An implementation is free to not
2740 distinguish between these as it sees fit. However these map to all the
2741 possibilities made available by GLSL.
2742
2743 .. _atomopcodes:
2744
2745 Atomic opcodes
2746 ^^^^^^^^^^^^^^
2747
2748 These opcodes provide atomic variants of some common arithmetic and
2749 logical operations. In this context atomicity means that another
2750 concurrent memory access operation that affects the same memory
2751 location is guaranteed to be performed strictly before or after the
2752 entire execution of the atomic operation. The resource may be a BUFFER,
2753 IMAGE, or MEMORY. In the case of an image, the offset works the same as for
2754 ``LOAD`` and ``STORE``, specified above. These atomic operations may
2755 only be used with 32-bit integer image formats.
2756
2757 .. opcode:: ATOMUADD - Atomic integer addition
2758
2759 Syntax: ``ATOMUADD dst, resource, offset, src``
2760
2761 Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2762
2763 The following operation is performed atomically:
2764
2765 .. math::
2766
2767 dst_x = resource[offset]
2768
2769 resource[offset] = dst_x + src_x
2770
2771
2772 .. opcode:: ATOMXCHG - Atomic exchange
2773
2774 Syntax: ``ATOMXCHG dst, resource, offset, src``
2775
2776 Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2777
2778 The following operation is performed atomically:
2779
2780 .. math::
2781
2782 dst_x = resource[offset]
2783
2784 resource[offset] = src_x
2785
2786
2787 .. opcode:: ATOMCAS - Atomic compare-and-exchange
2788
2789 Syntax: ``ATOMCAS dst, resource, offset, cmp, src``
2790
2791 Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]``
2792
2793 The following operation is performed atomically:
2794
2795 .. math::
2796
2797 dst_x = resource[offset]
2798
2799 resource[offset] = (dst_x == cmp_x ? src_x : dst_x)
2800
2801
2802 .. opcode:: ATOMAND - Atomic bitwise And
2803
2804 Syntax: ``ATOMAND dst, resource, offset, src``
2805
2806 Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2807
2808 The following operation is performed atomically:
2809
2810 .. math::
2811
2812 dst_x = resource[offset]
2813
2814 resource[offset] = dst_x \& src_x
2815
2816
2817 .. opcode:: ATOMOR - Atomic bitwise Or
2818
2819 Syntax: ``ATOMOR dst, resource, offset, src``
2820
2821 Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2822
2823 The following operation is performed atomically:
2824
2825 .. math::
2826
2827 dst_x = resource[offset]
2828
2829 resource[offset] = dst_x | src_x
2830
2831
2832 .. opcode:: ATOMXOR - Atomic bitwise Xor
2833
2834 Syntax: ``ATOMXOR dst, resource, offset, src``
2835
2836 Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2837
2838 The following operation is performed atomically:
2839
2840 .. math::
2841
2842 dst_x = resource[offset]
2843
2844 resource[offset] = dst_x \oplus src_x
2845
2846
2847 .. opcode:: ATOMUMIN - Atomic unsigned minimum
2848
2849 Syntax: ``ATOMUMIN dst, resource, offset, src``
2850
2851 Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2852
2853 The following operation is performed atomically:
2854
2855 .. math::
2856
2857 dst_x = resource[offset]
2858
2859 resource[offset] = (dst_x < src_x ? dst_x : src_x)
2860
2861
2862 .. opcode:: ATOMUMAX - Atomic unsigned maximum
2863
2864 Syntax: ``ATOMUMAX dst, resource, offset, src``
2865
2866 Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2867
2868 The following operation is performed atomically:
2869
2870 .. math::
2871
2872 dst_x = resource[offset]
2873
2874 resource[offset] = (dst_x > src_x ? dst_x : src_x)
2875
2876
2877 .. opcode:: ATOMIMIN - Atomic signed minimum
2878
2879 Syntax: ``ATOMIMIN dst, resource, offset, src``
2880
2881 Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2882
2883 The following operation is performed atomically:
2884
2885 .. math::
2886
2887 dst_x = resource[offset]
2888
2889 resource[offset] = (dst_x < src_x ? dst_x : src_x)
2890
2891
2892 .. opcode:: ATOMIMAX - Atomic signed maximum
2893
2894 Syntax: ``ATOMIMAX dst, resource, offset, src``
2895
2896 Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``
2897
2898 The following operation is performed atomically:
2899
2900 .. math::
2901
2902 dst_x = resource[offset]
2903
2904 resource[offset] = (dst_x > src_x ? dst_x : src_x)
2905
2906
2907 .. _interlaneopcodes:
2908
2909 Inter-lane opcodes
2910 ^^^^^^^^^^^^^^^^^^
2911
2912 These opcodes reduce the given value across the shader invocations
2913 running in the current SIMD group. Every thread in the subgroup will receive
2914 the same result. The BALLOT operations accept a single-channel argument that
2915 is treated as a boolean and produce a 64-bit value.
2916
2917 .. opcode:: VOTE_ANY - Value is set in any of the active invocations
2918
2919 Syntax: ``VOTE_ANY dst, value``
2920
2921 Example: ``VOTE_ANY TEMP[0].x, TEMP[1].x``
2922
2923
2924 .. opcode:: VOTE_ALL - Value is set in all of the active invocations
2925
2926 Syntax: ``VOTE_ALL dst, value``
2927
2928 Example: ``VOTE_ALL TEMP[0].x, TEMP[1].x``
2929
2930
2931 .. opcode:: VOTE_EQ - Value is the same in all of the active invocations
2932
2933 Syntax: ``VOTE_EQ dst, value``
2934
2935 Example: ``VOTE_EQ TEMP[0].x, TEMP[1].x``
2936
2937
2938 .. opcode:: BALLOT - Lanemask of whether the value is set in each active
2939 invocation
2940
2941 Syntax: ``BALLOT dst, value``
2942
2943 Example: ``BALLOT TEMP[0].xy, TEMP[1].x``
2944
2945 When the argument is a constant true, this produces a bitmask of active
2946 invocations. In fragment shaders, this can include helper invocations
2947 (invocations whose outputs and writes to memory are discarded, but which
2948 are used to compute derivatives).
2949
2950
2951 .. opcode:: READ_FIRST - Broadcast the value from the first active
2952 invocation to all active lanes
2953
2954 Syntax: ``READ_FIRST dst, value``
2955
2956 Example: ``READ_FIRST TEMP[0], TEMP[1]``
2957
2958
2959 .. opcode:: READ_INVOC - Retrieve the value from the given invocation
2960 (need not be uniform)
2961
2962 Syntax: ``READ_INVOC dst, value, invocation``
2963
2964 Example: ``READ_INVOC TEMP[0].xy, TEMP[1].xy, TEMP[2].x``
2965
2966 invocation.x controls the invocation number to read from for all channels.
2967 The invocation number must be the same across all active invocations in a
2968 sub-group; otherwise, the results are undefined.
2969
2970
2971 Explanation of symbols used
2972 ------------------------------
2973
2974
2975 Functions
2976 ^^^^^^^^^^^^^^
2977
2978
2979 :math:`|x|` Absolute value of `x`.
2980
2981 :math:`\lceil x \rceil` Ceiling of `x`.
2982
2983 clamp(x,y,z) Clamp x between y and z.
2984 (x < y) ? y : (x > z) ? z : x
2985
2986 :math:`\lfloor x\rfloor` Floor of `x`.
2987
2988 :math:`\log_2{x}` Logarithm of `x`, base 2.
2989
2990 max(x,y) Maximum of x and y.
2991 (x > y) ? x : y
2992
2993 min(x,y) Minimum of x and y.
2994 (x < y) ? x : y
2995
2996 partialx(x) Derivative of x relative to fragment's X.
2997
2998 partialy(x) Derivative of x relative to fragment's Y.
2999
3000 pop() Pop from stack.
3001
3002 :math:`x^y` `x` to the power `y`.
3003
3004 push(x) Push x on stack.
3005
3006 round(x) Round x.
3007
3008 trunc(x) Truncate x, i.e. drop the fraction bits.
3009
3010
3011 Keywords
3012 ^^^^^^^^^^^^^
3013
3014
3015 discard Discard fragment.
3016
3017 pc Program counter.
3018
3019 target Label of target instruction.
3020
3021
3022 Other tokens
3023 ---------------
3024
3025
3026 Declaration
3027 ^^^^^^^^^^^
3028
3029
3030 Declares a register that is will be referenced as an operand in Instruction
3031 tokens.
3032
3033 File field contains register file that is being declared and is one
3034 of TGSI_FILE.
3035
3036 UsageMask field specifies which of the register components can be accessed
3037 and is one of TGSI_WRITEMASK.
3038
3039 The Local flag specifies that a given value isn't intended for
3040 subroutine parameter passing and, as a result, the implementation
3041 isn't required to give any guarantees of it being preserved across
3042 subroutine boundaries. As it's merely a compiler hint, the
3043 implementation is free to ignore it.
3044
3045 If Dimension flag is set to 1, a Declaration Dimension token follows.
3046
3047 If Semantic flag is set to 1, a Declaration Semantic token follows.
3048
3049 If Interpolate flag is set to 1, a Declaration Interpolate token follows.
3050
3051 If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.
3052
3053 If Array flag is set to 1, a Declaration Array token follows.
3054
3055 Array Declaration
3056 ^^^^^^^^^^^^^^^^^^^^^^^^
3057
3058 Declarations can optional have an ArrayID attribute which can be referred by
3059 indirect addressing operands. An ArrayID of zero is reserved and treated as
3060 if no ArrayID is specified.
3061
3062 If an indirect addressing operand refers to a specific declaration by using
3063 an ArrayID only the registers in this declaration are guaranteed to be
3064 accessed, accessing any register outside this declaration results in undefined
3065 behavior. Note that for compatibility the effective index is zero-based and
3066 not relative to the specified declaration
3067
3068 If no ArrayID is specified with an indirect addressing operand the whole
3069 register file might be accessed by this operand. This is strongly discouraged
3070 and will prevent packing of scalar/vec2 arrays and effective alias analysis.
3071 This is only legal for TEMP and CONST register files.
3072
3073 Declaration Semantic
3074 ^^^^^^^^^^^^^^^^^^^^^^^^
3075
3076 Vertex and fragment shader input and output registers may be labeled
3077 with semantic information consisting of a name and index.
3078
3079 Follows Declaration token if Semantic bit is set.
3080
3081 Since its purpose is to link a shader with other stages of the pipeline,
3082 it is valid to follow only those Declaration tokens that declare a register
3083 either in INPUT or OUTPUT file.
3084
3085 SemanticName field contains the semantic name of the register being declared.
3086 There is no default value.
3087
3088 SemanticIndex is an optional subscript that can be used to distinguish
3089 different register declarations with the same semantic name. The default value
3090 is 0.
3091
3092 The meanings of the individual semantic names are explained in the following
3093 sections.
3094
3095 TGSI_SEMANTIC_POSITION
3096 """"""""""""""""""""""
3097
3098 For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
3099 output register which contains the homogeneous vertex position in the clip
3100 space coordinate system. After clipping, the X, Y and Z components of the
3101 vertex will be divided by the W value to get normalized device coordinates.
3102
3103 For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
3104 fragment shader input (or system value, depending on which one is
3105 supported by the driver) contains the fragment's window position. The X
3106 component starts at zero and always increases from left to right.
3107 The Y component starts at zero and always increases but Y=0 may either
3108 indicate the top of the window or the bottom depending on the fragment
3109 coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
3110 The Z coordinate ranges from 0 to 1 to represent depth from the front
3111 to the back of the Z buffer. The W component contains the interpolated
3112 reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
3113 but unlike d3d10 which interpolates the same 1/w but then gives back
3114 the reciprocal of the interpolated value).
3115
3116 Fragment shaders may also declare an output register with
3117 TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
3118 the fragment shader to change the fragment's Z position.
3119
3120
3121
3122 TGSI_SEMANTIC_COLOR
3123 """""""""""""""""""
3124
3125 For vertex shader outputs or fragment shader inputs/outputs, this
3126 label indicates that the register contains an R,G,B,A color.
3127
3128 Several shader inputs/outputs may contain colors so the semantic index
3129 is used to distinguish them. For example, color[0] may be the diffuse
3130 color while color[1] may be the specular color.
3131
3132 This label is needed so that the flat/smooth shading can be applied
3133 to the right interpolants during rasterization.
3134
3135
3136
3137 TGSI_SEMANTIC_BCOLOR
3138 """"""""""""""""""""
3139
3140 Back-facing colors are only used for back-facing polygons, and are only valid
3141 in vertex shader outputs. After rasterization, all polygons are front-facing
3142 and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
3143 so all BCOLORs effectively become regular COLORs in the fragment shader.
3144
3145
3146 TGSI_SEMANTIC_FOG
3147 """""""""""""""""
3148
3149 Vertex shader inputs and outputs and fragment shader inputs may be
3150 labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
3151 a fog coordinate. Typically, the fragment shader will use the fog coordinate
3152 to compute a fog blend factor which is used to blend the normal fragment color
3153 with a constant fog color. But fog coord really is just an ordinary vec4
3154 register like regular semantics.
3155
3156
3157 TGSI_SEMANTIC_PSIZE
3158 """""""""""""""""""
3159
3160 Vertex shader input and output registers may be labeled with
3161 TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
3162 in the form (S, 0, 0, 1). The point size controls the width or diameter
3163 of points for rasterization. This label cannot be used in fragment
3164 shaders.
3165
3166 When using this semantic, be sure to set the appropriate state in the
3167 :ref:`rasterizer` first.
3168
3169
3170 TGSI_SEMANTIC_TEXCOORD
3171 """"""""""""""""""""""
3172
3173 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
3174
3175 Vertex shader outputs and fragment shader inputs may be labeled with
3176 this semantic to make them replaceable by sprite coordinates via the
3177 sprite_coord_enable state in the :ref:`rasterizer`.
3178 The semantic index permitted with this semantic is limited to <= 7.
3179
3180 If the driver does not support TEXCOORD, sprite coordinate replacement
3181 applies to inputs with the GENERIC semantic instead.
3182
3183 The intended use case for this semantic is gl_TexCoord.
3184
3185
3186 TGSI_SEMANTIC_PCOORD
3187 """"""""""""""""""""
3188
3189 Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !
3190
3191 Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
3192 that the register contains sprite coordinates in the form (x, y, 0, 1), if
3193 the current primitive is a point and point sprites are enabled. Otherwise,
3194 the contents of the register are undefined.
3195
3196 The intended use case for this semantic is gl_PointCoord.
3197
3198
3199 TGSI_SEMANTIC_GENERIC
3200 """""""""""""""""""""
3201
3202 All vertex/fragment shader inputs/outputs not labeled with any other
3203 semantic label can be considered to be generic attributes. Typical
3204 uses of generic inputs/outputs are texcoords and user-defined values.
3205
3206
3207 TGSI_SEMANTIC_NORMAL
3208 """"""""""""""""""""
3209
3210 Indicates that a vertex shader input is a normal vector. This is
3211 typically only used for legacy graphics APIs.
3212
3213
3214 TGSI_SEMANTIC_FACE
3215 """"""""""""""""""
3216
3217 This label applies to fragment shader inputs (or system values,
3218 depending on which one is supported by the driver) and indicates that
3219 the register contains front/back-face information.
3220
3221 If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1),
3222 where F will be positive when the fragment belongs to a front-facing polygon,
3223 and negative when the fragment belongs to a back-facing polygon.
3224
3225 If it is a system value, it will be an integer vector in the form (F, 0, 0, 1),
3226 where F is 0xffffffff when the fragment belongs to a front-facing polygon and
3227 0 when the fragment belongs to a back-facing polygon.
3228
3229
3230 TGSI_SEMANTIC_EDGEFLAG
3231 """"""""""""""""""""""
3232
3233 For vertex shaders, this sematic label indicates that an input or
3234 output is a boolean edge flag. The register layout is [F, x, x, x]
3235 where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
3236 simply copies the edge flag input to the edgeflag output.
3237
3238 Edge flags are used to control which lines or points are actually
3239 drawn when the polygon mode converts triangles/quads/polygons into
3240 points or lines.
3241
3242
3243 TGSI_SEMANTIC_STENCIL
3244 """""""""""""""""""""
3245
3246 For fragment shaders, this semantic label indicates that an output
3247 is a writable stencil reference value. Only the Y component is writable.
3248 This allows the fragment shader to change the fragments stencilref value.
3249
3250
3251 TGSI_SEMANTIC_VIEWPORT_INDEX
3252 """"""""""""""""""""""""""""
3253
3254 For geometry shaders, this semantic label indicates that an output
3255 contains the index of the viewport (and scissor) to use.
3256 This is an integer value, and only the X component is used.
3257
3258 If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
3259 supported, then this semantic label can also be used in vertex or
3260 tessellation evaluation shaders, respectively. Only the value written in the
3261 last vertex processing stage is used.
3262
3263
3264 TGSI_SEMANTIC_LAYER
3265 """""""""""""""""""
3266
3267 For geometry shaders, this semantic label indicates that an output
3268 contains the layer value to use for the color and depth/stencil surfaces.
3269 This is an integer value, and only the X component is used.
3270 (Also known as rendertarget array index.)
3271
3272 If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is
3273 supported, then this semantic label can also be used in vertex or
3274 tessellation evaluation shaders, respectively. Only the value written in the
3275 last vertex processing stage is used.
3276
3277
3278 TGSI_SEMANTIC_CULLDIST
3279 """"""""""""""""""""""
3280
3281 Used as distance to plane for performing application-defined culling
3282 of individual primitives against a plane. When components of vertex
3283 elements are given this label, these values are assumed to be a
3284 float32 signed distance to a plane. Primitives will be completely
3285 discarded if the plane distance for all of the vertices in the
3286 primitive are < 0. If a vertex has a cull distance of NaN, that
3287 vertex counts as "out" (as if its < 0);
3288 The limits on both clip and cull distances are bound
3289 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
3290 the maximum number of components that can be used to hold the
3291 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
3292 which specifies the maximum number of registers which can be
3293 annotated with those semantics.
3294
3295
3296 TGSI_SEMANTIC_CLIPDIST
3297 """"""""""""""""""""""
3298
3299 Note this covers clipping and culling distances.
3300
3301 When components of vertex elements are identified this way, these
3302 values are each assumed to be a float32 signed distance to a plane.
3303
3304 For clip distances:
3305 Primitive setup only invokes rasterization on pixels for which
3306 the interpolated plane distances are >= 0.
3307
3308 For cull distances:
3309 Primitives will be completely discarded if the plane distance
3310 for all of the vertices in the primitive are < 0.
3311 If a vertex has a cull distance of NaN, that vertex counts as "out"
3312 (as if its < 0);
3313
3314 Multiple clip/cull planes can be implemented simultaneously, by
3315 annotating multiple components of one or more vertex elements with
3316 the above specified semantic.
3317 The limits on both clip and cull distances are bound
3318 by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
3319 the maximum number of components that can be used to hold the
3320 distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
3321 which specifies the maximum number of registers which can be
3322 annotated with those semantics.
3323 The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED
3324 are used to divide up the 2 x vec4 space between clipping and culling.
3325
3326 TGSI_SEMANTIC_SAMPLEID
3327 """"""""""""""""""""""
3328
3329 For fragment shaders, this semantic label indicates that a system value
3330 contains the current sample id (i.e. gl_SampleID) as an unsigned int.
3331 Only the X component is used. If per-sample shading is not enabled,
3332 the result is (0, undef, undef, undef).
3333
3334 Note that if the fragment shader uses this system value, the fragment
3335 shader is automatically executed at per sample frequency.
3336
3337 TGSI_SEMANTIC_SAMPLEPOS
3338 """""""""""""""""""""""
3339
3340 For fragment shaders, this semantic label indicates that a system
3341 value contains the current sample's position as float4(x, y, undef, undef)
3342 in the render target (i.e. gl_SamplePosition) when per-fragment shading
3343 is in effect. Position values are in the range [0, 1] where 0.5 is
3344 the center of the fragment.
3345
3346 Note that if the fragment shader uses this system value, the fragment
3347 shader is automatically executed at per sample frequency.
3348
3349 TGSI_SEMANTIC_SAMPLEMASK
3350 """"""""""""""""""""""""
3351
3352 For fragment shaders, this semantic label can be applied to either a
3353 shader system value input or output.
3354
3355 For a system value, the sample mask indicates the set of samples covered by
3356 the current primitive. If MSAA is not enabled, the value is (1, 0, 0, 0).
3357
3358 For an output, the sample mask is used to disable further sample processing.
3359
3360 For both, the register type is uint[4] but only the X component is used
3361 (i.e. gl_SampleMask[0]). Each bit corresponds to one sample position (up
3362 to 32x MSAA is supported).
3363
3364 TGSI_SEMANTIC_INVOCATIONID
3365 """"""""""""""""""""""""""
3366
3367 For geometry shaders, this semantic label indicates that a system value
3368 contains the current invocation id (i.e. gl_InvocationID).
3369 This is an integer value, and only the X component is used.
3370
3371 TGSI_SEMANTIC_INSTANCEID
3372 """"""""""""""""""""""""
3373
3374 For vertex shaders, this semantic label indicates that a system value contains
3375 the current instance id (i.e. gl_InstanceID). It does not include the base
3376 instance. This is an integer value, and only the X component is used.
3377
3378 TGSI_SEMANTIC_VERTEXID
3379 """"""""""""""""""""""
3380
3381 For vertex shaders, this semantic label indicates that a system value contains
3382 the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the
3383 base vertex. This is an integer value, and only the X component is used.
3384
3385 TGSI_SEMANTIC_VERTEXID_NOBASE
3386 """""""""""""""""""""""""""""""
3387
3388 For vertex shaders, this semantic label indicates that a system value contains
3389 the current vertex id without including the base vertex (this corresponds to
3390 d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX
3391 == TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component
3392 is used.
3393
3394 TGSI_SEMANTIC_BASEVERTEX
3395 """"""""""""""""""""""""
3396
3397 For vertex shaders, this semantic label indicates that a system value contains
3398 the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls,
3399 this contains the first (or start) value instead.
3400 This is an integer value, and only the X component is used.
3401
3402 TGSI_SEMANTIC_PRIMID
3403 """"""""""""""""""""
3404
3405 For geometry and fragment shaders, this semantic label indicates the value
3406 contains the primitive id (i.e. gl_PrimitiveID). This is an integer value,
3407 and only the X component is used.
3408 FIXME: This right now can be either a ordinary input or a system value...
3409
3410
3411 TGSI_SEMANTIC_PATCH
3412 """""""""""""""""""
3413
3414 For tessellation evaluation/control shaders, this semantic label indicates a
3415 generic per-patch attribute. Such semantics will not implicitly be per-vertex
3416 arrays.
3417
3418 TGSI_SEMANTIC_TESSCOORD
3419 """""""""""""""""""""""
3420
3421 For tessellation evaluation shaders, this semantic label indicates the
3422 coordinates of the vertex being processed. This is available in XYZ; W is
3423 undefined.
3424
3425 TGSI_SEMANTIC_TESSOUTER
3426 """""""""""""""""""""""
3427
3428 For tessellation evaluation/control shaders, this semantic label indicates the
3429 outer tessellation levels of the patch. Isoline tessellation will only have XY
3430 defined, triangle will have XYZ and quads will have XYZW defined. This
3431 corresponds to gl_TessLevelOuter.
3432
3433 TGSI_SEMANTIC_TESSINNER
3434 """""""""""""""""""""""
3435
3436 For tessellation evaluation/control shaders, this semantic label indicates the
3437 inner tessellation levels of the patch. The X value is only defined for
3438 triangle tessellation, while quads will have XY defined. This is entirely
3439 undefined for isoline tessellation.
3440
3441 TGSI_SEMANTIC_VERTICESIN
3442 """"""""""""""""""""""""
3443
3444 For tessellation evaluation/control shaders, this semantic label indicates the
3445 number of vertices provided in the input patch. Only the X value is defined.
3446
3447 TGSI_SEMANTIC_HELPER_INVOCATION
3448 """""""""""""""""""""""""""""""
3449
3450 For fragment shaders, this semantic indicates whether the current
3451 invocation is covered or not. Helper invocations are created in order
3452 to properly compute derivatives, however it may be desirable to skip
3453 some of the logic in those cases. See ``gl_HelperInvocation`` documentation.
3454
3455 TGSI_SEMANTIC_BASEINSTANCE
3456 """"""""""""""""""""""""""
3457
3458 For vertex shaders, the base instance argument supplied for this
3459 draw. This is an integer value, and only the X component is used.
3460
3461 TGSI_SEMANTIC_DRAWID
3462 """"""""""""""""""""
3463
3464 For vertex shaders, the zero-based index of the current draw in a
3465 ``glMultiDraw*`` invocation. This is an integer value, and only the X
3466 component is used.
3467
3468
3469 TGSI_SEMANTIC_WORK_DIM
3470 """"""""""""""""""""""
3471
3472 For compute shaders started via opencl this retrieves the work_dim
3473 parameter to the clEnqueueNDRangeKernel call with which the shader
3474 was started.
3475
3476
3477 TGSI_SEMANTIC_GRID_SIZE
3478 """""""""""""""""""""""
3479
3480 For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
3481 of a grid of thread blocks.
3482
3483
3484 TGSI_SEMANTIC_BLOCK_ID
3485 """"""""""""""""""""""
3486
3487 For compute shaders, this semantic indicates the (x, y, z) coordinates of the
3488 current block inside of the grid.
3489
3490
3491 TGSI_SEMANTIC_BLOCK_SIZE
3492 """"""""""""""""""""""""
3493
3494 For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
3495 of a block in threads.
3496
3497
3498 TGSI_SEMANTIC_THREAD_ID
3499 """""""""""""""""""""""
3500
3501 For compute shaders, this semantic indicates the (x, y, z) coordinates of the
3502 current thread inside of the block.
3503
3504
3505 TGSI_SEMANTIC_SUBGROUP_SIZE
3506 """""""""""""""""""""""""""
3507
3508 This semantic indicates the subgroup size for the current invocation. This is
3509 an integer of at most 64, as it indicates the width of lanemasks. It does not
3510 depend on the number of invocations that are active.
3511
3512
3513 TGSI_SEMANTIC_SUBGROUP_INVOCATION
3514 """""""""""""""""""""""""""""""""
3515
3516 The index of the current invocation within its subgroup.
3517
3518
3519 TGSI_SEMANTIC_SUBGROUP_EQ_MASK
3520 """"""""""""""""""""""""""""""
3521
3522 A bit mask of ``bit index == TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3523 ``1 << subgroup_invocation`` in arbitrary precision arithmetic.
3524
3525
3526 TGSI_SEMANTIC_SUBGROUP_GE_MASK
3527 """"""""""""""""""""""""""""""
3528
3529 A bit mask of ``bit index >= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3530 ``((1 << (subgroup_size - subgroup_invocation)) - 1) << subgroup_invocation``
3531 in arbitrary precision arithmetic.
3532
3533
3534 TGSI_SEMANTIC_SUBGROUP_GT_MASK
3535 """"""""""""""""""""""""""""""
3536
3537 A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3538 ``((1 << (subgroup_size - subgroup_invocation - 1)) - 1) << (subgroup_invocation + 1)``
3539 in arbitrary precision arithmetic.
3540
3541
3542 TGSI_SEMANTIC_SUBGROUP_LE_MASK
3543 """"""""""""""""""""""""""""""
3544
3545 A bit mask of ``bit index <= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3546 ``(1 << (subgroup_invocation + 1)) - 1`` in arbitrary precision arithmetic.
3547
3548
3549 TGSI_SEMANTIC_SUBGROUP_LT_MASK
3550 """"""""""""""""""""""""""""""
3551
3552 A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
3553 ``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic.
3554
3555
3556 Declaration Interpolate
3557 ^^^^^^^^^^^^^^^^^^^^^^^
3558
3559 This token is only valid for fragment shader INPUT declarations.
3560
3561 The Interpolate field specifes the way input is being interpolated by
3562 the rasteriser and is one of TGSI_INTERPOLATE_*.
3563
3564 The Location field specifies the location inside the pixel that the
3565 interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that
3566 when per-sample shading is enabled, the implementation may choose to
3567 interpolate at the sample irrespective of the Location field.
3568
3569 The CylindricalWrap bitfield specifies which register components
3570 should be subject to cylindrical wrapping when interpolating by the
3571 rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component
3572 should be interpolated according to cylindrical wrapping rules.
3573
3574
3575 Declaration Sampler View
3576 ^^^^^^^^^^^^^^^^^^^^^^^^
3577
3578 Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.
3579
3580 DCL SVIEW[#], resource, type(s)
3581
3582 Declares a shader input sampler view and assigns it to a SVIEW[#]
3583 register.
3584
3585 resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray.
3586
3587 type must be 1 or 4 entries (if specifying on a per-component
3588 level) out of UNORM, SNORM, SINT, UINT and FLOAT.
3589
3590 For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
3591 which take an explicit SVIEW[#] source register), there may be optionally
3592 SVIEW[#] declarations. In this case, the SVIEW index is implied by the
3593 SAMP index, and there must be a corresponding SVIEW[#] declaration for
3594 each SAMP[#] declaration. Drivers are free to ignore this if they wish.
3595 But note in particular that some drivers need to know the sampler type
3596 (float/int/unsigned) in order to generate the correct code, so cases
3597 where integer textures are sampled, SVIEW[#] declarations should be
3598 used.
3599
3600 NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
3601 in the same shader.
3602
3603 Declaration Resource
3604 ^^^^^^^^^^^^^^^^^^^^
3605
3606 Follows Declaration token if file is TGSI_FILE_RESOURCE.
3607
3608 DCL RES[#], resource [, WR] [, RAW]
3609
3610 Declares a shader input resource and assigns it to a RES[#]
3611 register.
3612
3613 resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and
3614 2DArray.
3615
3616 If the RAW keyword is not specified, the texture data will be
3617 subject to conversion, swizzling and scaling as required to yield
3618 the specified data type from the physical data format of the bound
3619 resource.
3620
3621 If the RAW keyword is specified, no channel conversion will be
3622 performed: the values read for each of the channels (X,Y,Z,W) will
3623 correspond to consecutive words in the same order and format
3624 they're found in memory. No element-to-address conversion will be
3625 performed either: the value of the provided X coordinate will be
3626 interpreted in byte units instead of texel units. The result of
3627 accessing a misaligned address is undefined.
3628
3629 Usage of the STORE opcode is only allowed if the WR (writable) flag
3630 is set.
3631
3632
3633 Properties
3634 ^^^^^^^^^^^^^^^^^^^^^^^^
3635
3636 Properties are general directives that apply to the whole TGSI program.
3637
3638 FS_COORD_ORIGIN
3639 """""""""""""""
3640
3641 Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
3642 The default value is UPPER_LEFT.
3643
3644 If UPPER_LEFT, the position will be (0,0) at the upper left corner and
3645 increase downward and rightward.
3646 If LOWER_LEFT, the position will be (0,0) at the lower left corner and
3647 increase upward and rightward.
3648
3649 OpenGL defaults to LOWER_LEFT, and is configurable with the
3650 GL_ARB_fragment_coord_conventions extension.
3651
3652 DirectX 9/10 use UPPER_LEFT.
3653
3654 FS_COORD_PIXEL_CENTER
3655 """""""""""""""""""""
3656
3657 Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
3658 The default value is HALF_INTEGER.
3659
3660 If HALF_INTEGER, the fractionary part of the position will be 0.5
3661 If INTEGER, the fractionary part of the position will be 0.0
3662
3663 Note that this does not affect the set of fragments generated by
3664 rasterization, which is instead controlled by half_pixel_center in the
3665 rasterizer.
3666
3667 OpenGL defaults to HALF_INTEGER, and is configurable with the
3668 GL_ARB_fragment_coord_conventions extension.
3669
3670 DirectX 9 uses INTEGER.
3671 DirectX 10 uses HALF_INTEGER.
3672
3673 FS_COLOR0_WRITES_ALL_CBUFS
3674 """"""""""""""""""""""""""
3675 Specifies that writes to the fragment shader color 0 are replicated to all
3676 bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
3677 fragData is directed to a single color buffer, but fragColor is broadcast.
3678
3679 VS_PROHIBIT_UCPS
3680 """"""""""""""""""""""""""
3681 If this property is set on the program bound to the shader stage before the
3682 fragment shader, user clip planes should have no effect (be disabled) even if
3683 that shader does not write to any clip distance outputs and the rasterizer's
3684 clip_plane_enable is non-zero.
3685 This property is only supported by drivers that also support shader clip
3686 distance outputs.
3687 This is useful for APIs that don't have UCPs and where clip distances written
3688 by a shader cannot be disabled.
3689
3690 GS_INVOCATIONS
3691 """"""""""""""
3692
3693 Specifies the number of times a geometry shader should be executed for each
3694 input primitive. Each invocation will have a different
3695 TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to
3696 be 1.
3697
3698 VS_WINDOW_SPACE_POSITION
3699 """"""""""""""""""""""""""
3700 If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output
3701 is assumed to contain window space coordinates.
3702 Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is
3703 directly taken from the 4-th component of the shader output.
3704 Naturally, clipping is not performed on window coordinates either.
3705 The effect of this property is undefined if a geometry or tessellation shader
3706 are in use.
3707
3708 TCS_VERTICES_OUT
3709 """"""""""""""""
3710
3711 The number of vertices written by the tessellation control shader. This
3712 effectively defines the patch input size of the tessellation evaluation shader
3713 as well.
3714
3715 TES_PRIM_MODE
3716 """""""""""""
3717
3718 This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``,
3719 ``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no
3720 separate isolines settings, the regular lines is assumed to mean isolines.)
3721
3722 TES_SPACING
3723 """""""""""
3724
3725 This sets the spacing mode of the tessellation generator, one of
3726 ``PIPE_TESS_SPACING_*``.
3727
3728 TES_VERTEX_ORDER_CW
3729 """""""""""""""""""
3730
3731 This sets the vertex order to be clockwise if the value is 1, or
3732 counter-clockwise if set to 0.
3733
3734 TES_POINT_MODE
3735 """"""""""""""
3736
3737 If set to a non-zero value, this turns on point mode for the tessellator,
3738 which means that points will be generated instead of primitives.
3739
3740 NUM_CLIPDIST_ENABLED
3741 """"""""""""""""""""
3742
3743 How many clip distance scalar outputs are enabled.
3744
3745 NUM_CULLDIST_ENABLED
3746 """"""""""""""""""""
3747
3748 How many cull distance scalar outputs are enabled.
3749
3750 FS_EARLY_DEPTH_STENCIL
3751 """"""""""""""""""""""
3752
3753 Whether depth test, stencil test, and occlusion query should run before
3754 the fragment shader (regardless of fragment shader side effects). Corresponds
3755 to GLSL early_fragment_tests.
3756
3757 NEXT_SHADER
3758 """""""""""
3759
3760 Which shader stage will MOST LIKELY follow after this shader when the shader
3761 is bound. This is only a hint to the driver and doesn't have to be precise.
3762 Only set for VS and TES.
3763
3764 CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
3765 """""""""""""""""""""""""""""""""""""
3766
3767 Threads per block in each dimension, if known at compile time. If the block size
3768 is known all three should be at least 1. If it is unknown they should all be set
3769 to 0 or not set.
3770
3771 MUL_ZERO_WINS
3772 """""""""""""
3773
3774 The MUL TGSI operation (FP32 multiplication) will return 0 if either
3775 of the operands are equal to 0. That means that 0 * Inf = 0. This
3776 should be set the same way for an entire pipeline. Note that this
3777 applies not only to the literal MUL TGSI opcode, but all FP32
3778 multiplications implied by other operations, such as MAD, FMA, DP2,
3779 DP3, DP4, DPH, DST, LOG, LRP, XPD, and possibly others. If there is a
3780 mismatch between shaders, then it is unspecified whether this behavior
3781 will be enabled.
3782
3783 FS_POST_DEPTH_COVERAGE
3784 """"""""""""""""""""""
3785
3786 When enabled, the input for TGSI_SEMANTIC_SAMPLEMASK will exclude samples
3787 that have failed the depth/stencil tests. This is only valid when
3788 FS_EARLY_DEPTH_STENCIL is also specified.
3789
3790
3791 Texture Sampling and Texture Formats
3792 ------------------------------------
3793
3794 This table shows how texture image components are returned as (x,y,z,w) tuples
3795 by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
3796 :opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
3797 well.
3798
3799 +--------------------+--------------+--------------------+--------------+
3800 | Texture Components | Gallium | OpenGL | Direct3D 9 |
3801 +====================+==============+====================+==============+
3802 | R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
3803 +--------------------+--------------+--------------------+--------------+
3804 | RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
3805 +--------------------+--------------+--------------------+--------------+
3806 | RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
3807 +--------------------+--------------+--------------------+--------------+
3808 | RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) |
3809 +--------------------+--------------+--------------------+--------------+
3810 | A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) |
3811 +--------------------+--------------+--------------------+--------------+
3812 | L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) |
3813 +--------------------+--------------+--------------------+--------------+
3814 | LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) |
3815 +--------------------+--------------+--------------------+--------------+
3816 | I | (i, i, i, i) | (i, i, i, i) | N/A |
3817 +--------------------+--------------+--------------------+--------------+
3818 | UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) |
3819 | | | [#envmap-bumpmap]_ | |
3820 +--------------------+--------------+--------------------+--------------+
3821 | Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) |
3822 | | | [#depth-tex-mode]_ | |
3823 +--------------------+--------------+--------------------+--------------+
3824 | S | (s, s, s, s) | unknown | unknown |
3825 +--------------------+--------------+--------------------+--------------+
3826
3827 .. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
3828 .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
3829 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.