1TGSI 2==== 3 4TGSI, Tungsten Graphics Shader Infrastructure, is an intermediate language 5for describing shaders. Since Gallium is inherently shaderful, shaders are 6an important part of the API. TGSI is the only intermediate representation 7used by all drivers. 8 9Basics 10------ 11 12All TGSI instructions, known as *opcodes*, operate on arbitrary-precision 13floating-point four-component vectors. An opcode may have up to one 14destination register, known as *dst*, and between zero and three source 15registers, called *src0* through *src2*, or simply *src* if there is only 16one. 17 18Some instructions, like :opcode:`I2F`, permit re-interpretation of vector 19components as integers. Other instructions permit using registers as 20two-component vectors with double precision; see :ref:`doubleopcodes`. 21 22When an instruction has a scalar result, the result is usually copied into 23each 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 26Modifiers 27^^^^^^^^^^^^^^^ 28 29TGSI supports modifiers on inputs (as well as saturate and precise modifier 30on instructions). 31 32For arithmetic instruction having a precise modifier certain optimizations 33which may alter the result are disallowed. Example: *add(mul(a,b),c)* can't be 34optimized to TGSI_OPCODE_MAD, because some hardware only supports the fused 35MAD instruction. 36 37For inputs which have a floating point type, both absolute value and 38negation modifiers are supported (with absolute value being applied 39first). The only source of TGSI_OPCODE_MOV and the second and third 40sources of TGSI_OPCODE_UCMP are considered to have float type for 41applying modifiers. 42 43For inputs which have signed or unsigned type only the negate modifier is 44supported. 45 46Instruction Set 47--------------- 48 49Core ISA 50^^^^^^^^^^^^^^^^^^^^^^^^^ 51 52These opcodes are guaranteed to be available regardless of the driver being 53used. 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 93This instruction replicates its result. 94 95.. math:: 96 97 dst = \frac{1}{src.x} 98 99 100.. opcode:: RSQ - Reciprocal Square Root 101 102This 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 111This 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 166This 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 175This 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 246Perform a * b + c. The implementation is free to decide whether there is an 247intermediate 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 275Perform 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:: FRC - Fraction 289 290.. math:: 291 292 dst.x = src.x - \lfloor src.x\rfloor 293 294 dst.y = src.y - \lfloor src.y\rfloor 295 296 dst.z = src.z - \lfloor src.z\rfloor 297 298 dst.w = src.w - \lfloor src.w\rfloor 299 300 301.. opcode:: FLR - Floor 302 303.. math:: 304 305 dst.x = \lfloor src.x\rfloor 306 307 dst.y = \lfloor src.y\rfloor 308 309 dst.z = \lfloor src.z\rfloor 310 311 dst.w = \lfloor src.w\rfloor 312 313 314.. opcode:: ROUND - Round 315 316.. math:: 317 318 dst.x = round(src.x) 319 320 dst.y = round(src.y) 321 322 dst.z = round(src.z) 323 324 dst.w = round(src.w) 325 326 327.. opcode:: EX2 - Exponential Base 2 328 329This instruction replicates its result. 330 331.. math:: 332 333 dst = 2^{src.x} 334 335 336.. opcode:: LG2 - Logarithm Base 2 337 338This instruction replicates its result. 339 340.. math:: 341 342 dst = \log_2{src.x} 343 344 345.. opcode:: POW - Power 346 347This instruction replicates its result. 348 349.. math:: 350 351 dst = src0.x^{src1.x} 352 353 354.. opcode:: LDEXP - Multiply Number by Integral Power of 2 355 356src1 is an integer. 357 358.. math:: 359 360 dst.x = src0.x * 2^{src1.x} 361 dst.y = src0.y * 2^{src1.y} 362 dst.z = src0.z * 2^{src1.z} 363 dst.w = src0.w * 2^{src1.w} 364 365 366.. opcode:: COS - Cosine 367 368This instruction replicates its result. 369 370.. math:: 371 372 dst = \cos{src.x} 373 374 375.. opcode:: DDX, DDX_FINE - Derivative Relative To X 376 377The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is 378advertised. When it is, the fine version guarantees one derivative per row 379while DDX is allowed to be the same for the entire 2x2 quad. 380 381.. math:: 382 383 dst.x = partialx(src.x) 384 385 dst.y = partialx(src.y) 386 387 dst.z = partialx(src.z) 388 389 dst.w = partialx(src.w) 390 391 392.. opcode:: DDY, DDY_FINE - Derivative Relative To Y 393 394The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is 395advertised. When it is, the fine version guarantees one derivative per column 396while DDY is allowed to be the same for the entire 2x2 quad. 397 398.. math:: 399 400 dst.x = partialy(src.x) 401 402 dst.y = partialy(src.y) 403 404 dst.z = partialy(src.z) 405 406 dst.w = partialy(src.w) 407 408 409.. opcode:: PK2H - Pack Two 16-bit Floats 410 411This instruction replicates its result. 412 413.. math:: 414 415 dst = f32\_to\_f16(src.x) | f32\_to\_f16(src.y) << 16 416 417 418.. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars 419 420This instruction replicates its result. 421 422.. math:: 423 424 dst = f32\_to\_unorm16(src.x) | f32\_to\_unorm16(src.y) << 16 425 426 427.. opcode:: PK4B - Pack Four Signed 8-bit Scalars 428 429This instruction replicates its result. 430 431.. math:: 432 433 dst = f32\_to\_snorm8(src.x) | 434 (f32\_to\_snorm8(src.y) << 8) | 435 (f32\_to\_snorm8(src.z) << 16) | 436 (f32\_to\_snorm8(src.w) << 24) 437 438 439.. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars 440 441This instruction replicates its result. 442 443.. math:: 444 445 dst = f32\_to\_unorm8(src.x) | 446 (f32\_to\_unorm8(src.y) << 8) | 447 (f32\_to\_unorm8(src.z) << 16) | 448 (f32\_to\_unorm8(src.w) << 24) 449 450 451.. opcode:: SEQ - Set On Equal 452 453.. math:: 454 455 dst.x = (src0.x == src1.x) ? 1.0F : 0.0F 456 457 dst.y = (src0.y == src1.y) ? 1.0F : 0.0F 458 459 dst.z = (src0.z == src1.z) ? 1.0F : 0.0F 460 461 dst.w = (src0.w == src1.w) ? 1.0F : 0.0F 462 463 464.. opcode:: SGT - Set On Greater Than 465 466.. math:: 467 468 dst.x = (src0.x > src1.x) ? 1.0F : 0.0F 469 470 dst.y = (src0.y > src1.y) ? 1.0F : 0.0F 471 472 dst.z = (src0.z > src1.z) ? 1.0F : 0.0F 473 474 dst.w = (src0.w > src1.w) ? 1.0F : 0.0F 475 476 477.. opcode:: SIN - Sine 478 479This instruction replicates its result. 480 481.. math:: 482 483 dst = \sin{src.x} 484 485 486.. opcode:: SLE - Set On Less Equal Than 487 488.. math:: 489 490 dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F 491 492 dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F 493 494 dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F 495 496 dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F 497 498 499.. opcode:: SNE - Set On Not Equal 500 501.. math:: 502 503 dst.x = (src0.x != src1.x) ? 1.0F : 0.0F 504 505 dst.y = (src0.y != src1.y) ? 1.0F : 0.0F 506 507 dst.z = (src0.z != src1.z) ? 1.0F : 0.0F 508 509 dst.w = (src0.w != src1.w) ? 1.0F : 0.0F 510 511 512.. opcode:: TEX - Texture Lookup 513 514 for array textures src0.y contains the slice for 1D, 515 and src0.z contain the slice for 2D. 516 517 for shadow textures with no arrays (and not cube map), 518 src0.z contains the reference value. 519 520 for shadow textures with arrays, src0.z contains 521 the reference value for 1D arrays, and src0.w contains 522 the reference value for 2D arrays and cube maps. 523 524 for cube map array shadow textures, the reference value 525 cannot be passed in src0.w, and TEX2 must be used instead. 526 527.. math:: 528 529 coord = src0 530 531 shadow_ref = src0.z or src0.w (optional) 532 533 unit = src1 534 535 dst = texture\_sample(unit, coord, shadow_ref) 536 537 538.. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only) 539 540 this is the same as TEX, but uses another reg to encode the 541 reference value. 542 543.. math:: 544 545 coord = src0 546 547 shadow_ref = src1.x 548 549 unit = src2 550 551 dst = texture\_sample(unit, coord, shadow_ref) 552 553 554 555 556.. opcode:: TXD - Texture Lookup with Derivatives 557 558.. math:: 559 560 coord = src0 561 562 ddx = src1 563 564 ddy = src2 565 566 unit = src3 567 568 dst = texture\_sample\_deriv(unit, coord, ddx, ddy) 569 570 571.. opcode:: TXP - Projective Texture Lookup 572 573.. math:: 574 575 coord.x = src0.x / src0.w 576 577 coord.y = src0.y / src0.w 578 579 coord.z = src0.z / src0.w 580 581 coord.w = src0.w 582 583 unit = src1 584 585 dst = texture\_sample(unit, coord) 586 587 588.. opcode:: UP2H - Unpack Two 16-Bit Floats 589 590.. math:: 591 592 dst.x = f16\_to\_f32(src0.x \& 0xffff) 593 594 dst.y = f16\_to\_f32(src0.x >> 16) 595 596 dst.z = f16\_to\_f32(src0.x \& 0xffff) 597 598 dst.w = f16\_to\_f32(src0.x >> 16) 599 600.. note:: 601 602 Considered for removal. 603 604.. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars 605 606 TBD 607 608.. note:: 609 610 Considered for removal. 611 612.. opcode:: UP4B - Unpack Four Signed 8-Bit Values 613 614 TBD 615 616.. note:: 617 618 Considered for removal. 619 620.. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars 621 622 TBD 623 624.. note:: 625 626 Considered for removal. 627 628 629.. opcode:: ARR - Address Register Load With Round 630 631.. math:: 632 633 dst.x = (int) round(src.x) 634 635 dst.y = (int) round(src.y) 636 637 dst.z = (int) round(src.z) 638 639 dst.w = (int) round(src.w) 640 641 642.. opcode:: SSG - Set Sign 643 644.. math:: 645 646 dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0 647 648 dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0 649 650 dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0 651 652 dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0 653 654 655.. opcode:: CMP - Compare 656 657.. math:: 658 659 dst.x = (src0.x < 0) ? src1.x : src2.x 660 661 dst.y = (src0.y < 0) ? src1.y : src2.y 662 663 dst.z = (src0.z < 0) ? src1.z : src2.z 664 665 dst.w = (src0.w < 0) ? src1.w : src2.w 666 667 668.. opcode:: KILL_IF - Conditional Discard 669 670 Conditional discard. Allowed in fragment shaders only. 671 672.. math:: 673 674 if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0) 675 discard 676 endif 677 678 679.. opcode:: KILL - Discard 680 681 Unconditional discard. Allowed in fragment shaders only. 682 683 684.. opcode:: TXB - Texture Lookup With Bias 685 686 for cube map array textures and shadow cube maps, the bias value 687 cannot be passed in src0.w, and TXB2 must be used instead. 688 689 if the target is a shadow texture, the reference value is always 690 in src.z (this prevents shadow 3d and shadow 2d arrays from 691 using this instruction, but this is not needed). 692 693.. math:: 694 695 coord.x = src0.x 696 697 coord.y = src0.y 698 699 coord.z = src0.z 700 701 coord.w = none 702 703 bias = src0.w 704 705 unit = src1 706 707 dst = texture\_sample(unit, coord, bias) 708 709 710.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only) 711 712 this is the same as TXB, but uses another reg to encode the 713 lod bias value for cube map arrays and shadow cube maps. 714 Presumably shadow 2d arrays and shadow 3d targets could use 715 this encoding too, but this is not legal. 716 717 shadow cube map arrays are neither possible nor required. 718 719.. math:: 720 721 coord = src0 722 723 bias = src1.x 724 725 unit = src2 726 727 dst = texture\_sample(unit, coord, bias) 728 729 730.. opcode:: DIV - Divide 731 732.. math:: 733 734 dst.x = \frac{src0.x}{src1.x} 735 736 dst.y = \frac{src0.y}{src1.y} 737 738 dst.z = \frac{src0.z}{src1.z} 739 740 dst.w = \frac{src0.w}{src1.w} 741 742 743.. opcode:: DP2 - 2-component Dot Product 744 745This instruction replicates its result. 746 747.. math:: 748 749 dst = src0.x \times src1.x + src0.y \times src1.y 750 751 752.. opcode:: TEX_LZ - Texture Lookup With LOD = 0 753 754 This is the same as TXL with LOD = 0. Like every texture opcode, it obeys 755 pipe_sampler_view::u.tex.first_level and pipe_sampler_state::min_lod. 756 There is no way to override those two in shaders. 757 758.. math:: 759 760 coord.x = src0.x 761 762 coord.y = src0.y 763 764 coord.z = src0.z 765 766 coord.w = none 767 768 lod = 0 769 770 unit = src1 771 772 dst = texture\_sample(unit, coord, lod) 773 774 775.. opcode:: TXL - Texture Lookup With explicit LOD 776 777 for cube map array textures, the explicit lod value 778 cannot be passed in src0.w, and TXL2 must be used instead. 779 780 if the target is a shadow texture, the reference value is always 781 in src.z (this prevents shadow 3d / 2d array / cube targets from 782 using this instruction, but this is not needed). 783 784.. math:: 785 786 coord.x = src0.x 787 788 coord.y = src0.y 789 790 coord.z = src0.z 791 792 coord.w = none 793 794 lod = src0.w 795 796 unit = src1 797 798 dst = texture\_sample(unit, coord, lod) 799 800 801.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only) 802 803 this is the same as TXL, but uses another reg to encode the 804 explicit lod value. 805 Presumably shadow 3d / 2d array / cube targets could use 806 this encoding too, but this is not legal. 807 808 shadow cube map arrays are neither possible nor required. 809 810.. math:: 811 812 coord = src0 813 814 lod = src1.x 815 816 unit = src2 817 818 dst = texture\_sample(unit, coord, lod) 819 820 821Compute ISA 822^^^^^^^^^^^^^^^^^^^^^^^^ 823 824These opcodes are primarily provided for special-use computational shaders. 825Support for these opcodes indicated by a special pipe capability bit (TBD). 826 827XXX doesn't look like most of the opcodes really belong here. 828 829.. opcode:: CEIL - Ceiling 830 831.. math:: 832 833 dst.x = \lceil src.x\rceil 834 835 dst.y = \lceil src.y\rceil 836 837 dst.z = \lceil src.z\rceil 838 839 dst.w = \lceil src.w\rceil 840 841 842.. opcode:: TRUNC - Truncate 843 844.. math:: 845 846 dst.x = trunc(src.x) 847 848 dst.y = trunc(src.y) 849 850 dst.z = trunc(src.z) 851 852 dst.w = trunc(src.w) 853 854 855.. opcode:: MOD - Modulus 856 857.. math:: 858 859 dst.x = src0.x \bmod src1.x 860 861 dst.y = src0.y \bmod src1.y 862 863 dst.z = src0.z \bmod src1.z 864 865 dst.w = src0.w \bmod src1.w 866 867 868.. opcode:: UARL - Integer Address Register Load 869 870 Moves the contents of the source register, assumed to be an integer, into the 871 destination register, which is assumed to be an address (ADDR) register. 872 873 874.. opcode:: TXF - Texel Fetch 875 876 As per NV_gpu_shader4, extract a single texel from a specified texture 877 image or PIPE_BUFFER resource. The source sampler may not be a CUBE or 878 SHADOW. src 0 is a 879 four-component signed integer vector used to identify the single texel 880 accessed. 3 components + level. If the texture is multisampled, then 881 the fourth component indicates the sample, not the mipmap level. 882 Just like texture instructions, an optional 883 offset vector is provided, which is subject to various driver restrictions 884 (regarding range, source of offsets). This instruction ignores the sampler 885 state. 886 887 TXF(uint_vec coord, int_vec offset). 888 889 890.. opcode:: TXQ - Texture Size Query 891 892 As per NV_gpu_program4, retrieve the dimensions of the texture depending on 893 the target. For 1D (width), 2D/RECT/CUBE (width, height), 3D (width, height, 894 depth), 1D array (width, layers), 2D array (width, height, layers). 895 Also return the number of accessible levels (last_level - first_level + 1) 896 in W. 897 898 For components which don't return a resource dimension, their value 899 is undefined. 900 901.. math:: 902 903 lod = src0.x 904 905 dst.x = texture\_width(unit, lod) 906 907 dst.y = texture\_height(unit, lod) 908 909 dst.z = texture\_depth(unit, lod) 910 911 dst.w = texture\_levels(unit) 912 913 914.. opcode:: TXQS - Texture Samples Query 915 916 This retrieves the number of samples in the texture, and stores it 917 into the x component as an unsigned integer. The other components are 918 undefined. If the texture is not multisampled, this function returns 919 (1, undef, undef, undef). 920 921.. math:: 922 923 dst.x = texture\_samples(unit) 924 925 926.. opcode:: TG4 - Texture Gather 927 928 As per ARB_texture_gather, gathers the four texels to be used in a bi-linear 929 filtering operation and packs them into a single register. Only works with 930 2D, 2D array, cubemaps, and cubemaps arrays. For 2D textures, only the 931 addressing modes of the sampler and the top level of any mip pyramid are 932 used. Set W to zero. It behaves like the TEX instruction, but a filtered 933 sample is not generated. The four samples that contribute to filtering are 934 placed into xyzw in clockwise order, starting with the (u,v) texture 935 coordinate delta at the following locations (-, +), (+, +), (+, -), (-, -), 936 where the magnitude of the deltas are half a texel. 937 938 PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample 939 depth compares, single component selection, and a non-constant offset. It 940 doesn't allow support for the GL independent offset to get i0,j0. This would 941 require another CAP is hw can do it natively. For now we lower that before 942 TGSI. 943 944.. math:: 945 946 coord = src0 947 948 component = src1 949 950 dst = texture\_gather4 (unit, coord, component) 951 952(with SM5 - cube array shadow) 953 954.. math:: 955 956 coord = src0 957 958 compare = src1 959 960 dst = texture\_gather (uint, coord, compare) 961 962.. opcode:: LODQ - level of detail query 963 964 Compute the LOD information that the texture pipe would use to access the 965 texture. The Y component contains the computed LOD lambda_prime. The X 966 component contains the LOD that will be accessed, based on min/max lod's 967 and mipmap filters. 968 969.. math:: 970 971 coord = src0 972 973 dst.xy = lodq(uint, coord); 974 975.. opcode:: CLOCK - retrieve the current shader time 976 977 Invoking this instruction multiple times in the same shader should 978 cause monotonically increasing values to be returned. The values 979 are implicitly 64-bit, so if fewer than 64 bits of precision are 980 available, to provide expected wraparound semantics, the value 981 should be shifted up so that the most significant bit of the time 982 is the most significant bit of the 64-bit value. 983 984.. math:: 985 986 dst.xy = clock() 987 988 989Integer ISA 990^^^^^^^^^^^^^^^^^^^^^^^^ 991These opcodes are used for integer operations. 992Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?) 993 994 995.. opcode:: I2F - Signed Integer To Float 996 997 Rounding is unspecified (round to nearest even suggested). 998 999.. math:: 1000 1001 dst.x = (float) src.x 1002 1003 dst.y = (float) src.y 1004 1005 dst.z = (float) src.z 1006 1007 dst.w = (float) src.w 1008 1009 1010.. opcode:: U2F - Unsigned Integer To Float 1011 1012 Rounding is unspecified (round to nearest even suggested). 1013 1014.. math:: 1015 1016 dst.x = (float) src.x 1017 1018 dst.y = (float) src.y 1019 1020 dst.z = (float) src.z 1021 1022 dst.w = (float) src.w 1023 1024 1025.. opcode:: F2I - Float to Signed Integer 1026 1027 Rounding is towards zero (truncate). 1028 Values outside signed range (including NaNs) produce undefined results. 1029 1030.. math:: 1031 1032 dst.x = (int) src.x 1033 1034 dst.y = (int) src.y 1035 1036 dst.z = (int) src.z 1037 1038 dst.w = (int) src.w 1039 1040 1041.. opcode:: F2U - Float to Unsigned Integer 1042 1043 Rounding is towards zero (truncate). 1044 Values outside unsigned range (including NaNs) produce undefined results. 1045 1046.. math:: 1047 1048 dst.x = (unsigned) src.x 1049 1050 dst.y = (unsigned) src.y 1051 1052 dst.z = (unsigned) src.z 1053 1054 dst.w = (unsigned) src.w 1055 1056 1057.. opcode:: UADD - Integer Add 1058 1059 This instruction works the same for signed and unsigned integers. 1060 The low 32bit of the result is returned. 1061 1062.. math:: 1063 1064 dst.x = src0.x + src1.x 1065 1066 dst.y = src0.y + src1.y 1067 1068 dst.z = src0.z + src1.z 1069 1070 dst.w = src0.w + src1.w 1071 1072 1073.. opcode:: UMAD - Integer Multiply And Add 1074 1075 This instruction works the same for signed and unsigned integers. 1076 The multiplication returns the low 32bit (as does the result itself). 1077 1078.. math:: 1079 1080 dst.x = src0.x \times src1.x + src2.x 1081 1082 dst.y = src0.y \times src1.y + src2.y 1083 1084 dst.z = src0.z \times src1.z + src2.z 1085 1086 dst.w = src0.w \times src1.w + src2.w 1087 1088 1089.. opcode:: UMUL - Integer Multiply 1090 1091 This instruction works the same for signed and unsigned integers. 1092 The low 32bit of the result is returned. 1093 1094.. math:: 1095 1096 dst.x = src0.x \times src1.x 1097 1098 dst.y = src0.y \times src1.y 1099 1100 dst.z = src0.z \times src1.z 1101 1102 dst.w = src0.w \times src1.w 1103 1104 1105.. opcode:: IMUL_HI - Signed Integer Multiply High Bits 1106 1107 The high 32bits of the multiplication of 2 signed integers are returned. 1108 1109.. math:: 1110 1111 dst.x = (src0.x \times src1.x) >> 32 1112 1113 dst.y = (src0.y \times src1.y) >> 32 1114 1115 dst.z = (src0.z \times src1.z) >> 32 1116 1117 dst.w = (src0.w \times src1.w) >> 32 1118 1119 1120.. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits 1121 1122 The high 32bits of the multiplication of 2 unsigned integers are returned. 1123 1124.. math:: 1125 1126 dst.x = (src0.x \times src1.x) >> 32 1127 1128 dst.y = (src0.y \times src1.y) >> 32 1129 1130 dst.z = (src0.z \times src1.z) >> 32 1131 1132 dst.w = (src0.w \times src1.w) >> 32 1133 1134 1135.. opcode:: IDIV - Signed Integer Division 1136 1137 TBD: behavior for division by zero. 1138 1139.. math:: 1140 1141 dst.x = \frac{src0.x}{src1.x} 1142 1143 dst.y = \frac{src0.y}{src1.y} 1144 1145 dst.z = \frac{src0.z}{src1.z} 1146 1147 dst.w = \frac{src0.w}{src1.w} 1148 1149 1150.. opcode:: UDIV - Unsigned Integer Division 1151 1152 For division by zero, 0xffffffff is returned. 1153 1154.. math:: 1155 1156 dst.x = \frac{src0.x}{src1.x} 1157 1158 dst.y = \frac{src0.y}{src1.y} 1159 1160 dst.z = \frac{src0.z}{src1.z} 1161 1162 dst.w = \frac{src0.w}{src1.w} 1163 1164 1165.. opcode:: UMOD - Unsigned Integer Remainder 1166 1167 If second arg is zero, 0xffffffff is returned. 1168 1169.. math:: 1170 1171 dst.x = src0.x \bmod src1.x 1172 1173 dst.y = src0.y \bmod src1.y 1174 1175 dst.z = src0.z \bmod src1.z 1176 1177 dst.w = src0.w \bmod src1.w 1178 1179 1180.. opcode:: NOT - Bitwise Not 1181 1182.. math:: 1183 1184 dst.x = \sim src.x 1185 1186 dst.y = \sim src.y 1187 1188 dst.z = \sim src.z 1189 1190 dst.w = \sim src.w 1191 1192 1193.. opcode:: AND - Bitwise And 1194 1195.. math:: 1196 1197 dst.x = src0.x \& src1.x 1198 1199 dst.y = src0.y \& src1.y 1200 1201 dst.z = src0.z \& src1.z 1202 1203 dst.w = src0.w \& src1.w 1204 1205 1206.. opcode:: OR - Bitwise Or 1207 1208.. math:: 1209 1210 dst.x = src0.x | src1.x 1211 1212 dst.y = src0.y | src1.y 1213 1214 dst.z = src0.z | src1.z 1215 1216 dst.w = src0.w | src1.w 1217 1218 1219.. opcode:: XOR - Bitwise Xor 1220 1221.. math:: 1222 1223 dst.x = src0.x \oplus src1.x 1224 1225 dst.y = src0.y \oplus src1.y 1226 1227 dst.z = src0.z \oplus src1.z 1228 1229 dst.w = src0.w \oplus src1.w 1230 1231 1232.. opcode:: IMAX - Maximum of Signed Integers 1233 1234.. math:: 1235 1236 dst.x = max(src0.x, src1.x) 1237 1238 dst.y = max(src0.y, src1.y) 1239 1240 dst.z = max(src0.z, src1.z) 1241 1242 dst.w = max(src0.w, src1.w) 1243 1244 1245.. opcode:: UMAX - Maximum of Unsigned Integers 1246 1247.. math:: 1248 1249 dst.x = max(src0.x, src1.x) 1250 1251 dst.y = max(src0.y, src1.y) 1252 1253 dst.z = max(src0.z, src1.z) 1254 1255 dst.w = max(src0.w, src1.w) 1256 1257 1258.. opcode:: IMIN - Minimum of Signed Integers 1259 1260.. math:: 1261 1262 dst.x = min(src0.x, src1.x) 1263 1264 dst.y = min(src0.y, src1.y) 1265 1266 dst.z = min(src0.z, src1.z) 1267 1268 dst.w = min(src0.w, src1.w) 1269 1270 1271.. opcode:: UMIN - Minimum of Unsigned Integers 1272 1273.. math:: 1274 1275 dst.x = min(src0.x, src1.x) 1276 1277 dst.y = min(src0.y, src1.y) 1278 1279 dst.z = min(src0.z, src1.z) 1280 1281 dst.w = min(src0.w, src1.w) 1282 1283 1284.. opcode:: SHL - Shift Left 1285 1286 The shift count is masked with 0x1f before the shift is applied. 1287 1288.. math:: 1289 1290 dst.x = src0.x << (0x1f \& src1.x) 1291 1292 dst.y = src0.y << (0x1f \& src1.y) 1293 1294 dst.z = src0.z << (0x1f \& src1.z) 1295 1296 dst.w = src0.w << (0x1f \& src1.w) 1297 1298 1299.. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer) 1300 1301 The shift count is masked with 0x1f before the shift is applied. 1302 1303.. math:: 1304 1305 dst.x = src0.x >> (0x1f \& src1.x) 1306 1307 dst.y = src0.y >> (0x1f \& src1.y) 1308 1309 dst.z = src0.z >> (0x1f \& src1.z) 1310 1311 dst.w = src0.w >> (0x1f \& src1.w) 1312 1313 1314.. opcode:: USHR - Logical Shift Right 1315 1316 The shift count is masked with 0x1f before the shift is applied. 1317 1318.. math:: 1319 1320 dst.x = src0.x >> (unsigned) (0x1f \& src1.x) 1321 1322 dst.y = src0.y >> (unsigned) (0x1f \& src1.y) 1323 1324 dst.z = src0.z >> (unsigned) (0x1f \& src1.z) 1325 1326 dst.w = src0.w >> (unsigned) (0x1f \& src1.w) 1327 1328 1329.. opcode:: UCMP - Integer Conditional Move 1330 1331.. math:: 1332 1333 dst.x = src0.x ? src1.x : src2.x 1334 1335 dst.y = src0.y ? src1.y : src2.y 1336 1337 dst.z = src0.z ? src1.z : src2.z 1338 1339 dst.w = src0.w ? src1.w : src2.w 1340 1341 1342 1343.. opcode:: ISSG - Integer Set Sign 1344 1345.. math:: 1346 1347 dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0 1348 1349 dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0 1350 1351 dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0 1352 1353 dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0 1354 1355 1356 1357.. opcode:: FSLT - Float Set On Less Than (ordered) 1358 1359 Same comparison as SLT but returns integer instead of 1.0/0.0 float 1360 1361.. math:: 1362 1363 dst.x = (src0.x < src1.x) ? \sim 0 : 0 1364 1365 dst.y = (src0.y < src1.y) ? \sim 0 : 0 1366 1367 dst.z = (src0.z < src1.z) ? \sim 0 : 0 1368 1369 dst.w = (src0.w < src1.w) ? \sim 0 : 0 1370 1371 1372.. opcode:: ISLT - Signed Integer Set On Less Than 1373 1374.. math:: 1375 1376 dst.x = (src0.x < src1.x) ? \sim 0 : 0 1377 1378 dst.y = (src0.y < src1.y) ? \sim 0 : 0 1379 1380 dst.z = (src0.z < src1.z) ? \sim 0 : 0 1381 1382 dst.w = (src0.w < src1.w) ? \sim 0 : 0 1383 1384 1385.. opcode:: USLT - Unsigned Integer Set On Less Than 1386 1387.. math:: 1388 1389 dst.x = (src0.x < src1.x) ? \sim 0 : 0 1390 1391 dst.y = (src0.y < src1.y) ? \sim 0 : 0 1392 1393 dst.z = (src0.z < src1.z) ? \sim 0 : 0 1394 1395 dst.w = (src0.w < src1.w) ? \sim 0 : 0 1396 1397 1398.. opcode:: FSGE - Float Set On Greater Equal Than (ordered) 1399 1400 Same comparison as SGE but returns integer instead of 1.0/0.0 float 1401 1402.. math:: 1403 1404 dst.x = (src0.x >= src1.x) ? \sim 0 : 0 1405 1406 dst.y = (src0.y >= src1.y) ? \sim 0 : 0 1407 1408 dst.z = (src0.z >= src1.z) ? \sim 0 : 0 1409 1410 dst.w = (src0.w >= src1.w) ? \sim 0 : 0 1411 1412 1413.. opcode:: ISGE - Signed Integer Set On Greater Equal Than 1414 1415.. math:: 1416 1417 dst.x = (src0.x >= src1.x) ? \sim 0 : 0 1418 1419 dst.y = (src0.y >= src1.y) ? \sim 0 : 0 1420 1421 dst.z = (src0.z >= src1.z) ? \sim 0 : 0 1422 1423 dst.w = (src0.w >= src1.w) ? \sim 0 : 0 1424 1425 1426.. opcode:: USGE - Unsigned Integer Set On Greater Equal Than 1427 1428.. math:: 1429 1430 dst.x = (src0.x >= src1.x) ? \sim 0 : 0 1431 1432 dst.y = (src0.y >= src1.y) ? \sim 0 : 0 1433 1434 dst.z = (src0.z >= src1.z) ? \sim 0 : 0 1435 1436 dst.w = (src0.w >= src1.w) ? \sim 0 : 0 1437 1438 1439.. opcode:: FSEQ - Float Set On Equal (ordered) 1440 1441 Same comparison as SEQ but returns integer instead of 1.0/0.0 float 1442 1443.. math:: 1444 1445 dst.x = (src0.x == src1.x) ? \sim 0 : 0 1446 1447 dst.y = (src0.y == src1.y) ? \sim 0 : 0 1448 1449 dst.z = (src0.z == src1.z) ? \sim 0 : 0 1450 1451 dst.w = (src0.w == src1.w) ? \sim 0 : 0 1452 1453 1454.. opcode:: USEQ - Integer Set On Equal 1455 1456.. math:: 1457 1458 dst.x = (src0.x == src1.x) ? \sim 0 : 0 1459 1460 dst.y = (src0.y == src1.y) ? \sim 0 : 0 1461 1462 dst.z = (src0.z == src1.z) ? \sim 0 : 0 1463 1464 dst.w = (src0.w == src1.w) ? \sim 0 : 0 1465 1466 1467.. opcode:: FSNE - Float Set On Not Equal (unordered) 1468 1469 Same comparison as SNE but returns integer instead of 1.0/0.0 float 1470 1471.. math:: 1472 1473 dst.x = (src0.x != src1.x) ? \sim 0 : 0 1474 1475 dst.y = (src0.y != src1.y) ? \sim 0 : 0 1476 1477 dst.z = (src0.z != src1.z) ? \sim 0 : 0 1478 1479 dst.w = (src0.w != src1.w) ? \sim 0 : 0 1480 1481 1482.. opcode:: USNE - Integer Set On Not Equal 1483 1484.. math:: 1485 1486 dst.x = (src0.x != src1.x) ? \sim 0 : 0 1487 1488 dst.y = (src0.y != src1.y) ? \sim 0 : 0 1489 1490 dst.z = (src0.z != src1.z) ? \sim 0 : 0 1491 1492 dst.w = (src0.w != src1.w) ? \sim 0 : 0 1493 1494 1495.. opcode:: INEG - Integer Negate 1496 1497 Two's complement. 1498 1499.. math:: 1500 1501 dst.x = -src.x 1502 1503 dst.y = -src.y 1504 1505 dst.z = -src.z 1506 1507 dst.w = -src.w 1508 1509 1510.. opcode:: IABS - Integer Absolute Value 1511 1512.. math:: 1513 1514 dst.x = |src.x| 1515 1516 dst.y = |src.y| 1517 1518 dst.z = |src.z| 1519 1520 dst.w = |src.w| 1521 1522Bitwise ISA 1523^^^^^^^^^^^ 1524These opcodes are used for bit-level manipulation of integers. 1525 1526.. opcode:: IBFE - Signed Bitfield Extract 1527 1528 Like GLSL bitfieldExtract. Extracts a set of bits from the input, and 1529 sign-extends them if the high bit of the extracted window is set. 1530 1531 Pseudocode:: 1532 1533 def ibfe(value, offset, bits): 1534 if offset < 0 or bits < 0 or offset + bits > 32: 1535 return undefined 1536 if bits == 0: return 0 1537 # Note: >> sign-extends 1538 return (value << (32 - offset - bits)) >> (32 - bits) 1539 1540.. opcode:: UBFE - Unsigned Bitfield Extract 1541 1542 Like GLSL bitfieldExtract. Extracts a set of bits from the input, without 1543 any sign-extension. 1544 1545 Pseudocode:: 1546 1547 def ubfe(value, offset, bits): 1548 if offset < 0 or bits < 0 or offset + bits > 32: 1549 return undefined 1550 if bits == 0: return 0 1551 # Note: >> does not sign-extend 1552 return (value << (32 - offset - bits)) >> (32 - bits) 1553 1554.. opcode:: BFI - Bitfield Insert 1555 1556 Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits 1557 of 'insert'. 1558 1559 Pseudocode:: 1560 1561 def bfi(base, insert, offset, bits): 1562 if offset < 0 or bits < 0 or offset + bits > 32: 1563 return undefined 1564 # << defined such that mask == ~0 when bits == 32, offset == 0 1565 mask = ((1 << bits) - 1) << offset 1566 return ((insert << offset) & mask) | (base & ~mask) 1567 1568.. opcode:: BREV - Bitfield Reverse 1569 1570 See SM5 instruction BFREV. Reverses the bits of the argument. 1571 1572.. opcode:: POPC - Population Count 1573 1574 See SM5 instruction COUNTBITS. Counts the number of set bits in the argument. 1575 1576.. opcode:: LSB - Index of lowest set bit 1577 1578 See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set 1579 bit of the argument. Returns -1 if none are set. 1580 1581.. opcode:: IMSB - Index of highest non-sign bit 1582 1583 See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest 1584 non-sign bit of the argument (i.e. highest 0 bit for negative numbers, 1585 highest 1 bit for positive numbers). Returns -1 if all bits are the same 1586 (i.e. for inputs 0 and -1). 1587 1588.. opcode:: UMSB - Index of highest set bit 1589 1590 See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest 1591 set bit of the argument. Returns -1 if none are set. 1592 1593Geometry ISA 1594^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 1595 1596These opcodes are only supported in geometry shaders; they have no meaning 1597in any other type of shader. 1598 1599.. opcode:: EMIT - Emit 1600 1601 Generate a new vertex for the current primitive into the specified vertex 1602 stream using the values in the output registers. 1603 1604 1605.. opcode:: ENDPRIM - End Primitive 1606 1607 Complete the current primitive in the specified vertex stream (consisting of 1608 the emitted vertices), and start a new one. 1609 1610 1611GLSL ISA 1612^^^^^^^^^^ 1613 1614These opcodes are part of :term:`GLSL`'s opcode set. Support for these 1615opcodes is determined by a special capability bit, ``GLSL``. 1616Some require glsl version 1.30 (UIF/SWITCH/CASE/DEFAULT/ENDSWITCH). 1617 1618.. opcode:: CAL - Subroutine Call 1619 1620 push(pc) 1621 pc = target 1622 1623 1624.. opcode:: RET - Subroutine Call Return 1625 1626 pc = pop() 1627 1628 1629.. opcode:: CONT - Continue 1630 1631 Unconditionally moves the point of execution to the instruction after the 1632 last bgnloop. The instruction must appear within a bgnloop/endloop. 1633 1634.. note:: 1635 1636 Support for CONT is determined by a special capability bit, 1637 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information. 1638 1639 1640.. opcode:: BGNLOOP - Begin a Loop 1641 1642 Start a loop. Must have a matching endloop. 1643 1644 1645.. opcode:: BGNSUB - Begin Subroutine 1646 1647 Starts definition of a subroutine. Must have a matching endsub. 1648 1649 1650.. opcode:: ENDLOOP - End a Loop 1651 1652 End a loop started with bgnloop. 1653 1654 1655.. opcode:: ENDSUB - End Subroutine 1656 1657 Ends definition of a subroutine. 1658 1659 1660.. opcode:: NOP - No Operation 1661 1662 Do nothing. 1663 1664 1665.. opcode:: BRK - Break 1666 1667 Unconditionally moves the point of execution to the instruction after the 1668 next endloop or endswitch. The instruction must appear within a loop/endloop 1669 or switch/endswitch. 1670 1671 1672.. opcode:: IF - Float If 1673 1674 Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if 1675 1676 src0.x != 0.0 1677 1678 where src0.x is interpreted as a floating point register. 1679 1680 1681.. opcode:: UIF - Bitwise If 1682 1683 Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if 1684 1685 src0.x != 0 1686 1687 where src0.x is interpreted as an integer register. 1688 1689 1690.. opcode:: ELSE - Else 1691 1692 Starts an else block, after an IF or UIF statement. 1693 1694 1695.. opcode:: ENDIF - End If 1696 1697 Ends an IF or UIF block. 1698 1699 1700.. opcode:: SWITCH - Switch 1701 1702 Starts a C-style switch expression. The switch consists of one or multiple 1703 CASE statements, and at most one DEFAULT statement. Execution of a statement 1704 ends when a BRK is hit, but just like in C falling through to other cases 1705 without a break is allowed. Similarly, DEFAULT label is allowed anywhere not 1706 just as last statement, and fallthrough is allowed into/from it. 1707 CASE src arguments are evaluated at bit level against the SWITCH src argument. 1708 1709 Example:: 1710 1711 SWITCH src[0].x 1712 CASE src[0].x 1713 (some instructions here) 1714 (optional BRK here) 1715 DEFAULT 1716 (some instructions here) 1717 (optional BRK here) 1718 CASE src[0].x 1719 (some instructions here) 1720 (optional BRK here) 1721 ENDSWITCH 1722 1723 1724.. opcode:: CASE - Switch case 1725 1726 This represents a switch case label. The src arg must be an integer immediate. 1727 1728 1729.. opcode:: DEFAULT - Switch default 1730 1731 This represents the default case in the switch, which is taken if no other 1732 case matches. 1733 1734 1735.. opcode:: ENDSWITCH - End of switch 1736 1737 Ends a switch expression. 1738 1739 1740Interpolation ISA 1741^^^^^^^^^^^^^^^^^ 1742 1743The interpolation instructions allow an input to be interpolated in a 1744different way than its declaration. This corresponds to the GLSL 4.00 1745interpolateAt* functions. The first argument of each of these must come from 1746``TGSI_FILE_INPUT``. 1747 1748.. opcode:: INTERP_CENTROID - Interpolate at the centroid 1749 1750 Interpolates the varying specified by src0 at the centroid 1751 1752.. opcode:: INTERP_SAMPLE - Interpolate at the specified sample 1753 1754 Interpolates the varying specified by src0 at the sample id specified by 1755 src1.x (interpreted as an integer) 1756 1757.. opcode:: INTERP_OFFSET - Interpolate at the specified offset 1758 1759 Interpolates the varying specified by src0 at the offset src1.xy from the 1760 pixel center (interpreted as floats) 1761 1762 1763.. _doubleopcodes: 1764 1765Double ISA 1766^^^^^^^^^^^^^^^ 1767 1768The double-precision opcodes reinterpret four-component vectors into 1769two-component vectors with doubled precision in each component. 1770 1771.. opcode:: DABS - Absolute 1772 1773.. math:: 1774 1775 dst.xy = |src0.xy| 1776 1777 dst.zw = |src0.zw| 1778 1779.. opcode:: DADD - Add 1780 1781.. math:: 1782 1783 dst.xy = src0.xy + src1.xy 1784 1785 dst.zw = src0.zw + src1.zw 1786 1787.. opcode:: DSEQ - Set on Equal 1788 1789.. math:: 1790 1791 dst.x = src0.xy == src1.xy ? \sim 0 : 0 1792 1793 dst.z = src0.zw == src1.zw ? \sim 0 : 0 1794 1795.. opcode:: DSNE - Set on Not Equal 1796 1797.. math:: 1798 1799 dst.x = src0.xy != src1.xy ? \sim 0 : 0 1800 1801 dst.z = src0.zw != src1.zw ? \sim 0 : 0 1802 1803.. opcode:: DSLT - Set on Less than 1804 1805.. math:: 1806 1807 dst.x = src0.xy < src1.xy ? \sim 0 : 0 1808 1809 dst.z = src0.zw < src1.zw ? \sim 0 : 0 1810 1811.. opcode:: DSGE - Set on Greater equal 1812 1813.. math:: 1814 1815 dst.x = src0.xy >= src1.xy ? \sim 0 : 0 1816 1817 dst.z = src0.zw >= src1.zw ? \sim 0 : 0 1818 1819.. opcode:: DFRAC - Fraction 1820 1821.. math:: 1822 1823 dst.xy = src.xy - \lfloor src.xy\rfloor 1824 1825 dst.zw = src.zw - \lfloor src.zw\rfloor 1826 1827.. opcode:: DTRUNC - Truncate 1828 1829.. math:: 1830 1831 dst.xy = trunc(src.xy) 1832 1833 dst.zw = trunc(src.zw) 1834 1835.. opcode:: DCEIL - Ceiling 1836 1837.. math:: 1838 1839 dst.xy = \lceil src.xy\rceil 1840 1841 dst.zw = \lceil src.zw\rceil 1842 1843.. opcode:: DFLR - Floor 1844 1845.. math:: 1846 1847 dst.xy = \lfloor src.xy\rfloor 1848 1849 dst.zw = \lfloor src.zw\rfloor 1850 1851.. opcode:: DROUND - Fraction 1852 1853.. math:: 1854 1855 dst.xy = round(src.xy) 1856 1857 dst.zw = round(src.zw) 1858 1859.. opcode:: DSSG - Set Sign 1860 1861.. math:: 1862 1863 dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0 1864 1865 dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0 1866 1867.. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components 1868 1869Like the ``frexp()`` routine in many math libraries, this opcode stores the 1870exponent of its source to ``dst0``, and the significand to ``dst1``, such that 1871:math:`dst1 \times 2^{dst0} = src` . The results are replicated across 1872channels. 1873 1874.. math:: 1875 1876 dst0.xy = dst.zw = frac(src.xy) 1877 1878 dst1 = frac(src.xy) 1879 1880 1881.. opcode:: DLDEXP - Multiply Number by Integral Power of 2 1882 1883This opcode is the inverse of :opcode:`DFRACEXP`. The second 1884source is an integer. 1885 1886.. math:: 1887 1888 dst.xy = src0.xy \times 2^{src1.x} 1889 1890 dst.zw = src0.zw \times 2^{src1.z} 1891 1892.. opcode:: DMIN - Minimum 1893 1894.. math:: 1895 1896 dst.xy = min(src0.xy, src1.xy) 1897 1898 dst.zw = min(src0.zw, src1.zw) 1899 1900.. opcode:: DMAX - Maximum 1901 1902.. math:: 1903 1904 dst.xy = max(src0.xy, src1.xy) 1905 1906 dst.zw = max(src0.zw, src1.zw) 1907 1908.. opcode:: DMUL - Multiply 1909 1910.. math:: 1911 1912 dst.xy = src0.xy \times src1.xy 1913 1914 dst.zw = src0.zw \times src1.zw 1915 1916 1917.. opcode:: DMAD - Multiply And Add 1918 1919.. math:: 1920 1921 dst.xy = src0.xy \times src1.xy + src2.xy 1922 1923 dst.zw = src0.zw \times src1.zw + src2.zw 1924 1925 1926.. opcode:: DFMA - Fused Multiply-Add 1927 1928Perform a * b + c with no intermediate rounding step. 1929 1930.. math:: 1931 1932 dst.xy = src0.xy \times src1.xy + src2.xy 1933 1934 dst.zw = src0.zw \times src1.zw + src2.zw 1935 1936 1937.. opcode:: DDIV - Divide 1938 1939.. math:: 1940 1941 dst.xy = \frac{src0.xy}{src1.xy} 1942 1943 dst.zw = \frac{src0.zw}{src1.zw} 1944 1945 1946.. opcode:: DRCP - Reciprocal 1947 1948.. math:: 1949 1950 dst.xy = \frac{1}{src.xy} 1951 1952 dst.zw = \frac{1}{src.zw} 1953 1954.. opcode:: DSQRT - Square Root 1955 1956.. math:: 1957 1958 dst.xy = \sqrt{src.xy} 1959 1960 dst.zw = \sqrt{src.zw} 1961 1962.. opcode:: DRSQ - Reciprocal Square Root 1963 1964.. math:: 1965 1966 dst.xy = \frac{1}{\sqrt{src.xy}} 1967 1968 dst.zw = \frac{1}{\sqrt{src.zw}} 1969 1970.. opcode:: F2D - Float to Double 1971 1972.. math:: 1973 1974 dst.xy = double(src0.x) 1975 1976 dst.zw = double(src0.y) 1977 1978.. opcode:: D2F - Double to Float 1979 1980.. math:: 1981 1982 dst.x = float(src0.xy) 1983 1984 dst.y = float(src0.zw) 1985 1986.. opcode:: I2D - Int to Double 1987 1988.. math:: 1989 1990 dst.xy = double(src0.x) 1991 1992 dst.zw = double(src0.y) 1993 1994.. opcode:: D2I - Double to Int 1995 1996.. math:: 1997 1998 dst.x = int(src0.xy) 1999 2000 dst.y = int(src0.zw) 2001 2002.. opcode:: U2D - Unsigned Int to Double 2003 2004.. math:: 2005 2006 dst.xy = double(src0.x) 2007 2008 dst.zw = double(src0.y) 2009 2010.. opcode:: D2U - Double to Unsigned Int 2011 2012.. math:: 2013 2014 dst.x = unsigned(src0.xy) 2015 2016 dst.y = unsigned(src0.zw) 2017 201864-bit Integer ISA 2019^^^^^^^^^^^^^^^^^^ 2020 2021The 64-bit integer opcodes reinterpret four-component vectors into 2022two-component vectors with 64-bits in each component. 2023 2024.. opcode:: I64ABS - 64-bit Integer Absolute Value 2025 2026.. math:: 2027 2028 dst.xy = |src0.xy| 2029 2030 dst.zw = |src0.zw| 2031 2032.. opcode:: I64NEG - 64-bit Integer Negate 2033 2034 Two's complement. 2035 2036.. math:: 2037 2038 dst.xy = -src.xy 2039 2040 dst.zw = -src.zw 2041 2042.. opcode:: I64SSG - 64-bit Integer Set Sign 2043 2044.. math:: 2045 2046 dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0 2047 2048 dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0 2049 2050.. opcode:: U64ADD - 64-bit Integer Add 2051 2052.. math:: 2053 2054 dst.xy = src0.xy + src1.xy 2055 2056 dst.zw = src0.zw + src1.zw 2057 2058.. opcode:: U64MUL - 64-bit Integer Multiply 2059 2060.. math:: 2061 2062 dst.xy = src0.xy * src1.xy 2063 2064 dst.zw = src0.zw * src1.zw 2065 2066.. opcode:: U64SEQ - 64-bit Integer Set on Equal 2067 2068.. math:: 2069 2070 dst.x = src0.xy == src1.xy ? \sim 0 : 0 2071 2072 dst.z = src0.zw == src1.zw ? \sim 0 : 0 2073 2074.. opcode:: U64SNE - 64-bit Integer Set on Not Equal 2075 2076.. math:: 2077 2078 dst.x = src0.xy != src1.xy ? \sim 0 : 0 2079 2080 dst.z = src0.zw != src1.zw ? \sim 0 : 0 2081 2082.. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than 2083 2084.. math:: 2085 2086 dst.x = src0.xy < src1.xy ? \sim 0 : 0 2087 2088 dst.z = src0.zw < src1.zw ? \sim 0 : 0 2089 2090.. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal 2091 2092.. math:: 2093 2094 dst.x = src0.xy >= src1.xy ? \sim 0 : 0 2095 2096 dst.z = src0.zw >= src1.zw ? \sim 0 : 0 2097 2098.. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than 2099 2100.. math:: 2101 2102 dst.x = src0.xy < src1.xy ? \sim 0 : 0 2103 2104 dst.z = src0.zw < src1.zw ? \sim 0 : 0 2105 2106.. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal 2107 2108.. math:: 2109 2110 dst.x = src0.xy >= src1.xy ? \sim 0 : 0 2111 2112 dst.z = src0.zw >= src1.zw ? \sim 0 : 0 2113 2114.. opcode:: I64MIN - Minimum of 64-bit Signed Integers 2115 2116.. math:: 2117 2118 dst.xy = min(src0.xy, src1.xy) 2119 2120 dst.zw = min(src0.zw, src1.zw) 2121 2122.. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers 2123 2124.. math:: 2125 2126 dst.xy = min(src0.xy, src1.xy) 2127 2128 dst.zw = min(src0.zw, src1.zw) 2129 2130.. opcode:: I64MAX - Maximum of 64-bit Signed Integers 2131 2132.. math:: 2133 2134 dst.xy = max(src0.xy, src1.xy) 2135 2136 dst.zw = max(src0.zw, src1.zw) 2137 2138.. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers 2139 2140.. math:: 2141 2142 dst.xy = max(src0.xy, src1.xy) 2143 2144 dst.zw = max(src0.zw, src1.zw) 2145 2146.. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer 2147 2148 The shift count is masked with 0x3f before the shift is applied. 2149 2150.. math:: 2151 2152 dst.xy = src0.xy << (0x3f \& src1.x) 2153 2154 dst.zw = src0.zw << (0x3f \& src1.y) 2155 2156.. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer) 2157 2158 The shift count is masked with 0x3f before the shift is applied. 2159 2160.. math:: 2161 2162 dst.xy = src0.xy >> (0x3f \& src1.x) 2163 2164 dst.zw = src0.zw >> (0x3f \& src1.y) 2165 2166.. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer) 2167 2168 The shift count is masked with 0x3f before the shift is applied. 2169 2170.. math:: 2171 2172 dst.xy = src0.xy >> (unsigned) (0x3f \& src1.x) 2173 2174 dst.zw = src0.zw >> (unsigned) (0x3f \& src1.y) 2175 2176.. opcode:: I64DIV - 64-bit Signed Integer Division 2177 2178.. math:: 2179 2180 dst.xy = \frac{src0.xy}{src1.xy} 2181 2182 dst.zw = \frac{src0.zw}{src1.zw} 2183 2184.. opcode:: U64DIV - 64-bit Unsigned Integer Division 2185 2186.. math:: 2187 2188 dst.xy = \frac{src0.xy}{src1.xy} 2189 2190 dst.zw = \frac{src0.zw}{src1.zw} 2191 2192.. opcode:: U64MOD - 64-bit Unsigned Integer Remainder 2193 2194.. math:: 2195 2196 dst.xy = src0.xy \bmod src1.xy 2197 2198 dst.zw = src0.zw \bmod src1.zw 2199 2200.. opcode:: I64MOD - 64-bit Signed Integer Remainder 2201 2202.. math:: 2203 2204 dst.xy = src0.xy \bmod src1.xy 2205 2206 dst.zw = src0.zw \bmod src1.zw 2207 2208.. opcode:: F2U64 - Float to 64-bit Unsigned Int 2209 2210.. math:: 2211 2212 dst.xy = (uint64_t) src0.x 2213 2214 dst.zw = (uint64_t) src0.y 2215 2216.. opcode:: F2I64 - Float to 64-bit Int 2217 2218.. math:: 2219 2220 dst.xy = (int64_t) src0.x 2221 2222 dst.zw = (int64_t) src0.y 2223 2224.. opcode:: U2I64 - Unsigned Integer to 64-bit Integer 2225 2226 This is a zero extension. 2227 2228.. math:: 2229 2230 dst.xy = (int64_t) src0.x 2231 2232 dst.zw = (int64_t) src0.y 2233 2234.. opcode:: I2I64 - Signed Integer to 64-bit Integer 2235 2236 This is a sign extension. 2237 2238.. math:: 2239 2240 dst.xy = (int64_t) src0.x 2241 2242 dst.zw = (int64_t) src0.y 2243 2244.. opcode:: D2U64 - Double to 64-bit Unsigned Int 2245 2246.. math:: 2247 2248 dst.xy = (uint64_t) src0.xy 2249 2250 dst.zw = (uint64_t) src0.zw 2251 2252.. opcode:: D2I64 - Double to 64-bit Int 2253 2254.. math:: 2255 2256 dst.xy = (int64_t) src0.xy 2257 2258 dst.zw = (int64_t) src0.zw 2259 2260.. opcode:: U642F - 64-bit unsigned integer to float 2261 2262.. math:: 2263 2264 dst.x = (float) src0.xy 2265 2266 dst.y = (float) src0.zw 2267 2268.. opcode:: I642F - 64-bit Int to Float 2269 2270.. math:: 2271 2272 dst.x = (float) src0.xy 2273 2274 dst.y = (float) src0.zw 2275 2276.. opcode:: U642D - 64-bit unsigned integer to double 2277 2278.. math:: 2279 2280 dst.xy = (double) src0.xy 2281 2282 dst.zw = (double) src0.zw 2283 2284.. opcode:: I642D - 64-bit Int to double 2285 2286.. math:: 2287 2288 dst.xy = (double) src0.xy 2289 2290 dst.zw = (double) src0.zw 2291 2292.. _samplingopcodes: 2293 2294Resource Sampling Opcodes 2295^^^^^^^^^^^^^^^^^^^^^^^^^ 2296 2297Those opcodes follow very closely semantics of the respective Direct3D 2298instructions. If in doubt double check Direct3D documentation. 2299Note that the swizzle on SVIEW (src1) determines texel swizzling 2300after lookup. 2301 2302.. opcode:: SAMPLE 2303 2304 Using provided address, sample data from the specified texture using the 2305 filtering mode identified by the given sampler. The source data may come from 2306 any resource type other than buffers. 2307 2308 Syntax: ``SAMPLE dst, address, sampler_view, sampler`` 2309 2310 Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]`` 2311 2312.. opcode:: SAMPLE_I 2313 2314 Simplified alternative to the SAMPLE instruction. Using the provided 2315 integer address, SAMPLE_I fetches data from the specified sampler view 2316 without any filtering. The source data may come from any resource type 2317 other than CUBE. 2318 2319 Syntax: ``SAMPLE_I dst, address, sampler_view`` 2320 2321 Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]`` 2322 2323 The 'address' is specified as unsigned integers. If the 'address' is out of 2324 range [0...(# texels - 1)] the result of the fetch is always 0 in all 2325 components. As such the instruction doesn't honor address wrap modes, in 2326 cases where that behavior is desirable 'SAMPLE' instruction should be used. 2327 address.w always provides an unsigned integer mipmap level. If the value is 2328 out of the range then the instruction always returns 0 in all components. 2329 address.yz are ignored for buffers and 1d textures. address.z is ignored 2330 for 1d texture arrays and 2d textures. 2331 2332 For 1D texture arrays address.y provides the array index (also as unsigned 2333 integer). If the value is out of the range of available array indices 2334 [0... (array size - 1)] then the opcode always returns 0 in all components. 2335 For 2D texture arrays address.z provides the array index, otherwise it 2336 exhibits the same behavior as in the case for 1D texture arrays. The exact 2337 semantics of the source address are presented in the table below: 2338 2339 +---------------------------+----+-----+-----+---------+ 2340 | resource type | X | Y | Z | W | 2341 +===========================+====+=====+=====+=========+ 2342 | ``PIPE_BUFFER`` | x | | | ignored | 2343 +---------------------------+----+-----+-----+---------+ 2344 | ``PIPE_TEXTURE_1D`` | x | | | mpl | 2345 +---------------------------+----+-----+-----+---------+ 2346 | ``PIPE_TEXTURE_2D`` | x | y | | mpl | 2347 +---------------------------+----+-----+-----+---------+ 2348 | ``PIPE_TEXTURE_3D`` | x | y | z | mpl | 2349 +---------------------------+----+-----+-----+---------+ 2350 | ``PIPE_TEXTURE_RECT`` | x | y | | mpl | 2351 +---------------------------+----+-----+-----+---------+ 2352 | ``PIPE_TEXTURE_CUBE`` | not allowed as source | 2353 +---------------------------+----+-----+-----+---------+ 2354 | ``PIPE_TEXTURE_1D_ARRAY`` | x | idx | | mpl | 2355 +---------------------------+----+-----+-----+---------+ 2356 | ``PIPE_TEXTURE_2D_ARRAY`` | x | y | idx | mpl | 2357 +---------------------------+----+-----+-----+---------+ 2358 2359 Where 'mpl' is a mipmap level and 'idx' is the array index. 2360 2361.. opcode:: SAMPLE_I_MS 2362 2363 Just like SAMPLE_I but allows fetch data from multi-sampled surfaces. 2364 2365 Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample`` 2366 2367.. opcode:: SAMPLE_B 2368 2369 Just like the SAMPLE instruction with the exception that an additional bias 2370 is applied to the level of detail computed as part of the instruction 2371 execution. 2372 2373 Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias`` 2374 2375 Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x`` 2376 2377.. opcode:: SAMPLE_C 2378 2379 Similar to the SAMPLE instruction but it performs a comparison filter. The 2380 operands to SAMPLE_C are identical to SAMPLE, except that there is an 2381 additional float32 operand, reference value, which must be a register with 2382 single-component, or a scalar literal. SAMPLE_C makes the hardware use the 2383 current samplers compare_func (in pipe_sampler_state) to compare reference 2384 value against the red component value for the surce resource at each texel 2385 that the currently configured texture filter covers based on the provided 2386 coordinates. 2387 2388 Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value`` 2389 2390 Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x`` 2391 2392.. opcode:: SAMPLE_C_LZ 2393 2394 Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands 2395 for level-zero. 2396 2397 Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value`` 2398 2399 Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x`` 2400 2401 2402.. opcode:: SAMPLE_D 2403 2404 SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for 2405 the source address in the x direction and the y direction are provided by 2406 extra parameters. 2407 2408 Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y`` 2409 2410 Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]`` 2411 2412.. opcode:: SAMPLE_L 2413 2414 SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided 2415 directly as a scalar value, representing no anisotropy. 2416 2417 Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod`` 2418 2419 Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x`` 2420 2421.. opcode:: GATHER4 2422 2423 Gathers the four texels to be used in a bi-linear filtering operation and 2424 packs them into a single register. Only works with 2D, 2D array, cubemaps, 2425 and cubemaps arrays. For 2D textures, only the addressing modes of the 2426 sampler and the top level of any mip pyramid are used. Set W to zero. It 2427 behaves like the SAMPLE instruction, but a filtered sample is not 2428 generated. The four samples that contribute to filtering are placed into 2429 xyzw in counter-clockwise order, starting with the (u,v) texture coordinate 2430 delta at the following locations (-, +), (+, +), (+, -), (-, -), where the 2431 magnitude of the deltas are half a texel. 2432 2433 2434.. opcode:: SVIEWINFO 2435 2436 Query the dimensions of a given sampler view. dst receives width, height, 2437 depth or array size and number of mipmap levels as int4. The dst can have a 2438 writemask which will specify what info is the caller interested in. 2439 2440 Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view`` 2441 2442 Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]`` 2443 2444 src_mip_level is an unsigned integer scalar. If it's out of range then 2445 returns 0 for width, height and depth/array size but the total number of 2446 mipmap is still returned correctly for the given sampler view. The returned 2447 width, height and depth values are for the mipmap level selected by the 2448 src_mip_level and are in the number of texels. For 1d texture array width 2449 is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is 2450 still in dst.w. In contrast to d3d10 resinfo, there's no way in the tgsi 2451 instruction encoding to specify the return type (float/rcpfloat/uint), hence 2452 always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1 2453 resinfo allowing swizzling dst values is ignored (due to the interaction 2454 with rcpfloat modifier which requires some swizzle handling in the state 2455 tracker anyway). 2456 2457.. opcode:: SAMPLE_POS 2458 2459 Query the position of a sample in the given resource or render target 2460 when per-sample fragment shading is in effect. 2461 2462 Syntax: ``SAMPLE_POS dst, source, sample_index`` 2463 2464 dst receives float4 (x, y, undef, undef) indicated where the sample is 2465 located. Sample locations are in the range [0, 1] where 0.5 is the center 2466 of the fragment. 2467 2468 source is either a sampler view (to indicate a shader resource) or temp 2469 register (to indicate the render target). The source register may have 2470 an optional swizzle to apply to the returned result 2471 2472 sample_index is an integer scalar indicating which sample position is to 2473 be queried. 2474 2475 If per-sample shading is not in effect or the source resource or render 2476 target is not multisampled, the result is (0.5, 0.5, undef, undef). 2477 2478 NOTE: no driver has implemented this opcode yet (and no state tracker 2479 emits it). This information is subject to change. 2480 2481.. opcode:: SAMPLE_INFO 2482 2483 Query the number of samples in a multisampled resource or render target. 2484 2485 Syntax: ``SAMPLE_INFO dst, source`` 2486 2487 dst receives int4 (n, 0, 0, 0) where n is the number of samples in a 2488 resource or the render target. 2489 2490 source is either a sampler view (to indicate a shader resource) or temp 2491 register (to indicate the render target). The source register may have 2492 an optional swizzle to apply to the returned result 2493 2494 If per-sample shading is not in effect or the source resource or render 2495 target is not multisampled, the result is (1, 0, 0, 0). 2496 2497 NOTE: no driver has implemented this opcode yet (and no state tracker 2498 emits it). This information is subject to change. 2499 2500.. opcode:: LOD - level of detail 2501 2502 Same syntax as the SAMPLE opcode but instead of performing an actual 2503 texture lookup/filter, return the computed LOD information that the 2504 texture pipe would use to access the texture. The Y component contains 2505 the computed LOD lambda_prime. The X component contains the LOD that will 2506 be accessed, based on min/max lod's and mipmap filters. 2507 The Z and W components are set to 0. 2508 2509 Syntax: ``LOD dst, address, sampler_view, sampler`` 2510 2511 2512.. _resourceopcodes: 2513 2514Resource Access Opcodes 2515^^^^^^^^^^^^^^^^^^^^^^^ 2516 2517For these opcodes, the resource can be a BUFFER, IMAGE, or MEMORY. 2518 2519.. opcode:: LOAD - Fetch data from a shader buffer or image 2520 2521 Syntax: ``LOAD dst, resource, address`` 2522 2523 Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]`` 2524 2525 Using the provided integer address, LOAD fetches data 2526 from the specified buffer or texture without any 2527 filtering. 2528 2529 The 'address' is specified as a vector of unsigned 2530 integers. If the 'address' is out of range the result 2531 is unspecified. 2532 2533 Only the first mipmap level of a resource can be read 2534 from using this instruction. 2535 2536 For 1D or 2D texture arrays, the array index is 2537 provided as an unsigned integer in address.y or 2538 address.z, respectively. address.yz are ignored for 2539 buffers and 1D textures. address.z is ignored for 1D 2540 texture arrays and 2D textures. address.w is always 2541 ignored. 2542 2543 A swizzle suffix may be added to the resource argument 2544 this will cause the resource data to be swizzled accordingly. 2545 2546.. opcode:: STORE - Write data to a shader resource 2547 2548 Syntax: ``STORE resource, address, src`` 2549 2550 Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]`` 2551 2552 Using the provided integer address, STORE writes data 2553 to the specified buffer or texture. 2554 2555 The 'address' is specified as a vector of unsigned 2556 integers. If the 'address' is out of range the result 2557 is unspecified. 2558 2559 Only the first mipmap level of a resource can be 2560 written to using this instruction. 2561 2562 For 1D or 2D texture arrays, the array index is 2563 provided as an unsigned integer in address.y or 2564 address.z, respectively. address.yz are ignored for 2565 buffers and 1D textures. address.z is ignored for 1D 2566 texture arrays and 2D textures. address.w is always 2567 ignored. 2568 2569.. opcode:: RESQ - Query information about a resource 2570 2571 Syntax: ``RESQ dst, resource`` 2572 2573 Example: ``RESQ TEMP[0], BUFFER[0]`` 2574 2575 Returns information about the buffer or image resource. For buffer 2576 resources, the size (in bytes) is returned in the x component. For 2577 image resources, .xyz will contain the width/height/layers of the 2578 image, while .w will contain the number of samples for multi-sampled 2579 images. 2580 2581.. opcode:: FBFETCH - Load data from framebuffer 2582 2583 Syntax: ``FBFETCH dst, output`` 2584 2585 Example: ``FBFETCH TEMP[0], OUT[0]`` 2586 2587 This is only valid on ``COLOR`` semantic outputs. Returns the color 2588 of the current position in the framebuffer from before this fragment 2589 shader invocation. May return the same value from multiple calls for 2590 a particular output within a single invocation. Note that result may 2591 be undefined if a fragment is drawn multiple times without a blend 2592 barrier in between. 2593 2594 2595.. _threadsyncopcodes: 2596 2597Inter-thread synchronization opcodes 2598^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 2599 2600These opcodes are intended for communication between threads running 2601within the same compute grid. For now they're only valid in compute 2602programs. 2603 2604.. opcode:: BARRIER - Thread group barrier 2605 2606 ``BARRIER`` 2607 2608 This opcode suspends the execution of the current thread until all 2609 the remaining threads in the working group reach the same point of 2610 the program. Results are unspecified if any of the remaining 2611 threads terminates or never reaches an executed BARRIER instruction. 2612 2613.. opcode:: MEMBAR - Memory barrier 2614 2615 ``MEMBAR type`` 2616 2617 This opcode waits for the completion of all memory accesses based on 2618 the type passed in. The type is an immediate bitfield with the following 2619 meaning: 2620 2621 Bit 0: Shader storage buffers 2622 Bit 1: Atomic buffers 2623 Bit 2: Images 2624 Bit 3: Shared memory 2625 Bit 4: Thread group 2626 2627 These may be passed in in any combination. An implementation is free to not 2628 distinguish between these as it sees fit. However these map to all the 2629 possibilities made available by GLSL. 2630 2631.. _atomopcodes: 2632 2633Atomic opcodes 2634^^^^^^^^^^^^^^ 2635 2636These opcodes provide atomic variants of some common arithmetic and 2637logical operations. In this context atomicity means that another 2638concurrent memory access operation that affects the same memory 2639location is guaranteed to be performed strictly before or after the 2640entire execution of the atomic operation. The resource may be a BUFFER, 2641IMAGE, HWATOMIC, or MEMORY. In the case of an image, the offset works 2642the same as for ``LOAD`` and ``STORE``, specified above. For atomic 2643counters, the offset is an immediate index to the base hw atomic 2644counter for this operation. 2645These atomic operations may only be used with 32-bit integer image formats. 2646 2647.. opcode:: ATOMUADD - Atomic integer addition 2648 2649 Syntax: ``ATOMUADD dst, resource, offset, src`` 2650 2651 Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2652 2653 The following operation is performed atomically: 2654 2655.. math:: 2656 2657 dst_x = resource[offset] 2658 2659 resource[offset] = dst_x + src_x 2660 2661 2662.. opcode:: ATOMXCHG - Atomic exchange 2663 2664 Syntax: ``ATOMXCHG dst, resource, offset, src`` 2665 2666 Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2667 2668 The following operation is performed atomically: 2669 2670.. math:: 2671 2672 dst_x = resource[offset] 2673 2674 resource[offset] = src_x 2675 2676 2677.. opcode:: ATOMCAS - Atomic compare-and-exchange 2678 2679 Syntax: ``ATOMCAS dst, resource, offset, cmp, src`` 2680 2681 Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]`` 2682 2683 The following operation is performed atomically: 2684 2685.. math:: 2686 2687 dst_x = resource[offset] 2688 2689 resource[offset] = (dst_x == cmp_x ? src_x : dst_x) 2690 2691 2692.. opcode:: ATOMAND - Atomic bitwise And 2693 2694 Syntax: ``ATOMAND dst, resource, offset, src`` 2695 2696 Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2697 2698 The following operation is performed atomically: 2699 2700.. math:: 2701 2702 dst_x = resource[offset] 2703 2704 resource[offset] = dst_x \& src_x 2705 2706 2707.. opcode:: ATOMOR - Atomic bitwise Or 2708 2709 Syntax: ``ATOMOR dst, resource, offset, src`` 2710 2711 Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2712 2713 The following operation is performed atomically: 2714 2715.. math:: 2716 2717 dst_x = resource[offset] 2718 2719 resource[offset] = dst_x | src_x 2720 2721 2722.. opcode:: ATOMXOR - Atomic bitwise Xor 2723 2724 Syntax: ``ATOMXOR dst, resource, offset, src`` 2725 2726 Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2727 2728 The following operation is performed atomically: 2729 2730.. math:: 2731 2732 dst_x = resource[offset] 2733 2734 resource[offset] = dst_x \oplus src_x 2735 2736 2737.. opcode:: ATOMUMIN - Atomic unsigned minimum 2738 2739 Syntax: ``ATOMUMIN dst, resource, offset, src`` 2740 2741 Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2742 2743 The following operation is performed atomically: 2744 2745.. math:: 2746 2747 dst_x = resource[offset] 2748 2749 resource[offset] = (dst_x < src_x ? dst_x : src_x) 2750 2751 2752.. opcode:: ATOMUMAX - Atomic unsigned maximum 2753 2754 Syntax: ``ATOMUMAX dst, resource, offset, src`` 2755 2756 Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2757 2758 The following operation is performed atomically: 2759 2760.. math:: 2761 2762 dst_x = resource[offset] 2763 2764 resource[offset] = (dst_x > src_x ? dst_x : src_x) 2765 2766 2767.. opcode:: ATOMIMIN - Atomic signed minimum 2768 2769 Syntax: ``ATOMIMIN dst, resource, offset, src`` 2770 2771 Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2772 2773 The following operation is performed atomically: 2774 2775.. math:: 2776 2777 dst_x = resource[offset] 2778 2779 resource[offset] = (dst_x < src_x ? dst_x : src_x) 2780 2781 2782.. opcode:: ATOMIMAX - Atomic signed maximum 2783 2784 Syntax: ``ATOMIMAX dst, resource, offset, src`` 2785 2786 Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2787 2788 The following operation is performed atomically: 2789 2790.. math:: 2791 2792 dst_x = resource[offset] 2793 2794 resource[offset] = (dst_x > src_x ? dst_x : src_x) 2795 2796 2797.. _interlaneopcodes: 2798 2799Inter-lane opcodes 2800^^^^^^^^^^^^^^^^^^ 2801 2802These opcodes reduce the given value across the shader invocations 2803running in the current SIMD group. Every thread in the subgroup will receive 2804the same result. The BALLOT operations accept a single-channel argument that 2805is treated as a boolean and produce a 64-bit value. 2806 2807.. opcode:: VOTE_ANY - Value is set in any of the active invocations 2808 2809 Syntax: ``VOTE_ANY dst, value`` 2810 2811 Example: ``VOTE_ANY TEMP[0].x, TEMP[1].x`` 2812 2813 2814.. opcode:: VOTE_ALL - Value is set in all of the active invocations 2815 2816 Syntax: ``VOTE_ALL dst, value`` 2817 2818 Example: ``VOTE_ALL TEMP[0].x, TEMP[1].x`` 2819 2820 2821.. opcode:: VOTE_EQ - Value is the same in all of the active invocations 2822 2823 Syntax: ``VOTE_EQ dst, value`` 2824 2825 Example: ``VOTE_EQ TEMP[0].x, TEMP[1].x`` 2826 2827 2828.. opcode:: BALLOT - Lanemask of whether the value is set in each active 2829 invocation 2830 2831 Syntax: ``BALLOT dst, value`` 2832 2833 Example: ``BALLOT TEMP[0].xy, TEMP[1].x`` 2834 2835 When the argument is a constant true, this produces a bitmask of active 2836 invocations. In fragment shaders, this can include helper invocations 2837 (invocations whose outputs and writes to memory are discarded, but which 2838 are used to compute derivatives). 2839 2840 2841.. opcode:: READ_FIRST - Broadcast the value from the first active 2842 invocation to all active lanes 2843 2844 Syntax: ``READ_FIRST dst, value`` 2845 2846 Example: ``READ_FIRST TEMP[0], TEMP[1]`` 2847 2848 2849.. opcode:: READ_INVOC - Retrieve the value from the given invocation 2850 (need not be uniform) 2851 2852 Syntax: ``READ_INVOC dst, value, invocation`` 2853 2854 Example: ``READ_INVOC TEMP[0].xy, TEMP[1].xy, TEMP[2].x`` 2855 2856 invocation.x controls the invocation number to read from for all channels. 2857 The invocation number must be the same across all active invocations in a 2858 sub-group; otherwise, the results are undefined. 2859 2860 2861Explanation of symbols used 2862------------------------------ 2863 2864 2865Functions 2866^^^^^^^^^^^^^^ 2867 2868 2869 :math:`|x|` Absolute value of `x`. 2870 2871 :math:`\lceil x \rceil` Ceiling of `x`. 2872 2873 clamp(x,y,z) Clamp x between y and z. 2874 (x < y) ? y : (x > z) ? z : x 2875 2876 :math:`\lfloor x\rfloor` Floor of `x`. 2877 2878 :math:`\log_2{x}` Logarithm of `x`, base 2. 2879 2880 max(x,y) Maximum of x and y. 2881 (x > y) ? x : y 2882 2883 min(x,y) Minimum of x and y. 2884 (x < y) ? x : y 2885 2886 partialx(x) Derivative of x relative to fragment's X. 2887 2888 partialy(x) Derivative of x relative to fragment's Y. 2889 2890 pop() Pop from stack. 2891 2892 :math:`x^y` `x` to the power `y`. 2893 2894 push(x) Push x on stack. 2895 2896 round(x) Round x. 2897 2898 trunc(x) Truncate x, i.e. drop the fraction bits. 2899 2900 2901Keywords 2902^^^^^^^^^^^^^ 2903 2904 2905 discard Discard fragment. 2906 2907 pc Program counter. 2908 2909 target Label of target instruction. 2910 2911 2912Other tokens 2913--------------- 2914 2915 2916Declaration 2917^^^^^^^^^^^ 2918 2919 2920Declares a register that is will be referenced as an operand in Instruction 2921tokens. 2922 2923File field contains register file that is being declared and is one 2924of TGSI_FILE. 2925 2926UsageMask field specifies which of the register components can be accessed 2927and is one of TGSI_WRITEMASK. 2928 2929The Local flag specifies that a given value isn't intended for 2930subroutine parameter passing and, as a result, the implementation 2931isn't required to give any guarantees of it being preserved across 2932subroutine boundaries. As it's merely a compiler hint, the 2933implementation is free to ignore it. 2934 2935If Dimension flag is set to 1, a Declaration Dimension token follows. 2936 2937If Semantic flag is set to 1, a Declaration Semantic token follows. 2938 2939If Interpolate flag is set to 1, a Declaration Interpolate token follows. 2940 2941If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows. 2942 2943If Array flag is set to 1, a Declaration Array token follows. 2944 2945Array Declaration 2946^^^^^^^^^^^^^^^^^^^^^^^^ 2947 2948Declarations can optional have an ArrayID attribute which can be referred by 2949indirect addressing operands. An ArrayID of zero is reserved and treated as 2950if no ArrayID is specified. 2951 2952If an indirect addressing operand refers to a specific declaration by using 2953an ArrayID only the registers in this declaration are guaranteed to be 2954accessed, accessing any register outside this declaration results in undefined 2955behavior. Note that for compatibility the effective index is zero-based and 2956not relative to the specified declaration 2957 2958If no ArrayID is specified with an indirect addressing operand the whole 2959register file might be accessed by this operand. This is strongly discouraged 2960and will prevent packing of scalar/vec2 arrays and effective alias analysis. 2961This is only legal for TEMP and CONST register files. 2962 2963Declaration Semantic 2964^^^^^^^^^^^^^^^^^^^^^^^^ 2965 2966Vertex and fragment shader input and output registers may be labeled 2967with semantic information consisting of a name and index. 2968 2969Follows Declaration token if Semantic bit is set. 2970 2971Since its purpose is to link a shader with other stages of the pipeline, 2972it is valid to follow only those Declaration tokens that declare a register 2973either in INPUT or OUTPUT file. 2974 2975SemanticName field contains the semantic name of the register being declared. 2976There is no default value. 2977 2978SemanticIndex is an optional subscript that can be used to distinguish 2979different register declarations with the same semantic name. The default value 2980is 0. 2981 2982The meanings of the individual semantic names are explained in the following 2983sections. 2984 2985TGSI_SEMANTIC_POSITION 2986"""""""""""""""""""""" 2987 2988For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader 2989output register which contains the homogeneous vertex position in the clip 2990space coordinate system. After clipping, the X, Y and Z components of the 2991vertex will be divided by the W value to get normalized device coordinates. 2992 2993For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that 2994fragment shader input (or system value, depending on which one is 2995supported by the driver) contains the fragment's window position. The X 2996component starts at zero and always increases from left to right. 2997The Y component starts at zero and always increases but Y=0 may either 2998indicate the top of the window or the bottom depending on the fragment 2999coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN). 3000The Z coordinate ranges from 0 to 1 to represent depth from the front 3001to the back of the Z buffer. The W component contains the interpolated 3002reciprocal of the vertex position W component (corresponding to gl_Fragcoord, 3003but unlike d3d10 which interpolates the same 1/w but then gives back 3004the reciprocal of the interpolated value). 3005 3006Fragment shaders may also declare an output register with 3007TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows 3008the fragment shader to change the fragment's Z position. 3009 3010 3011 3012TGSI_SEMANTIC_COLOR 3013""""""""""""""""""" 3014 3015For vertex shader outputs or fragment shader inputs/outputs, this 3016label indicates that the register contains an R,G,B,A color. 3017 3018Several shader inputs/outputs may contain colors so the semantic index 3019is used to distinguish them. For example, color[0] may be the diffuse 3020color while color[1] may be the specular color. 3021 3022This label is needed so that the flat/smooth shading can be applied 3023to the right interpolants during rasterization. 3024 3025 3026 3027TGSI_SEMANTIC_BCOLOR 3028"""""""""""""""""""" 3029 3030Back-facing colors are only used for back-facing polygons, and are only valid 3031in vertex shader outputs. After rasterization, all polygons are front-facing 3032and COLOR and BCOLOR end up occupying the same slots in the fragment shader, 3033so all BCOLORs effectively become regular COLORs in the fragment shader. 3034 3035 3036TGSI_SEMANTIC_FOG 3037""""""""""""""""" 3038 3039Vertex shader inputs and outputs and fragment shader inputs may be 3040labeled with TGSI_SEMANTIC_FOG to indicate that the register contains 3041a fog coordinate. Typically, the fragment shader will use the fog coordinate 3042to compute a fog blend factor which is used to blend the normal fragment color 3043with a constant fog color. But fog coord really is just an ordinary vec4 3044register like regular semantics. 3045 3046 3047TGSI_SEMANTIC_PSIZE 3048""""""""""""""""""" 3049 3050Vertex shader input and output registers may be labeled with 3051TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size 3052in the form (S, 0, 0, 1). The point size controls the width or diameter 3053of points for rasterization. This label cannot be used in fragment 3054shaders. 3055 3056When using this semantic, be sure to set the appropriate state in the 3057:ref:`rasterizer` first. 3058 3059 3060TGSI_SEMANTIC_TEXCOORD 3061"""""""""""""""""""""" 3062 3063Only available if PIPE_CAP_TGSI_TEXCOORD is exposed ! 3064 3065Vertex shader outputs and fragment shader inputs may be labeled with 3066this semantic to make them replaceable by sprite coordinates via the 3067sprite_coord_enable state in the :ref:`rasterizer`. 3068The semantic index permitted with this semantic is limited to <= 7. 3069 3070If the driver does not support TEXCOORD, sprite coordinate replacement 3071applies to inputs with the GENERIC semantic instead. 3072 3073The intended use case for this semantic is gl_TexCoord. 3074 3075 3076TGSI_SEMANTIC_PCOORD 3077"""""""""""""""""""" 3078 3079Only available if PIPE_CAP_TGSI_TEXCOORD is exposed ! 3080 3081Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate 3082that the register contains sprite coordinates in the form (x, y, 0, 1), if 3083the current primitive is a point and point sprites are enabled. Otherwise, 3084the contents of the register are undefined. 3085 3086The intended use case for this semantic is gl_PointCoord. 3087 3088 3089TGSI_SEMANTIC_GENERIC 3090""""""""""""""""""""" 3091 3092All vertex/fragment shader inputs/outputs not labeled with any other 3093semantic label can be considered to be generic attributes. Typical 3094uses of generic inputs/outputs are texcoords and user-defined values. 3095 3096 3097TGSI_SEMANTIC_NORMAL 3098"""""""""""""""""""" 3099 3100Indicates that a vertex shader input is a normal vector. This is 3101typically only used for legacy graphics APIs. 3102 3103 3104TGSI_SEMANTIC_FACE 3105"""""""""""""""""" 3106 3107This label applies to fragment shader inputs (or system values, 3108depending on which one is supported by the driver) and indicates that 3109the register contains front/back-face information. 3110 3111If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1), 3112where F will be positive when the fragment belongs to a front-facing polygon, 3113and negative when the fragment belongs to a back-facing polygon. 3114 3115If it is a system value, it will be an integer vector in the form (F, 0, 0, 1), 3116where F is 0xffffffff when the fragment belongs to a front-facing polygon and 31170 when the fragment belongs to a back-facing polygon. 3118 3119 3120TGSI_SEMANTIC_EDGEFLAG 3121"""""""""""""""""""""" 3122 3123For vertex shaders, this sematic label indicates that an input or 3124output is a boolean edge flag. The register layout is [F, x, x, x] 3125where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader 3126simply copies the edge flag input to the edgeflag output. 3127 3128Edge flags are used to control which lines or points are actually 3129drawn when the polygon mode converts triangles/quads/polygons into 3130points or lines. 3131 3132 3133TGSI_SEMANTIC_STENCIL 3134""""""""""""""""""""" 3135 3136For fragment shaders, this semantic label indicates that an output 3137is a writable stencil reference value. Only the Y component is writable. 3138This allows the fragment shader to change the fragments stencilref value. 3139 3140 3141TGSI_SEMANTIC_VIEWPORT_INDEX 3142"""""""""""""""""""""""""""" 3143 3144For geometry shaders, this semantic label indicates that an output 3145contains the index of the viewport (and scissor) to use. 3146This is an integer value, and only the X component is used. 3147 3148If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is 3149supported, then this semantic label can also be used in vertex or 3150tessellation evaluation shaders, respectively. Only the value written in the 3151last vertex processing stage is used. 3152 3153 3154TGSI_SEMANTIC_LAYER 3155""""""""""""""""""" 3156 3157For geometry shaders, this semantic label indicates that an output 3158contains the layer value to use for the color and depth/stencil surfaces. 3159This is an integer value, and only the X component is used. 3160(Also known as rendertarget array index.) 3161 3162If PIPE_CAP_TGSI_VS_LAYER_VIEWPORT or PIPE_CAP_TGSI_TES_LAYER_VIEWPORT is 3163supported, then this semantic label can also be used in vertex or 3164tessellation evaluation shaders, respectively. Only the value written in the 3165last vertex processing stage is used. 3166 3167 3168TGSI_SEMANTIC_CULLDIST 3169"""""""""""""""""""""" 3170 3171Used as distance to plane for performing application-defined culling 3172of individual primitives against a plane. When components of vertex 3173elements are given this label, these values are assumed to be a 3174float32 signed distance to a plane. Primitives will be completely 3175discarded if the plane distance for all of the vertices in the 3176primitive are < 0. If a vertex has a cull distance of NaN, that 3177vertex counts as "out" (as if its < 0); 3178The limits on both clip and cull distances are bound 3179by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines 3180the maximum number of components that can be used to hold the 3181distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT 3182which specifies the maximum number of registers which can be 3183annotated with those semantics. 3184 3185 3186TGSI_SEMANTIC_CLIPDIST 3187"""""""""""""""""""""" 3188 3189Note this covers clipping and culling distances. 3190 3191When components of vertex elements are identified this way, these 3192values are each assumed to be a float32 signed distance to a plane. 3193 3194For clip distances: 3195Primitive setup only invokes rasterization on pixels for which 3196the interpolated plane distances are >= 0. 3197 3198For cull distances: 3199Primitives will be completely discarded if the plane distance 3200for all of the vertices in the primitive are < 0. 3201If a vertex has a cull distance of NaN, that vertex counts as "out" 3202(as if its < 0); 3203 3204Multiple clip/cull planes can be implemented simultaneously, by 3205annotating multiple components of one or more vertex elements with 3206the above specified semantic. 3207The limits on both clip and cull distances are bound 3208by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines 3209the maximum number of components that can be used to hold the 3210distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT 3211which specifies the maximum number of registers which can be 3212annotated with those semantics. 3213The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED 3214are used to divide up the 2 x vec4 space between clipping and culling. 3215 3216TGSI_SEMANTIC_SAMPLEID 3217"""""""""""""""""""""" 3218 3219For fragment shaders, this semantic label indicates that a system value 3220contains the current sample id (i.e. gl_SampleID) as an unsigned int. 3221Only the X component is used. If per-sample shading is not enabled, 3222the result is (0, undef, undef, undef). 3223 3224Note that if the fragment shader uses this system value, the fragment 3225shader is automatically executed at per sample frequency. 3226 3227TGSI_SEMANTIC_SAMPLEPOS 3228""""""""""""""""""""""" 3229 3230For fragment shaders, this semantic label indicates that a system 3231value contains the current sample's position as float4(x, y, undef, undef) 3232in the render target (i.e. gl_SamplePosition) when per-fragment shading 3233is in effect. Position values are in the range [0, 1] where 0.5 is 3234the center of the fragment. 3235 3236Note that if the fragment shader uses this system value, the fragment 3237shader is automatically executed at per sample frequency. 3238 3239TGSI_SEMANTIC_SAMPLEMASK 3240"""""""""""""""""""""""" 3241 3242For fragment shaders, this semantic label can be applied to either a 3243shader system value input or output. 3244 3245For a system value, the sample mask indicates the set of samples covered by 3246the current primitive. If MSAA is not enabled, the value is (1, 0, 0, 0). 3247 3248For an output, the sample mask is used to disable further sample processing. 3249 3250For both, the register type is uint[4] but only the X component is used 3251(i.e. gl_SampleMask[0]). Each bit corresponds to one sample position (up 3252to 32x MSAA is supported). 3253 3254TGSI_SEMANTIC_INVOCATIONID 3255"""""""""""""""""""""""""" 3256 3257For geometry shaders, this semantic label indicates that a system value 3258contains the current invocation id (i.e. gl_InvocationID). 3259This is an integer value, and only the X component is used. 3260 3261TGSI_SEMANTIC_INSTANCEID 3262"""""""""""""""""""""""" 3263 3264For vertex shaders, this semantic label indicates that a system value contains 3265the current instance id (i.e. gl_InstanceID). It does not include the base 3266instance. This is an integer value, and only the X component is used. 3267 3268TGSI_SEMANTIC_VERTEXID 3269"""""""""""""""""""""" 3270 3271For vertex shaders, this semantic label indicates that a system value contains 3272the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the 3273base vertex. This is an integer value, and only the X component is used. 3274 3275TGSI_SEMANTIC_VERTEXID_NOBASE 3276""""""""""""""""""""""""""""""" 3277 3278For vertex shaders, this semantic label indicates that a system value contains 3279the current vertex id without including the base vertex (this corresponds to 3280d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX 3281== TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component 3282is used. 3283 3284TGSI_SEMANTIC_BASEVERTEX 3285"""""""""""""""""""""""" 3286 3287For vertex shaders, this semantic label indicates that a system value contains 3288the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls, 3289this contains the first (or start) value instead. 3290This is an integer value, and only the X component is used. 3291 3292TGSI_SEMANTIC_PRIMID 3293"""""""""""""""""""" 3294 3295For geometry and fragment shaders, this semantic label indicates the value 3296contains the primitive id (i.e. gl_PrimitiveID). This is an integer value, 3297and only the X component is used. 3298FIXME: This right now can be either a ordinary input or a system value... 3299 3300 3301TGSI_SEMANTIC_PATCH 3302""""""""""""""""""" 3303 3304For tessellation evaluation/control shaders, this semantic label indicates a 3305generic per-patch attribute. Such semantics will not implicitly be per-vertex 3306arrays. 3307 3308TGSI_SEMANTIC_TESSCOORD 3309""""""""""""""""""""""" 3310 3311For tessellation evaluation shaders, this semantic label indicates the 3312coordinates of the vertex being processed. This is available in XYZ; W is 3313undefined. 3314 3315TGSI_SEMANTIC_TESSOUTER 3316""""""""""""""""""""""" 3317 3318For tessellation evaluation/control shaders, this semantic label indicates the 3319outer tessellation levels of the patch. Isoline tessellation will only have XY 3320defined, triangle will have XYZ and quads will have XYZW defined. This 3321corresponds to gl_TessLevelOuter. 3322 3323TGSI_SEMANTIC_TESSINNER 3324""""""""""""""""""""""" 3325 3326For tessellation evaluation/control shaders, this semantic label indicates the 3327inner tessellation levels of the patch. The X value is only defined for 3328triangle tessellation, while quads will have XY defined. This is entirely 3329undefined for isoline tessellation. 3330 3331TGSI_SEMANTIC_VERTICESIN 3332"""""""""""""""""""""""" 3333 3334For tessellation evaluation/control shaders, this semantic label indicates the 3335number of vertices provided in the input patch. Only the X value is defined. 3336 3337TGSI_SEMANTIC_HELPER_INVOCATION 3338""""""""""""""""""""""""""""""" 3339 3340For fragment shaders, this semantic indicates whether the current 3341invocation is covered or not. Helper invocations are created in order 3342to properly compute derivatives, however it may be desirable to skip 3343some of the logic in those cases. See ``gl_HelperInvocation`` documentation. 3344 3345TGSI_SEMANTIC_BASEINSTANCE 3346"""""""""""""""""""""""""" 3347 3348For vertex shaders, the base instance argument supplied for this 3349draw. This is an integer value, and only the X component is used. 3350 3351TGSI_SEMANTIC_DRAWID 3352"""""""""""""""""""" 3353 3354For vertex shaders, the zero-based index of the current draw in a 3355``glMultiDraw*`` invocation. This is an integer value, and only the X 3356component is used. 3357 3358 3359TGSI_SEMANTIC_WORK_DIM 3360"""""""""""""""""""""" 3361 3362For compute shaders started via opencl this retrieves the work_dim 3363parameter to the clEnqueueNDRangeKernel call with which the shader 3364was started. 3365 3366 3367TGSI_SEMANTIC_GRID_SIZE 3368""""""""""""""""""""""" 3369 3370For compute shaders, this semantic indicates the maximum (x, y, z) dimensions 3371of a grid of thread blocks. 3372 3373 3374TGSI_SEMANTIC_BLOCK_ID 3375"""""""""""""""""""""" 3376 3377For compute shaders, this semantic indicates the (x, y, z) coordinates of the 3378current block inside of the grid. 3379 3380 3381TGSI_SEMANTIC_BLOCK_SIZE 3382"""""""""""""""""""""""" 3383 3384For compute shaders, this semantic indicates the maximum (x, y, z) dimensions 3385of a block in threads. 3386 3387 3388TGSI_SEMANTIC_THREAD_ID 3389""""""""""""""""""""""" 3390 3391For compute shaders, this semantic indicates the (x, y, z) coordinates of the 3392current thread inside of the block. 3393 3394 3395TGSI_SEMANTIC_SUBGROUP_SIZE 3396""""""""""""""""""""""""""" 3397 3398This semantic indicates the subgroup size for the current invocation. This is 3399an integer of at most 64, as it indicates the width of lanemasks. It does not 3400depend on the number of invocations that are active. 3401 3402 3403TGSI_SEMANTIC_SUBGROUP_INVOCATION 3404""""""""""""""""""""""""""""""""" 3405 3406The index of the current invocation within its subgroup. 3407 3408 3409TGSI_SEMANTIC_SUBGROUP_EQ_MASK 3410"""""""""""""""""""""""""""""" 3411 3412A bit mask of ``bit index == TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e. 3413``1 << subgroup_invocation`` in arbitrary precision arithmetic. 3414 3415 3416TGSI_SEMANTIC_SUBGROUP_GE_MASK 3417"""""""""""""""""""""""""""""" 3418 3419A bit mask of ``bit index >= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e. 3420``((1 << (subgroup_size - subgroup_invocation)) - 1) << subgroup_invocation`` 3421in arbitrary precision arithmetic. 3422 3423 3424TGSI_SEMANTIC_SUBGROUP_GT_MASK 3425"""""""""""""""""""""""""""""" 3426 3427A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e. 3428``((1 << (subgroup_size - subgroup_invocation - 1)) - 1) << (subgroup_invocation + 1)`` 3429in arbitrary precision arithmetic. 3430 3431 3432TGSI_SEMANTIC_SUBGROUP_LE_MASK 3433"""""""""""""""""""""""""""""" 3434 3435A bit mask of ``bit index <= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e. 3436``(1 << (subgroup_invocation + 1)) - 1`` in arbitrary precision arithmetic. 3437 3438 3439TGSI_SEMANTIC_SUBGROUP_LT_MASK 3440"""""""""""""""""""""""""""""" 3441 3442A bit mask of ``bit index < TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e. 3443``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic. 3444 3445 3446Declaration Interpolate 3447^^^^^^^^^^^^^^^^^^^^^^^ 3448 3449This token is only valid for fragment shader INPUT declarations. 3450 3451The Interpolate field specifes the way input is being interpolated by 3452the rasteriser and is one of TGSI_INTERPOLATE_*. 3453 3454The Location field specifies the location inside the pixel that the 3455interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that 3456when per-sample shading is enabled, the implementation may choose to 3457interpolate at the sample irrespective of the Location field. 3458 3459The CylindricalWrap bitfield specifies which register components 3460should be subject to cylindrical wrapping when interpolating by the 3461rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component 3462should be interpolated according to cylindrical wrapping rules. 3463 3464 3465Declaration Sampler View 3466^^^^^^^^^^^^^^^^^^^^^^^^ 3467 3468Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW. 3469 3470DCL SVIEW[#], resource, type(s) 3471 3472Declares a shader input sampler view and assigns it to a SVIEW[#] 3473register. 3474 3475resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray. 3476 3477type must be 1 or 4 entries (if specifying on a per-component 3478level) out of UNORM, SNORM, SINT, UINT and FLOAT. 3479 3480For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes 3481which take an explicit SVIEW[#] source register), there may be optionally 3482SVIEW[#] declarations. In this case, the SVIEW index is implied by the 3483SAMP index, and there must be a corresponding SVIEW[#] declaration for 3484each SAMP[#] declaration. Drivers are free to ignore this if they wish. 3485But note in particular that some drivers need to know the sampler type 3486(float/int/unsigned) in order to generate the correct code, so cases 3487where integer textures are sampled, SVIEW[#] declarations should be 3488used. 3489 3490NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes 3491in the same shader. 3492 3493Declaration Resource 3494^^^^^^^^^^^^^^^^^^^^ 3495 3496Follows Declaration token if file is TGSI_FILE_RESOURCE. 3497 3498DCL RES[#], resource [, WR] [, RAW] 3499 3500Declares a shader input resource and assigns it to a RES[#] 3501register. 3502 3503resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and 35042DArray. 3505 3506If the RAW keyword is not specified, the texture data will be 3507subject to conversion, swizzling and scaling as required to yield 3508the specified data type from the physical data format of the bound 3509resource. 3510 3511If the RAW keyword is specified, no channel conversion will be 3512performed: the values read for each of the channels (X,Y,Z,W) will 3513correspond to consecutive words in the same order and format 3514they're found in memory. No element-to-address conversion will be 3515performed either: the value of the provided X coordinate will be 3516interpreted in byte units instead of texel units. The result of 3517accessing a misaligned address is undefined. 3518 3519Usage of the STORE opcode is only allowed if the WR (writable) flag 3520is set. 3521 3522Hardware Atomic Register File 3523^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 3524 3525Hardware atomics are declared as a 2D array with an optional array id. 3526 3527The first member of the dimension is the buffer resource the atomic 3528is located in. 3529The second member is a range into the buffer resource, either for 3530one or multiple counters. If this is an array, the declaration will have 3531an unique array id. 3532 3533Each counter is 4 bytes in size, and index and ranges are in counters not bytes. 3534DCL HWATOMIC[0][0] 3535DCL HWATOMIC[0][1] 3536 3537This declares two atomics, one at the start of the buffer and one in the 3538second 4 bytes. 3539 3540DCL HWATOMIC[0][0] 3541DCL HWATOMIC[1][0] 3542DCL HWATOMIC[1][1..3], ARRAY(1) 3543 3544This declares 5 atomics, one in buffer 0 at 0, 3545one in buffer 1 at 0, and an array of 3 atomics in 3546the buffer 1, starting at 1. 3547 3548Properties 3549^^^^^^^^^^^^^^^^^^^^^^^^ 3550 3551Properties are general directives that apply to the whole TGSI program. 3552 3553FS_COORD_ORIGIN 3554""""""""""""""" 3555 3556Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin. 3557The default value is UPPER_LEFT. 3558 3559If UPPER_LEFT, the position will be (0,0) at the upper left corner and 3560increase downward and rightward. 3561If LOWER_LEFT, the position will be (0,0) at the lower left corner and 3562increase upward and rightward. 3563 3564OpenGL defaults to LOWER_LEFT, and is configurable with the 3565GL_ARB_fragment_coord_conventions extension. 3566 3567DirectX 9/10 use UPPER_LEFT. 3568 3569FS_COORD_PIXEL_CENTER 3570""""""""""""""""""""" 3571 3572Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention. 3573The default value is HALF_INTEGER. 3574 3575If HALF_INTEGER, the fractionary part of the position will be 0.5 3576If INTEGER, the fractionary part of the position will be 0.0 3577 3578Note that this does not affect the set of fragments generated by 3579rasterization, which is instead controlled by half_pixel_center in the 3580rasterizer. 3581 3582OpenGL defaults to HALF_INTEGER, and is configurable with the 3583GL_ARB_fragment_coord_conventions extension. 3584 3585DirectX 9 uses INTEGER. 3586DirectX 10 uses HALF_INTEGER. 3587 3588FS_COLOR0_WRITES_ALL_CBUFS 3589"""""""""""""""""""""""""" 3590Specifies that writes to the fragment shader color 0 are replicated to all 3591bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where 3592fragData is directed to a single color buffer, but fragColor is broadcast. 3593 3594VS_PROHIBIT_UCPS 3595"""""""""""""""""""""""""" 3596If this property is set on the program bound to the shader stage before the 3597fragment shader, user clip planes should have no effect (be disabled) even if 3598that shader does not write to any clip distance outputs and the rasterizer's 3599clip_plane_enable is non-zero. 3600This property is only supported by drivers that also support shader clip 3601distance outputs. 3602This is useful for APIs that don't have UCPs and where clip distances written 3603by a shader cannot be disabled. 3604 3605GS_INVOCATIONS 3606"""""""""""""" 3607 3608Specifies the number of times a geometry shader should be executed for each 3609input primitive. Each invocation will have a different 3610TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to 3611be 1. 3612 3613VS_WINDOW_SPACE_POSITION 3614"""""""""""""""""""""""""" 3615If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output 3616is assumed to contain window space coordinates. 3617Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is 3618directly taken from the 4-th component of the shader output. 3619Naturally, clipping is not performed on window coordinates either. 3620The effect of this property is undefined if a geometry or tessellation shader 3621are in use. 3622 3623TCS_VERTICES_OUT 3624"""""""""""""""" 3625 3626The number of vertices written by the tessellation control shader. This 3627effectively defines the patch input size of the tessellation evaluation shader 3628as well. 3629 3630TES_PRIM_MODE 3631""""""""""""" 3632 3633This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``, 3634``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no 3635separate isolines settings, the regular lines is assumed to mean isolines.) 3636 3637TES_SPACING 3638""""""""""" 3639 3640This sets the spacing mode of the tessellation generator, one of 3641``PIPE_TESS_SPACING_*``. 3642 3643TES_VERTEX_ORDER_CW 3644""""""""""""""""""" 3645 3646This sets the vertex order to be clockwise if the value is 1, or 3647counter-clockwise if set to 0. 3648 3649TES_POINT_MODE 3650"""""""""""""" 3651 3652If set to a non-zero value, this turns on point mode for the tessellator, 3653which means that points will be generated instead of primitives. 3654 3655NUM_CLIPDIST_ENABLED 3656"""""""""""""""""""" 3657 3658How many clip distance scalar outputs are enabled. 3659 3660NUM_CULLDIST_ENABLED 3661"""""""""""""""""""" 3662 3663How many cull distance scalar outputs are enabled. 3664 3665FS_EARLY_DEPTH_STENCIL 3666"""""""""""""""""""""" 3667 3668Whether depth test, stencil test, and occlusion query should run before 3669the fragment shader (regardless of fragment shader side effects). Corresponds 3670to GLSL early_fragment_tests. 3671 3672NEXT_SHADER 3673""""""""""" 3674 3675Which shader stage will MOST LIKELY follow after this shader when the shader 3676is bound. This is only a hint to the driver and doesn't have to be precise. 3677Only set for VS and TES. 3678 3679CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH 3680""""""""""""""""""""""""""""""""""""" 3681 3682Threads per block in each dimension, if known at compile time. If the block size 3683is known all three should be at least 1. If it is unknown they should all be set 3684to 0 or not set. 3685 3686MUL_ZERO_WINS 3687""""""""""""" 3688 3689The MUL TGSI operation (FP32 multiplication) will return 0 if either 3690of the operands are equal to 0. That means that 0 * Inf = 0. This 3691should be set the same way for an entire pipeline. Note that this 3692applies not only to the literal MUL TGSI opcode, but all FP32 3693multiplications implied by other operations, such as MAD, FMA, DP2, 3694DP3, DP4, DST, LOG, LRP, and possibly others. If there is a 3695mismatch between shaders, then it is unspecified whether this behavior 3696will be enabled. 3697 3698FS_POST_DEPTH_COVERAGE 3699"""""""""""""""""""""" 3700 3701When enabled, the input for TGSI_SEMANTIC_SAMPLEMASK will exclude samples 3702that have failed the depth/stencil tests. This is only valid when 3703FS_EARLY_DEPTH_STENCIL is also specified. 3704 3705 3706Texture Sampling and Texture Formats 3707------------------------------------ 3708 3709This table shows how texture image components are returned as (x,y,z,w) tuples 3710by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and 3711:opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as 3712well. 3713 3714+--------------------+--------------+--------------------+--------------+ 3715| Texture Components | Gallium | OpenGL | Direct3D 9 | 3716+====================+==============+====================+==============+ 3717| R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) | 3718+--------------------+--------------+--------------------+--------------+ 3719| RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) | 3720+--------------------+--------------+--------------------+--------------+ 3721| RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) | 3722+--------------------+--------------+--------------------+--------------+ 3723| RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) | 3724+--------------------+--------------+--------------------+--------------+ 3725| A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) | 3726+--------------------+--------------+--------------------+--------------+ 3727| L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) | 3728+--------------------+--------------+--------------------+--------------+ 3729| LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) | 3730+--------------------+--------------+--------------------+--------------+ 3731| I | (i, i, i, i) | (i, i, i, i) | N/A | 3732+--------------------+--------------+--------------------+--------------+ 3733| UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) | 3734| | | [#envmap-bumpmap]_ | | 3735+--------------------+--------------+--------------------+--------------+ 3736| Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) | 3737| | | [#depth-tex-mode]_ | | 3738+--------------------+--------------+--------------------+--------------+ 3739| S | (s, s, s, s) | unknown | unknown | 3740+--------------------+--------------+--------------------+--------------+ 3741 3742.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt 3743.. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z) 3744 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE. 3745