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 modifier on instructions). 30 31For inputs which have a floating point type, both absolute value and negation 32modifiers are supported (with absolute value being applied first). 33TGSI_OPCODE_MOV is considered to have float input type for applying modifiers. 34 35For inputs which have signed or unsigned type only the negate modifier is 36supported. 37 38Instruction Set 39--------------- 40 41Core ISA 42^^^^^^^^^^^^^^^^^^^^^^^^^ 43 44These opcodes are guaranteed to be available regardless of the driver being 45used. 46 47.. opcode:: ARL - Address Register Load 48 49.. math:: 50 51 dst.x = (int) \lfloor src.x\rfloor 52 53 dst.y = (int) \lfloor src.y\rfloor 54 55 dst.z = (int) \lfloor src.z\rfloor 56 57 dst.w = (int) \lfloor src.w\rfloor 58 59 60.. opcode:: MOV - Move 61 62.. math:: 63 64 dst.x = src.x 65 66 dst.y = src.y 67 68 dst.z = src.z 69 70 dst.w = src.w 71 72 73.. opcode:: LIT - Light Coefficients 74 75.. math:: 76 77 dst.x &= 1 \\ 78 dst.y &= max(src.x, 0) \\ 79 dst.z &= (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0 \\ 80 dst.w &= 1 81 82 83.. opcode:: RCP - Reciprocal 84 85This instruction replicates its result. 86 87.. math:: 88 89 dst = \frac{1}{src.x} 90 91 92.. opcode:: RSQ - Reciprocal Square Root 93 94This instruction replicates its result. The results are undefined for src <= 0. 95 96.. math:: 97 98 dst = \frac{1}{\sqrt{src.x}} 99 100 101.. opcode:: SQRT - Square Root 102 103This instruction replicates its result. The results are undefined for src < 0. 104 105.. math:: 106 107 dst = {\sqrt{src.x}} 108 109 110.. opcode:: EXP - Approximate Exponential Base 2 111 112.. math:: 113 114 dst.x &= 2^{\lfloor src.x\rfloor} \\ 115 dst.y &= src.x - \lfloor src.x\rfloor \\ 116 dst.z &= 2^{src.x} \\ 117 dst.w &= 1 118 119 120.. opcode:: LOG - Approximate Logarithm Base 2 121 122.. math:: 123 124 dst.x &= \lfloor\log_2{|src.x|}\rfloor \\ 125 dst.y &= \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}} \\ 126 dst.z &= \log_2{|src.x|} \\ 127 dst.w &= 1 128 129 130.. opcode:: MUL - Multiply 131 132.. math:: 133 134 dst.x = src0.x \times src1.x 135 136 dst.y = src0.y \times src1.y 137 138 dst.z = src0.z \times src1.z 139 140 dst.w = src0.w \times src1.w 141 142 143.. opcode:: ADD - Add 144 145.. math:: 146 147 dst.x = src0.x + src1.x 148 149 dst.y = src0.y + src1.y 150 151 dst.z = src0.z + src1.z 152 153 dst.w = src0.w + src1.w 154 155 156.. opcode:: DP3 - 3-component Dot Product 157 158This instruction replicates its result. 159 160.. math:: 161 162 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z 163 164 165.. opcode:: DP4 - 4-component Dot Product 166 167This instruction replicates its result. 168 169.. math:: 170 171 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w 172 173 174.. opcode:: DST - Distance Vector 175 176.. math:: 177 178 dst.x &= 1\\ 179 dst.y &= src0.y \times src1.y\\ 180 dst.z &= src0.z\\ 181 dst.w &= src1.w 182 183 184.. opcode:: MIN - Minimum 185 186.. math:: 187 188 dst.x = min(src0.x, src1.x) 189 190 dst.y = min(src0.y, src1.y) 191 192 dst.z = min(src0.z, src1.z) 193 194 dst.w = min(src0.w, src1.w) 195 196 197.. opcode:: MAX - Maximum 198 199.. math:: 200 201 dst.x = max(src0.x, src1.x) 202 203 dst.y = max(src0.y, src1.y) 204 205 dst.z = max(src0.z, src1.z) 206 207 dst.w = max(src0.w, src1.w) 208 209 210.. opcode:: SLT - Set On Less Than 211 212.. math:: 213 214 dst.x = (src0.x < src1.x) ? 1.0F : 0.0F 215 216 dst.y = (src0.y < src1.y) ? 1.0F : 0.0F 217 218 dst.z = (src0.z < src1.z) ? 1.0F : 0.0F 219 220 dst.w = (src0.w < src1.w) ? 1.0F : 0.0F 221 222 223.. opcode:: SGE - Set On Greater Equal Than 224 225.. math:: 226 227 dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F 228 229 dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F 230 231 dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F 232 233 dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F 234 235 236.. opcode:: MAD - Multiply And Add 237 238.. math:: 239 240 dst.x = src0.x \times src1.x + src2.x 241 242 dst.y = src0.y \times src1.y + src2.y 243 244 dst.z = src0.z \times src1.z + src2.z 245 246 dst.w = src0.w \times src1.w + src2.w 247 248 249.. opcode:: SUB - Subtract 250 251.. math:: 252 253 dst.x = src0.x - src1.x 254 255 dst.y = src0.y - src1.y 256 257 dst.z = src0.z - src1.z 258 259 dst.w = src0.w - src1.w 260 261 262.. opcode:: LRP - Linear Interpolate 263 264.. math:: 265 266 dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x 267 268 dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y 269 270 dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z 271 272 dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w 273 274 275.. opcode:: FMA - Fused Multiply-Add 276 277Perform a * b + c with no intermediate rounding step. 278 279.. math:: 280 281 dst.x = src0.x \times src1.x + src2.x 282 283 dst.y = src0.y \times src1.y + src2.y 284 285 dst.z = src0.z \times src1.z + src2.z 286 287 dst.w = src0.w \times src1.w + src2.w 288 289 290.. opcode:: DP2A - 2-component Dot Product And Add 291 292.. math:: 293 294 dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x 295 296 dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x 297 298 dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x 299 300 dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x 301 302 303.. opcode:: FRC - Fraction 304 305.. math:: 306 307 dst.x = src.x - \lfloor src.x\rfloor 308 309 dst.y = src.y - \lfloor src.y\rfloor 310 311 dst.z = src.z - \lfloor src.z\rfloor 312 313 dst.w = src.w - \lfloor src.w\rfloor 314 315 316.. opcode:: CLAMP - Clamp 317 318.. math:: 319 320 dst.x = clamp(src0.x, src1.x, src2.x) 321 322 dst.y = clamp(src0.y, src1.y, src2.y) 323 324 dst.z = clamp(src0.z, src1.z, src2.z) 325 326 dst.w = clamp(src0.w, src1.w, src2.w) 327 328 329.. opcode:: FLR - Floor 330 331.. math:: 332 333 dst.x = \lfloor src.x\rfloor 334 335 dst.y = \lfloor src.y\rfloor 336 337 dst.z = \lfloor src.z\rfloor 338 339 dst.w = \lfloor src.w\rfloor 340 341 342.. opcode:: ROUND - Round 343 344.. math:: 345 346 dst.x = round(src.x) 347 348 dst.y = round(src.y) 349 350 dst.z = round(src.z) 351 352 dst.w = round(src.w) 353 354 355.. opcode:: EX2 - Exponential Base 2 356 357This instruction replicates its result. 358 359.. math:: 360 361 dst = 2^{src.x} 362 363 364.. opcode:: LG2 - Logarithm Base 2 365 366This instruction replicates its result. 367 368.. math:: 369 370 dst = \log_2{src.x} 371 372 373.. opcode:: POW - Power 374 375This instruction replicates its result. 376 377.. math:: 378 379 dst = src0.x^{src1.x} 380 381.. opcode:: XPD - Cross Product 382 383.. math:: 384 385 dst.x = src0.y \times src1.z - src1.y \times src0.z 386 387 dst.y = src0.z \times src1.x - src1.z \times src0.x 388 389 dst.z = src0.x \times src1.y - src1.x \times src0.y 390 391 dst.w = 1 392 393 394.. opcode:: ABS - Absolute 395 396.. math:: 397 398 dst.x = |src.x| 399 400 dst.y = |src.y| 401 402 dst.z = |src.z| 403 404 dst.w = |src.w| 405 406 407.. opcode:: DPH - Homogeneous Dot Product 408 409This instruction replicates its result. 410 411.. math:: 412 413 dst = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w 414 415 416.. opcode:: COS - Cosine 417 418This instruction replicates its result. 419 420.. math:: 421 422 dst = \cos{src.x} 423 424 425.. opcode:: DDX, DDX_FINE - Derivative Relative To X 426 427The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is 428advertised. When it is, the fine version guarantees one derivative per row 429while DDX is allowed to be the same for the entire 2x2 quad. 430 431.. math:: 432 433 dst.x = partialx(src.x) 434 435 dst.y = partialx(src.y) 436 437 dst.z = partialx(src.z) 438 439 dst.w = partialx(src.w) 440 441 442.. opcode:: DDY, DDY_FINE - Derivative Relative To Y 443 444The fine variant is only used when ``PIPE_CAP_TGSI_FS_FINE_DERIVATIVE`` is 445advertised. When it is, the fine version guarantees one derivative per column 446while DDY is allowed to be the same for the entire 2x2 quad. 447 448.. math:: 449 450 dst.x = partialy(src.x) 451 452 dst.y = partialy(src.y) 453 454 dst.z = partialy(src.z) 455 456 dst.w = partialy(src.w) 457 458 459.. opcode:: PK2H - Pack Two 16-bit Floats 460 461This instruction replicates its result. 462 463.. math:: 464 465 dst = f32\_to\_f16(src.x) | f32\_to\_f16(src.y) << 16 466 467 468.. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars 469 470 TBD 471 472 473.. opcode:: PK4B - Pack Four Signed 8-bit Scalars 474 475 TBD 476 477 478.. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars 479 480 TBD 481 482 483.. opcode:: SEQ - Set On Equal 484 485.. math:: 486 487 dst.x = (src0.x == src1.x) ? 1.0F : 0.0F 488 489 dst.y = (src0.y == src1.y) ? 1.0F : 0.0F 490 491 dst.z = (src0.z == src1.z) ? 1.0F : 0.0F 492 493 dst.w = (src0.w == src1.w) ? 1.0F : 0.0F 494 495 496.. opcode:: SGT - Set On Greater Than 497 498.. math:: 499 500 dst.x = (src0.x > src1.x) ? 1.0F : 0.0F 501 502 dst.y = (src0.y > src1.y) ? 1.0F : 0.0F 503 504 dst.z = (src0.z > src1.z) ? 1.0F : 0.0F 505 506 dst.w = (src0.w > src1.w) ? 1.0F : 0.0F 507 508 509.. opcode:: SIN - Sine 510 511This instruction replicates its result. 512 513.. math:: 514 515 dst = \sin{src.x} 516 517 518.. opcode:: SLE - Set On Less Equal Than 519 520.. math:: 521 522 dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F 523 524 dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F 525 526 dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F 527 528 dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F 529 530 531.. opcode:: SNE - Set On Not Equal 532 533.. math:: 534 535 dst.x = (src0.x != src1.x) ? 1.0F : 0.0F 536 537 dst.y = (src0.y != src1.y) ? 1.0F : 0.0F 538 539 dst.z = (src0.z != src1.z) ? 1.0F : 0.0F 540 541 dst.w = (src0.w != src1.w) ? 1.0F : 0.0F 542 543 544.. opcode:: TEX - Texture Lookup 545 546 for array textures src0.y contains the slice for 1D, 547 and src0.z contain the slice for 2D. 548 549 for shadow textures with no arrays (and not cube map), 550 src0.z contains the reference value. 551 552 for shadow textures with arrays, src0.z contains 553 the reference value for 1D arrays, and src0.w contains 554 the reference value for 2D arrays and cube maps. 555 556 for cube map array shadow textures, the reference value 557 cannot be passed in src0.w, and TEX2 must be used instead. 558 559.. math:: 560 561 coord = src0 562 563 shadow_ref = src0.z or src0.w (optional) 564 565 unit = src1 566 567 dst = texture\_sample(unit, coord, shadow_ref) 568 569 570.. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only) 571 572 this is the same as TEX, but uses another reg to encode the 573 reference value. 574 575.. math:: 576 577 coord = src0 578 579 shadow_ref = src1.x 580 581 unit = src2 582 583 dst = texture\_sample(unit, coord, shadow_ref) 584 585 586 587 588.. opcode:: TXD - Texture Lookup with Derivatives 589 590.. math:: 591 592 coord = src0 593 594 ddx = src1 595 596 ddy = src2 597 598 unit = src3 599 600 dst = texture\_sample\_deriv(unit, coord, ddx, ddy) 601 602 603.. opcode:: TXP - Projective Texture Lookup 604 605.. math:: 606 607 coord.x = src0.x / src0.w 608 609 coord.y = src0.y / src0.w 610 611 coord.z = src0.z / src0.w 612 613 coord.w = src0.w 614 615 unit = src1 616 617 dst = texture\_sample(unit, coord) 618 619 620.. opcode:: UP2H - Unpack Two 16-Bit Floats 621 622.. math:: 623 624 dst.x = f16\_to\_f32(src0.x \& 0xffff) 625 626 dst.y = f16\_to\_f32(src0.x >> 16) 627 628 dst.z = f16\_to\_f32(src0.x \& 0xffff) 629 630 dst.w = f16\_to\_f32(src0.x >> 16) 631 632.. note:: 633 634 Considered for removal. 635 636.. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars 637 638 TBD 639 640.. note:: 641 642 Considered for removal. 643 644.. opcode:: UP4B - Unpack Four Signed 8-Bit Values 645 646 TBD 647 648.. note:: 649 650 Considered for removal. 651 652.. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars 653 654 TBD 655 656.. note:: 657 658 Considered for removal. 659 660 661.. opcode:: ARR - Address Register Load With Round 662 663.. math:: 664 665 dst.x = (int) round(src.x) 666 667 dst.y = (int) round(src.y) 668 669 dst.z = (int) round(src.z) 670 671 dst.w = (int) round(src.w) 672 673 674.. opcode:: SSG - Set Sign 675 676.. math:: 677 678 dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0 679 680 dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0 681 682 dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0 683 684 dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0 685 686 687.. opcode:: CMP - Compare 688 689.. math:: 690 691 dst.x = (src0.x < 0) ? src1.x : src2.x 692 693 dst.y = (src0.y < 0) ? src1.y : src2.y 694 695 dst.z = (src0.z < 0) ? src1.z : src2.z 696 697 dst.w = (src0.w < 0) ? src1.w : src2.w 698 699 700.. opcode:: KILL_IF - Conditional Discard 701 702 Conditional discard. Allowed in fragment shaders only. 703 704.. math:: 705 706 if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0) 707 discard 708 endif 709 710 711.. opcode:: KILL - Discard 712 713 Unconditional discard. Allowed in fragment shaders only. 714 715 716.. opcode:: SCS - Sine Cosine 717 718.. math:: 719 720 dst.x = \cos{src.x} 721 722 dst.y = \sin{src.x} 723 724 dst.z = 0 725 726 dst.w = 1 727 728 729.. opcode:: TXB - Texture Lookup With Bias 730 731 for cube map array textures and shadow cube maps, the bias value 732 cannot be passed in src0.w, and TXB2 must be used instead. 733 734 if the target is a shadow texture, the reference value is always 735 in src.z (this prevents shadow 3d and shadow 2d arrays from 736 using this instruction, but this is not needed). 737 738.. math:: 739 740 coord.x = src0.x 741 742 coord.y = src0.y 743 744 coord.z = src0.z 745 746 coord.w = none 747 748 bias = src0.w 749 750 unit = src1 751 752 dst = texture\_sample(unit, coord, bias) 753 754 755.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only) 756 757 this is the same as TXB, but uses another reg to encode the 758 lod bias value for cube map arrays and shadow cube maps. 759 Presumably shadow 2d arrays and shadow 3d targets could use 760 this encoding too, but this is not legal. 761 762 shadow cube map arrays are neither possible nor required. 763 764.. math:: 765 766 coord = src0 767 768 bias = src1.x 769 770 unit = src2 771 772 dst = texture\_sample(unit, coord, bias) 773 774 775.. opcode:: DIV - Divide 776 777.. math:: 778 779 dst.x = \frac{src0.x}{src1.x} 780 781 dst.y = \frac{src0.y}{src1.y} 782 783 dst.z = \frac{src0.z}{src1.z} 784 785 dst.w = \frac{src0.w}{src1.w} 786 787 788.. opcode:: DP2 - 2-component Dot Product 789 790This instruction replicates its result. 791 792.. math:: 793 794 dst = src0.x \times src1.x + src0.y \times src1.y 795 796 797.. opcode:: TXL - Texture Lookup With explicit LOD 798 799 for cube map array textures, the explicit lod value 800 cannot be passed in src0.w, and TXL2 must be used instead. 801 802 if the target is a shadow texture, the reference value is always 803 in src.z (this prevents shadow 3d / 2d array / cube targets from 804 using this instruction, but this is not needed). 805 806.. math:: 807 808 coord.x = src0.x 809 810 coord.y = src0.y 811 812 coord.z = src0.z 813 814 coord.w = none 815 816 lod = src0.w 817 818 unit = src1 819 820 dst = texture\_sample(unit, coord, lod) 821 822 823.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only) 824 825 this is the same as TXL, but uses another reg to encode the 826 explicit lod value. 827 Presumably shadow 3d / 2d array / cube targets could use 828 this encoding too, but this is not legal. 829 830 shadow cube map arrays are neither possible nor required. 831 832.. math:: 833 834 coord = src0 835 836 lod = src1.x 837 838 unit = src2 839 840 dst = texture\_sample(unit, coord, lod) 841 842 843.. opcode:: PUSHA - Push Address Register On Stack 844 845 push(src.x) 846 push(src.y) 847 push(src.z) 848 push(src.w) 849 850.. note:: 851 852 Considered for cleanup. 853 854.. note:: 855 856 Considered for removal. 857 858.. opcode:: POPA - Pop Address Register From Stack 859 860 dst.w = pop() 861 dst.z = pop() 862 dst.y = pop() 863 dst.x = pop() 864 865.. note:: 866 867 Considered for cleanup. 868 869.. note:: 870 871 Considered for removal. 872 873 874.. opcode:: CALLNZ - Subroutine Call If Not Zero 875 876 TBD 877 878.. note:: 879 880 Considered for cleanup. 881 882.. note:: 883 884 Considered for removal. 885 886 887Compute ISA 888^^^^^^^^^^^^^^^^^^^^^^^^ 889 890These opcodes are primarily provided for special-use computational shaders. 891Support for these opcodes indicated by a special pipe capability bit (TBD). 892 893XXX doesn't look like most of the opcodes really belong here. 894 895.. opcode:: CEIL - Ceiling 896 897.. math:: 898 899 dst.x = \lceil src.x\rceil 900 901 dst.y = \lceil src.y\rceil 902 903 dst.z = \lceil src.z\rceil 904 905 dst.w = \lceil src.w\rceil 906 907 908.. opcode:: TRUNC - Truncate 909 910.. math:: 911 912 dst.x = trunc(src.x) 913 914 dst.y = trunc(src.y) 915 916 dst.z = trunc(src.z) 917 918 dst.w = trunc(src.w) 919 920 921.. opcode:: MOD - Modulus 922 923.. math:: 924 925 dst.x = src0.x \bmod src1.x 926 927 dst.y = src0.y \bmod src1.y 928 929 dst.z = src0.z \bmod src1.z 930 931 dst.w = src0.w \bmod src1.w 932 933 934.. opcode:: UARL - Integer Address Register Load 935 936 Moves the contents of the source register, assumed to be an integer, into the 937 destination register, which is assumed to be an address (ADDR) register. 938 939 940.. opcode:: SAD - Sum Of Absolute Differences 941 942.. math:: 943 944 dst.x = |src0.x - src1.x| + src2.x 945 946 dst.y = |src0.y - src1.y| + src2.y 947 948 dst.z = |src0.z - src1.z| + src2.z 949 950 dst.w = |src0.w - src1.w| + src2.w 951 952 953.. opcode:: TXF - Texel Fetch 954 955 As per NV_gpu_shader4, extract a single texel from a specified texture 956 image. The source sampler may not be a CUBE or SHADOW. src 0 is a 957 four-component signed integer vector used to identify the single texel 958 accessed. 3 components + level. Just like texture instructions, an optional 959 offset vector is provided, which is subject to various driver restrictions 960 (regarding range, source of offsets). 961 TXF(uint_vec coord, int_vec offset). 962 963 964.. opcode:: TXQ - Texture Size Query 965 966 As per NV_gpu_program4, retrieve the dimensions of the texture depending on 967 the target. For 1D (width), 2D/RECT/CUBE (width, height), 3D (width, height, 968 depth), 1D array (width, layers), 2D array (width, height, layers). 969 Also return the number of accessible levels (last_level - first_level + 1) 970 in W. 971 972 For components which don't return a resource dimension, their value 973 is undefined. 974 975.. math:: 976 977 lod = src0.x 978 979 dst.x = texture\_width(unit, lod) 980 981 dst.y = texture\_height(unit, lod) 982 983 dst.z = texture\_depth(unit, lod) 984 985 dst.w = texture\_levels(unit) 986 987 988.. opcode:: TXQS - Texture Samples Query 989 990 This retrieves the number of samples in the texture, and stores it 991 into the x component. The other components are undefined. 992 993.. math:: 994 995 dst.x = texture\_samples(unit) 996 997 998.. opcode:: TG4 - Texture Gather 999 1000 As per ARB_texture_gather, gathers the four texels to be used in a bi-linear 1001 filtering operation and packs them into a single register. Only works with 1002 2D, 2D array, cubemaps, and cubemaps arrays. For 2D textures, only the 1003 addressing modes of the sampler and the top level of any mip pyramid are 1004 used. Set W to zero. It behaves like the TEX instruction, but a filtered 1005 sample is not generated. The four samples that contribute to filtering are 1006 placed into xyzw in clockwise order, starting with the (u,v) texture 1007 coordinate delta at the following locations (-, +), (+, +), (+, -), (-, -), 1008 where the magnitude of the deltas are half a texel. 1009 1010 PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample 1011 depth compares, single component selection, and a non-constant offset. It 1012 doesn't allow support for the GL independent offset to get i0,j0. This would 1013 require another CAP is hw can do it natively. For now we lower that before 1014 TGSI. 1015 1016.. math:: 1017 1018 coord = src0 1019 1020 component = src1 1021 1022 dst = texture\_gather4 (unit, coord, component) 1023 1024(with SM5 - cube array shadow) 1025 1026.. math:: 1027 1028 coord = src0 1029 1030 compare = src1 1031 1032 dst = texture\_gather (uint, coord, compare) 1033 1034.. opcode:: LODQ - level of detail query 1035 1036 Compute the LOD information that the texture pipe would use to access the 1037 texture. The Y component contains the computed LOD lambda_prime. The X 1038 component contains the LOD that will be accessed, based on min/max lod's 1039 and mipmap filters. 1040 1041.. math:: 1042 1043 coord = src0 1044 1045 dst.xy = lodq(uint, coord); 1046 1047Integer ISA 1048^^^^^^^^^^^^^^^^^^^^^^^^ 1049These opcodes are used for integer operations. 1050Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?) 1051 1052 1053.. opcode:: I2F - Signed Integer To Float 1054 1055 Rounding is unspecified (round to nearest even suggested). 1056 1057.. math:: 1058 1059 dst.x = (float) src.x 1060 1061 dst.y = (float) src.y 1062 1063 dst.z = (float) src.z 1064 1065 dst.w = (float) src.w 1066 1067 1068.. opcode:: U2F - Unsigned Integer To Float 1069 1070 Rounding is unspecified (round to nearest even suggested). 1071 1072.. math:: 1073 1074 dst.x = (float) src.x 1075 1076 dst.y = (float) src.y 1077 1078 dst.z = (float) src.z 1079 1080 dst.w = (float) src.w 1081 1082 1083.. opcode:: F2I - Float to Signed Integer 1084 1085 Rounding is towards zero (truncate). 1086 Values outside signed range (including NaNs) produce undefined results. 1087 1088.. math:: 1089 1090 dst.x = (int) src.x 1091 1092 dst.y = (int) src.y 1093 1094 dst.z = (int) src.z 1095 1096 dst.w = (int) src.w 1097 1098 1099.. opcode:: F2U - Float to Unsigned Integer 1100 1101 Rounding is towards zero (truncate). 1102 Values outside unsigned range (including NaNs) produce undefined results. 1103 1104.. math:: 1105 1106 dst.x = (unsigned) src.x 1107 1108 dst.y = (unsigned) src.y 1109 1110 dst.z = (unsigned) src.z 1111 1112 dst.w = (unsigned) src.w 1113 1114 1115.. opcode:: UADD - Integer Add 1116 1117 This instruction works the same for signed and unsigned integers. 1118 The low 32bit of the result is returned. 1119 1120.. math:: 1121 1122 dst.x = src0.x + src1.x 1123 1124 dst.y = src0.y + src1.y 1125 1126 dst.z = src0.z + src1.z 1127 1128 dst.w = src0.w + src1.w 1129 1130 1131.. opcode:: UMAD - Integer Multiply And Add 1132 1133 This instruction works the same for signed and unsigned integers. 1134 The multiplication returns the low 32bit (as does the result itself). 1135 1136.. math:: 1137 1138 dst.x = src0.x \times src1.x + src2.x 1139 1140 dst.y = src0.y \times src1.y + src2.y 1141 1142 dst.z = src0.z \times src1.z + src2.z 1143 1144 dst.w = src0.w \times src1.w + src2.w 1145 1146 1147.. opcode:: UMUL - Integer Multiply 1148 1149 This instruction works the same for signed and unsigned integers. 1150 The low 32bit of the result is returned. 1151 1152.. math:: 1153 1154 dst.x = src0.x \times src1.x 1155 1156 dst.y = src0.y \times src1.y 1157 1158 dst.z = src0.z \times src1.z 1159 1160 dst.w = src0.w \times src1.w 1161 1162 1163.. opcode:: IMUL_HI - Signed Integer Multiply High Bits 1164 1165 The high 32bits of the multiplication of 2 signed integers are returned. 1166 1167.. math:: 1168 1169 dst.x = (src0.x \times src1.x) >> 32 1170 1171 dst.y = (src0.y \times src1.y) >> 32 1172 1173 dst.z = (src0.z \times src1.z) >> 32 1174 1175 dst.w = (src0.w \times src1.w) >> 32 1176 1177 1178.. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits 1179 1180 The high 32bits of the multiplication of 2 unsigned integers are returned. 1181 1182.. math:: 1183 1184 dst.x = (src0.x \times src1.x) >> 32 1185 1186 dst.y = (src0.y \times src1.y) >> 32 1187 1188 dst.z = (src0.z \times src1.z) >> 32 1189 1190 dst.w = (src0.w \times src1.w) >> 32 1191 1192 1193.. opcode:: IDIV - Signed Integer Division 1194 1195 TBD: behavior for division by zero. 1196 1197.. math:: 1198 1199 dst.x = src0.x \ src1.x 1200 1201 dst.y = src0.y \ src1.y 1202 1203 dst.z = src0.z \ src1.z 1204 1205 dst.w = src0.w \ src1.w 1206 1207 1208.. opcode:: UDIV - Unsigned Integer Division 1209 1210 For division by zero, 0xffffffff is returned. 1211 1212.. math:: 1213 1214 dst.x = src0.x \ src1.x 1215 1216 dst.y = src0.y \ src1.y 1217 1218 dst.z = src0.z \ src1.z 1219 1220 dst.w = src0.w \ src1.w 1221 1222 1223.. opcode:: UMOD - Unsigned Integer Remainder 1224 1225 If second arg is zero, 0xffffffff is returned. 1226 1227.. math:: 1228 1229 dst.x = src0.x \ src1.x 1230 1231 dst.y = src0.y \ src1.y 1232 1233 dst.z = src0.z \ src1.z 1234 1235 dst.w = src0.w \ src1.w 1236 1237 1238.. opcode:: NOT - Bitwise Not 1239 1240.. math:: 1241 1242 dst.x = \sim src.x 1243 1244 dst.y = \sim src.y 1245 1246 dst.z = \sim src.z 1247 1248 dst.w = \sim src.w 1249 1250 1251.. opcode:: AND - Bitwise And 1252 1253.. math:: 1254 1255 dst.x = src0.x \& src1.x 1256 1257 dst.y = src0.y \& src1.y 1258 1259 dst.z = src0.z \& src1.z 1260 1261 dst.w = src0.w \& src1.w 1262 1263 1264.. opcode:: OR - Bitwise Or 1265 1266.. math:: 1267 1268 dst.x = src0.x | src1.x 1269 1270 dst.y = src0.y | src1.y 1271 1272 dst.z = src0.z | src1.z 1273 1274 dst.w = src0.w | src1.w 1275 1276 1277.. opcode:: XOR - Bitwise Xor 1278 1279.. math:: 1280 1281 dst.x = src0.x \oplus src1.x 1282 1283 dst.y = src0.y \oplus src1.y 1284 1285 dst.z = src0.z \oplus src1.z 1286 1287 dst.w = src0.w \oplus src1.w 1288 1289 1290.. opcode:: IMAX - Maximum of Signed Integers 1291 1292.. math:: 1293 1294 dst.x = max(src0.x, src1.x) 1295 1296 dst.y = max(src0.y, src1.y) 1297 1298 dst.z = max(src0.z, src1.z) 1299 1300 dst.w = max(src0.w, src1.w) 1301 1302 1303.. opcode:: UMAX - Maximum of Unsigned Integers 1304 1305.. math:: 1306 1307 dst.x = max(src0.x, src1.x) 1308 1309 dst.y = max(src0.y, src1.y) 1310 1311 dst.z = max(src0.z, src1.z) 1312 1313 dst.w = max(src0.w, src1.w) 1314 1315 1316.. opcode:: IMIN - Minimum of Signed Integers 1317 1318.. math:: 1319 1320 dst.x = min(src0.x, src1.x) 1321 1322 dst.y = min(src0.y, src1.y) 1323 1324 dst.z = min(src0.z, src1.z) 1325 1326 dst.w = min(src0.w, src1.w) 1327 1328 1329.. opcode:: UMIN - Minimum of Unsigned Integers 1330 1331.. math:: 1332 1333 dst.x = min(src0.x, src1.x) 1334 1335 dst.y = min(src0.y, src1.y) 1336 1337 dst.z = min(src0.z, src1.z) 1338 1339 dst.w = min(src0.w, src1.w) 1340 1341 1342.. opcode:: SHL - Shift Left 1343 1344 The shift count is masked with 0x1f before the shift is applied. 1345 1346.. math:: 1347 1348 dst.x = src0.x << (0x1f \& src1.x) 1349 1350 dst.y = src0.y << (0x1f \& src1.y) 1351 1352 dst.z = src0.z << (0x1f \& src1.z) 1353 1354 dst.w = src0.w << (0x1f \& src1.w) 1355 1356 1357.. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer) 1358 1359 The shift count is masked with 0x1f before the shift is applied. 1360 1361.. math:: 1362 1363 dst.x = src0.x >> (0x1f \& src1.x) 1364 1365 dst.y = src0.y >> (0x1f \& src1.y) 1366 1367 dst.z = src0.z >> (0x1f \& src1.z) 1368 1369 dst.w = src0.w >> (0x1f \& src1.w) 1370 1371 1372.. opcode:: USHR - Logical Shift Right 1373 1374 The shift count is masked with 0x1f before the shift is applied. 1375 1376.. math:: 1377 1378 dst.x = src0.x >> (unsigned) (0x1f \& src1.x) 1379 1380 dst.y = src0.y >> (unsigned) (0x1f \& src1.y) 1381 1382 dst.z = src0.z >> (unsigned) (0x1f \& src1.z) 1383 1384 dst.w = src0.w >> (unsigned) (0x1f \& src1.w) 1385 1386 1387.. opcode:: UCMP - Integer Conditional Move 1388 1389.. math:: 1390 1391 dst.x = src0.x ? src1.x : src2.x 1392 1393 dst.y = src0.y ? src1.y : src2.y 1394 1395 dst.z = src0.z ? src1.z : src2.z 1396 1397 dst.w = src0.w ? src1.w : src2.w 1398 1399 1400 1401.. opcode:: ISSG - Integer Set Sign 1402 1403.. math:: 1404 1405 dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0 1406 1407 dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0 1408 1409 dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0 1410 1411 dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0 1412 1413 1414 1415.. opcode:: FSLT - Float Set On Less Than (ordered) 1416 1417 Same comparison as SLT but returns integer instead of 1.0/0.0 float 1418 1419.. math:: 1420 1421 dst.x = (src0.x < src1.x) ? \sim 0 : 0 1422 1423 dst.y = (src0.y < src1.y) ? \sim 0 : 0 1424 1425 dst.z = (src0.z < src1.z) ? \sim 0 : 0 1426 1427 dst.w = (src0.w < src1.w) ? \sim 0 : 0 1428 1429 1430.. opcode:: ISLT - Signed Integer Set On Less Than 1431 1432.. math:: 1433 1434 dst.x = (src0.x < src1.x) ? \sim 0 : 0 1435 1436 dst.y = (src0.y < src1.y) ? \sim 0 : 0 1437 1438 dst.z = (src0.z < src1.z) ? \sim 0 : 0 1439 1440 dst.w = (src0.w < src1.w) ? \sim 0 : 0 1441 1442 1443.. opcode:: USLT - Unsigned Integer Set On Less Than 1444 1445.. math:: 1446 1447 dst.x = (src0.x < src1.x) ? \sim 0 : 0 1448 1449 dst.y = (src0.y < src1.y) ? \sim 0 : 0 1450 1451 dst.z = (src0.z < src1.z) ? \sim 0 : 0 1452 1453 dst.w = (src0.w < src1.w) ? \sim 0 : 0 1454 1455 1456.. opcode:: FSGE - Float Set On Greater Equal Than (ordered) 1457 1458 Same comparison as SGE but returns integer instead of 1.0/0.0 float 1459 1460.. math:: 1461 1462 dst.x = (src0.x >= src1.x) ? \sim 0 : 0 1463 1464 dst.y = (src0.y >= src1.y) ? \sim 0 : 0 1465 1466 dst.z = (src0.z >= src1.z) ? \sim 0 : 0 1467 1468 dst.w = (src0.w >= src1.w) ? \sim 0 : 0 1469 1470 1471.. opcode:: ISGE - Signed Integer Set On Greater Equal Than 1472 1473.. math:: 1474 1475 dst.x = (src0.x >= src1.x) ? \sim 0 : 0 1476 1477 dst.y = (src0.y >= src1.y) ? \sim 0 : 0 1478 1479 dst.z = (src0.z >= src1.z) ? \sim 0 : 0 1480 1481 dst.w = (src0.w >= src1.w) ? \sim 0 : 0 1482 1483 1484.. opcode:: USGE - Unsigned Integer Set On Greater Equal Than 1485 1486.. math:: 1487 1488 dst.x = (src0.x >= src1.x) ? \sim 0 : 0 1489 1490 dst.y = (src0.y >= src1.y) ? \sim 0 : 0 1491 1492 dst.z = (src0.z >= src1.z) ? \sim 0 : 0 1493 1494 dst.w = (src0.w >= src1.w) ? \sim 0 : 0 1495 1496 1497.. opcode:: FSEQ - Float Set On Equal (ordered) 1498 1499 Same comparison as SEQ but returns integer instead of 1.0/0.0 float 1500 1501.. math:: 1502 1503 dst.x = (src0.x == src1.x) ? \sim 0 : 0 1504 1505 dst.y = (src0.y == src1.y) ? \sim 0 : 0 1506 1507 dst.z = (src0.z == src1.z) ? \sim 0 : 0 1508 1509 dst.w = (src0.w == src1.w) ? \sim 0 : 0 1510 1511 1512.. opcode:: USEQ - Integer Set On Equal 1513 1514.. math:: 1515 1516 dst.x = (src0.x == src1.x) ? \sim 0 : 0 1517 1518 dst.y = (src0.y == src1.y) ? \sim 0 : 0 1519 1520 dst.z = (src0.z == src1.z) ? \sim 0 : 0 1521 1522 dst.w = (src0.w == src1.w) ? \sim 0 : 0 1523 1524 1525.. opcode:: FSNE - Float Set On Not Equal (unordered) 1526 1527 Same comparison as SNE but returns integer instead of 1.0/0.0 float 1528 1529.. math:: 1530 1531 dst.x = (src0.x != src1.x) ? \sim 0 : 0 1532 1533 dst.y = (src0.y != src1.y) ? \sim 0 : 0 1534 1535 dst.z = (src0.z != src1.z) ? \sim 0 : 0 1536 1537 dst.w = (src0.w != src1.w) ? \sim 0 : 0 1538 1539 1540.. opcode:: USNE - Integer Set On Not Equal 1541 1542.. math:: 1543 1544 dst.x = (src0.x != src1.x) ? \sim 0 : 0 1545 1546 dst.y = (src0.y != src1.y) ? \sim 0 : 0 1547 1548 dst.z = (src0.z != src1.z) ? \sim 0 : 0 1549 1550 dst.w = (src0.w != src1.w) ? \sim 0 : 0 1551 1552 1553.. opcode:: INEG - Integer Negate 1554 1555 Two's complement. 1556 1557.. math:: 1558 1559 dst.x = -src.x 1560 1561 dst.y = -src.y 1562 1563 dst.z = -src.z 1564 1565 dst.w = -src.w 1566 1567 1568.. opcode:: IABS - Integer Absolute Value 1569 1570.. math:: 1571 1572 dst.x = |src.x| 1573 1574 dst.y = |src.y| 1575 1576 dst.z = |src.z| 1577 1578 dst.w = |src.w| 1579 1580Bitwise ISA 1581^^^^^^^^^^^ 1582These opcodes are used for bit-level manipulation of integers. 1583 1584.. opcode:: IBFE - Signed Bitfield Extract 1585 1586 Like GLSL bitfieldExtract. Extracts a set of bits from the input, and 1587 sign-extends them if the high bit of the extracted window is set. 1588 1589 Pseudocode:: 1590 1591 def ibfe(value, offset, bits): 1592 if offset < 0 or bits < 0 or offset + bits > 32: 1593 return undefined 1594 if bits == 0: return 0 1595 # Note: >> sign-extends 1596 return (value << (32 - offset - bits)) >> (32 - bits) 1597 1598.. opcode:: UBFE - Unsigned Bitfield Extract 1599 1600 Like GLSL bitfieldExtract. Extracts a set of bits from the input, without 1601 any sign-extension. 1602 1603 Pseudocode:: 1604 1605 def ubfe(value, offset, bits): 1606 if offset < 0 or bits < 0 or offset + bits > 32: 1607 return undefined 1608 if bits == 0: return 0 1609 # Note: >> does not sign-extend 1610 return (value << (32 - offset - bits)) >> (32 - bits) 1611 1612.. opcode:: BFI - Bitfield Insert 1613 1614 Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits 1615 of 'insert'. 1616 1617 Pseudocode:: 1618 1619 def bfi(base, insert, offset, bits): 1620 if offset < 0 or bits < 0 or offset + bits > 32: 1621 return undefined 1622 # << defined such that mask == ~0 when bits == 32, offset == 0 1623 mask = ((1 << bits) - 1) << offset 1624 return ((insert << offset) & mask) | (base & ~mask) 1625 1626.. opcode:: BREV - Bitfield Reverse 1627 1628 See SM5 instruction BFREV. Reverses the bits of the argument. 1629 1630.. opcode:: POPC - Population Count 1631 1632 See SM5 instruction COUNTBITS. Counts the number of set bits in the argument. 1633 1634.. opcode:: LSB - Index of lowest set bit 1635 1636 See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set 1637 bit of the argument. Returns -1 if none are set. 1638 1639.. opcode:: IMSB - Index of highest non-sign bit 1640 1641 See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest 1642 non-sign bit of the argument (i.e. highest 0 bit for negative numbers, 1643 highest 1 bit for positive numbers). Returns -1 if all bits are the same 1644 (i.e. for inputs 0 and -1). 1645 1646.. opcode:: UMSB - Index of highest set bit 1647 1648 See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest 1649 set bit of the argument. Returns -1 if none are set. 1650 1651Geometry ISA 1652^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 1653 1654These opcodes are only supported in geometry shaders; they have no meaning 1655in any other type of shader. 1656 1657.. opcode:: EMIT - Emit 1658 1659 Generate a new vertex for the current primitive into the specified vertex 1660 stream using the values in the output registers. 1661 1662 1663.. opcode:: ENDPRIM - End Primitive 1664 1665 Complete the current primitive in the specified vertex stream (consisting of 1666 the emitted vertices), and start a new one. 1667 1668 1669GLSL ISA 1670^^^^^^^^^^ 1671 1672These opcodes are part of :term:`GLSL`'s opcode set. Support for these 1673opcodes is determined by a special capability bit, ``GLSL``. 1674Some require glsl version 1.30 (UIF/BREAKC/SWITCH/CASE/DEFAULT/ENDSWITCH). 1675 1676.. opcode:: CAL - Subroutine Call 1677 1678 push(pc) 1679 pc = target 1680 1681 1682.. opcode:: RET - Subroutine Call Return 1683 1684 pc = pop() 1685 1686 1687.. opcode:: CONT - Continue 1688 1689 Unconditionally moves the point of execution to the instruction after the 1690 last bgnloop. The instruction must appear within a bgnloop/endloop. 1691 1692.. note:: 1693 1694 Support for CONT is determined by a special capability bit, 1695 ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information. 1696 1697 1698.. opcode:: BGNLOOP - Begin a Loop 1699 1700 Start a loop. Must have a matching endloop. 1701 1702 1703.. opcode:: BGNSUB - Begin Subroutine 1704 1705 Starts definition of a subroutine. Must have a matching endsub. 1706 1707 1708.. opcode:: ENDLOOP - End a Loop 1709 1710 End a loop started with bgnloop. 1711 1712 1713.. opcode:: ENDSUB - End Subroutine 1714 1715 Ends definition of a subroutine. 1716 1717 1718.. opcode:: NOP - No Operation 1719 1720 Do nothing. 1721 1722 1723.. opcode:: BRK - Break 1724 1725 Unconditionally moves the point of execution to the instruction after the 1726 next endloop or endswitch. The instruction must appear within a loop/endloop 1727 or switch/endswitch. 1728 1729 1730.. opcode:: BREAKC - Break Conditional 1731 1732 Conditionally moves the point of execution to the instruction after the 1733 next endloop or endswitch. The instruction must appear within a loop/endloop 1734 or switch/endswitch. 1735 Condition evaluates to true if src0.x != 0 where src0.x is interpreted 1736 as an integer register. 1737 1738.. note:: 1739 1740 Considered for removal as it's quite inconsistent wrt other opcodes 1741 (could emulate with UIF/BRK/ENDIF). 1742 1743 1744.. opcode:: IF - Float If 1745 1746 Start an IF ... ELSE .. ENDIF block. Condition evaluates to true if 1747 1748 src0.x != 0.0 1749 1750 where src0.x is interpreted as a floating point register. 1751 1752 1753.. opcode:: UIF - Bitwise If 1754 1755 Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if 1756 1757 src0.x != 0 1758 1759 where src0.x is interpreted as an integer register. 1760 1761 1762.. opcode:: ELSE - Else 1763 1764 Starts an else block, after an IF or UIF statement. 1765 1766 1767.. opcode:: ENDIF - End If 1768 1769 Ends an IF or UIF block. 1770 1771 1772.. opcode:: SWITCH - Switch 1773 1774 Starts a C-style switch expression. The switch consists of one or multiple 1775 CASE statements, and at most one DEFAULT statement. Execution of a statement 1776 ends when a BRK is hit, but just like in C falling through to other cases 1777 without a break is allowed. Similarly, DEFAULT label is allowed anywhere not 1778 just as last statement, and fallthrough is allowed into/from it. 1779 CASE src arguments are evaluated at bit level against the SWITCH src argument. 1780 1781 Example:: 1782 1783 SWITCH src[0].x 1784 CASE src[0].x 1785 (some instructions here) 1786 (optional BRK here) 1787 DEFAULT 1788 (some instructions here) 1789 (optional BRK here) 1790 CASE src[0].x 1791 (some instructions here) 1792 (optional BRK here) 1793 ENDSWITCH 1794 1795 1796.. opcode:: CASE - Switch case 1797 1798 This represents a switch case label. The src arg must be an integer immediate. 1799 1800 1801.. opcode:: DEFAULT - Switch default 1802 1803 This represents the default case in the switch, which is taken if no other 1804 case matches. 1805 1806 1807.. opcode:: ENDSWITCH - End of switch 1808 1809 Ends a switch expression. 1810 1811 1812Interpolation ISA 1813^^^^^^^^^^^^^^^^^ 1814 1815The interpolation instructions allow an input to be interpolated in a 1816different way than its declaration. This corresponds to the GLSL 4.00 1817interpolateAt* functions. The first argument of each of these must come from 1818``TGSI_FILE_INPUT``. 1819 1820.. opcode:: INTERP_CENTROID - Interpolate at the centroid 1821 1822 Interpolates the varying specified by src0 at the centroid 1823 1824.. opcode:: INTERP_SAMPLE - Interpolate at the specified sample 1825 1826 Interpolates the varying specified by src0 at the sample id specified by 1827 src1.x (interpreted as an integer) 1828 1829.. opcode:: INTERP_OFFSET - Interpolate at the specified offset 1830 1831 Interpolates the varying specified by src0 at the offset src1.xy from the 1832 pixel center (interpreted as floats) 1833 1834 1835.. _doubleopcodes: 1836 1837Double ISA 1838^^^^^^^^^^^^^^^ 1839 1840The double-precision opcodes reinterpret four-component vectors into 1841two-component vectors with doubled precision in each component. 1842 1843.. opcode:: DABS - Absolute 1844 1845 dst.xy = |src0.xy| 1846 dst.zw = |src0.zw| 1847 1848.. opcode:: DADD - Add 1849 1850.. math:: 1851 1852 dst.xy = src0.xy + src1.xy 1853 1854 dst.zw = src0.zw + src1.zw 1855 1856.. opcode:: DSEQ - Set on Equal 1857 1858.. math:: 1859 1860 dst.x = src0.xy == src1.xy ? \sim 0 : 0 1861 1862 dst.z = src0.zw == src1.zw ? \sim 0 : 0 1863 1864.. opcode:: DSNE - Set on Equal 1865 1866.. math:: 1867 1868 dst.x = src0.xy != src1.xy ? \sim 0 : 0 1869 1870 dst.z = src0.zw != src1.zw ? \sim 0 : 0 1871 1872.. opcode:: DSLT - Set on Less than 1873 1874.. math:: 1875 1876 dst.x = src0.xy < src1.xy ? \sim 0 : 0 1877 1878 dst.z = src0.zw < src1.zw ? \sim 0 : 0 1879 1880.. opcode:: DSGE - Set on Greater equal 1881 1882.. math:: 1883 1884 dst.x = src0.xy >= src1.xy ? \sim 0 : 0 1885 1886 dst.z = src0.zw >= src1.zw ? \sim 0 : 0 1887 1888.. opcode:: DFRAC - Fraction 1889 1890.. math:: 1891 1892 dst.xy = src.xy - \lfloor src.xy\rfloor 1893 1894 dst.zw = src.zw - \lfloor src.zw\rfloor 1895 1896.. opcode:: DTRUNC - Truncate 1897 1898.. math:: 1899 1900 dst.xy = trunc(src.xy) 1901 1902 dst.zw = trunc(src.zw) 1903 1904.. opcode:: DCEIL - Ceiling 1905 1906.. math:: 1907 1908 dst.xy = \lceil src.xy\rceil 1909 1910 dst.zw = \lceil src.zw\rceil 1911 1912.. opcode:: DFLR - Floor 1913 1914.. math:: 1915 1916 dst.xy = \lfloor src.xy\rfloor 1917 1918 dst.zw = \lfloor src.zw\rfloor 1919 1920.. opcode:: DROUND - Fraction 1921 1922.. math:: 1923 1924 dst.xy = round(src.xy) 1925 1926 dst.zw = round(src.zw) 1927 1928.. opcode:: DSSG - Set Sign 1929 1930.. math:: 1931 1932 dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0 1933 1934 dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0 1935 1936.. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components 1937 1938Like the ``frexp()`` routine in many math libraries, this opcode stores the 1939exponent of its source to ``dst0``, and the significand to ``dst1``, such that 1940:math:`dst1 \times 2^{dst0} = src` . 1941 1942.. math:: 1943 1944 dst0.xy = exp(src.xy) 1945 1946 dst1.xy = frac(src.xy) 1947 1948 dst0.zw = exp(src.zw) 1949 1950 dst1.zw = frac(src.zw) 1951 1952.. opcode:: DLDEXP - Multiply Number by Integral Power of 2 1953 1954This opcode is the inverse of :opcode:`DFRACEXP`. The second 1955source is an integer. 1956 1957.. math:: 1958 1959 dst.xy = src0.xy \times 2^{src1.x} 1960 1961 dst.zw = src0.zw \times 2^{src1.y} 1962 1963.. opcode:: DMIN - Minimum 1964 1965.. math:: 1966 1967 dst.xy = min(src0.xy, src1.xy) 1968 1969 dst.zw = min(src0.zw, src1.zw) 1970 1971.. opcode:: DMAX - Maximum 1972 1973.. math:: 1974 1975 dst.xy = max(src0.xy, src1.xy) 1976 1977 dst.zw = max(src0.zw, src1.zw) 1978 1979.. opcode:: DMUL - Multiply 1980 1981.. math:: 1982 1983 dst.xy = src0.xy \times src1.xy 1984 1985 dst.zw = src0.zw \times src1.zw 1986 1987 1988.. opcode:: DMAD - Multiply And Add 1989 1990.. math:: 1991 1992 dst.xy = src0.xy \times src1.xy + src2.xy 1993 1994 dst.zw = src0.zw \times src1.zw + src2.zw 1995 1996 1997.. opcode:: DFMA - Fused Multiply-Add 1998 1999Perform a * b + c with no intermediate rounding step. 2000 2001.. math:: 2002 2003 dst.xy = src0.xy \times src1.xy + src2.xy 2004 2005 dst.zw = src0.zw \times src1.zw + src2.zw 2006 2007 2008.. opcode:: DDIV - Divide 2009 2010.. math:: 2011 2012 dst.xy = \frac{src0.xy}{src1.xy} 2013 2014 dst.zw = \frac{src0.zw}{src1.zw} 2015 2016 2017.. opcode:: DRCP - Reciprocal 2018 2019.. math:: 2020 2021 dst.xy = \frac{1}{src.xy} 2022 2023 dst.zw = \frac{1}{src.zw} 2024 2025.. opcode:: DSQRT - Square Root 2026 2027.. math:: 2028 2029 dst.xy = \sqrt{src.xy} 2030 2031 dst.zw = \sqrt{src.zw} 2032 2033.. opcode:: DRSQ - Reciprocal Square Root 2034 2035.. math:: 2036 2037 dst.xy = \frac{1}{\sqrt{src.xy}} 2038 2039 dst.zw = \frac{1}{\sqrt{src.zw}} 2040 2041.. opcode:: F2D - Float to Double 2042 2043.. math:: 2044 2045 dst.xy = double(src0.x) 2046 2047 dst.zw = double(src0.y) 2048 2049.. opcode:: D2F - Double to Float 2050 2051.. math:: 2052 2053 dst.x = float(src0.xy) 2054 2055 dst.y = float(src0.zw) 2056 2057.. opcode:: I2D - Int to Double 2058 2059.. math:: 2060 2061 dst.xy = double(src0.x) 2062 2063 dst.zw = double(src0.y) 2064 2065.. opcode:: D2I - Double to Int 2066 2067.. math:: 2068 2069 dst.x = int(src0.xy) 2070 2071 dst.y = int(src0.zw) 2072 2073.. opcode:: U2D - Unsigned Int to Double 2074 2075.. math:: 2076 2077 dst.xy = double(src0.x) 2078 2079 dst.zw = double(src0.y) 2080 2081.. opcode:: D2U - Double to Unsigned Int 2082 2083.. math:: 2084 2085 dst.x = unsigned(src0.xy) 2086 2087 dst.y = unsigned(src0.zw) 2088 208964-bit Integer ISA 2090^^^^^^^^^^^^^^^^^^ 2091 2092The 64-bit integer opcodes reinterpret four-component vectors into 2093two-component vectors with 64-bits in each component. 2094 2095.. opcode:: I64ABS - 64-bit Integer Absolute Value 2096 2097 dst.xy = |src0.xy| 2098 dst.zw = |src0.zw| 2099 2100.. opcode:: I64NEG - 64-bit Integer Negate 2101 2102 Two's complement. 2103 2104.. math:: 2105 2106 dst.xy = -src.xy 2107 dst.zw = -src.zw 2108 2109.. opcode:: I64SSG - 64-bit Integer Set Sign 2110 2111.. math:: 2112 2113 dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0 2114 dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0 2115 2116.. opcode:: U64ADD - 64-bit Integer Add 2117 2118.. math:: 2119 2120 dst.xy = src0.xy + src1.xy 2121 dst.zw = src0.zw + src1.zw 2122 2123.. opcode:: U64MUL - 64-bit Integer Multiply 2124 2125.. math:: 2126 2127 dst.xy = src0.xy * src1.xy 2128 dst.zw = src0.zw * src1.zw 2129 2130.. opcode:: U64SEQ - 64-bit Integer Set on Equal 2131 2132.. math:: 2133 2134 dst.x = src0.xy == src1.xy ? \sim 0 : 0 2135 dst.z = src0.zw == src1.zw ? \sim 0 : 0 2136 2137.. opcode:: U64SNE - 64-bit Integer Set on Not Equal 2138 2139.. math:: 2140 2141 dst.x = src0.xy != src1.xy ? \sim 0 : 0 2142 dst.z = src0.zw != src1.zw ? \sim 0 : 0 2143 2144.. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than 2145 2146.. math:: 2147 2148 dst.x = src0.xy < src1.xy ? \sim 0 : 0 2149 dst.z = src0.zw < src1.zw ? \sim 0 : 0 2150 2151.. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal 2152 2153.. math:: 2154 2155 dst.x = src0.xy >= src1.xy ? \sim 0 : 0 2156 dst.z = src0.zw >= src1.zw ? \sim 0 : 0 2157 2158.. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than 2159 2160.. math:: 2161 2162 dst.x = src0.xy < src1.xy ? \sim 0 : 0 2163 dst.z = src0.zw < src1.zw ? \sim 0 : 0 2164 2165.. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal 2166 2167.. math:: 2168 2169 dst.x = src0.xy >= src1.xy ? \sim 0 : 0 2170 dst.z = src0.zw >= src1.zw ? \sim 0 : 0 2171 2172.. opcode:: I64MIN - Minimum of 64-bit Signed Integers 2173 2174.. math:: 2175 2176 dst.xy = min(src0.xy, src1.xy) 2177 dst.zw = min(src0.zw, src1.zw) 2178 2179.. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers 2180 2181.. math:: 2182 2183 dst.xy = min(src0.xy, src1.xy) 2184 dst.zw = min(src0.zw, src1.zw) 2185 2186.. opcode:: I64MAX - Maximum of 64-bit Signed Integers 2187 2188.. math:: 2189 2190 dst.xy = max(src0.xy, src1.xy) 2191 dst.zw = max(src0.zw, src1.zw) 2192 2193.. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers 2194 2195.. math:: 2196 2197 dst.xy = max(src0.xy, src1.xy) 2198 dst.zw = max(src0.zw, src1.zw) 2199 2200.. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer 2201 2202 The shift count is masked with 0x3f before the shift is applied. 2203 2204.. math:: 2205 2206 dst.xy = src0.xy << (0x3f \& src1.x) 2207 dst.zw = src0.zw << (0x3f \& src1.y) 2208 2209.. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer) 2210 2211 The shift count is masked with 0x3f before the shift is applied. 2212 2213.. math:: 2214 2215 dst.xy = src0.xy >> (0x3f \& src1.x) 2216 dst.zw = src0.zw >> (0x3f \& src1.y) 2217 2218.. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer) 2219 2220 The shift count is masked with 0x3f before the shift is applied. 2221 2222.. math:: 2223 2224 dst.xy = src0.xy >> (unsigned) (0x3f \& src1.x) 2225 dst.zw = src0.zw >> (unsigned) (0x3f \& src1.y) 2226 2227.. opcode:: I64DIV - 64-bit Signed Integer Division 2228 2229.. math:: 2230 2231 dst.xy = src0.xy \ src1.xy 2232 dst.zw = src0.zw \ src1.zw 2233 2234.. opcode:: U64DIV - 64-bit Unsigned Integer Division 2235 2236.. math:: 2237 2238 dst.xy = src0.xy \ src1.xy 2239 dst.zw = src0.zw \ src1.zw 2240 2241.. opcode:: U64MOD - 64-bit Unsigned Integer Remainder 2242 2243.. math:: 2244 2245 dst.xy = src0.xy \bmod src1.xy 2246 dst.zw = src0.zw \bmod src1.zw 2247 2248.. opcode:: I64MOD - 64-bit Signed Integer Remainder 2249 2250.. math:: 2251 2252 dst.xy = src0.xy \bmod src1.xy 2253 dst.zw = src0.zw \bmod src1.zw 2254 2255.. opcode:: F2U64 - Float to 64-bit Unsigned Int 2256 2257.. math:: 2258 2259 dst.xy = (uint64_t) src0.x 2260 dst.zw = (uint64_t) src0.y 2261 2262.. opcode:: F2I64 - Float to 64-bit Int 2263 2264.. math:: 2265 2266 dst.xy = (int64_t) src0.x 2267 dst.zw = (int64_t) src0.y 2268 2269.. opcode:: U2I64 - Unsigned Integer to 64-bit Integer 2270 2271 This is a zero extension. 2272 2273.. math:: 2274 2275 dst.xy = (uint64_t) src0.x 2276 dst.zw = (uint64_t) src0.y 2277 2278.. opcode:: I2I64 - Signed Integer to 64-bit Integer 2279 2280 This is a sign extension. 2281 2282.. math:: 2283 2284 dst.xy = (int64_t) src0.x 2285 dst.zw = (int64_t) src0.y 2286 2287.. opcode:: D2U64 - Double to 64-bit Unsigned Int 2288 2289.. math:: 2290 2291 dst.xy = (uint64_t) src0.xy 2292 dst.zw = (uint64_t) src0.zw 2293 2294.. opcode:: D2I64 - Double to 64-bit Int 2295 2296.. math:: 2297 2298 dst.xy = (int64_t) src0.xy 2299 dst.zw = (int64_t) src0.zw 2300 2301.. opcode:: U642F - 64-bit unsigned integer to float 2302 2303.. math:: 2304 2305 dst.x = (float) src0.xy 2306 dst.y = (float) src0.zw 2307 2308.. opcode:: I642F - 64-bit Int to Float 2309 2310.. math:: 2311 2312 dst.x = (float) src0.xy 2313 dst.y = (float) src0.zw 2314 2315.. opcode:: U642D - 64-bit unsigned integer to double 2316 2317.. math:: 2318 2319 dst.xy = (double) src0.xy 2320 dst.zw = (double) src0.zw 2321 2322.. opcode:: I642D - 64-bit Int to double 2323 2324.. math:: 2325 2326 dst.xy = (double) src0.xy 2327 dst.zw = (double) src0.zw 2328 2329.. _samplingopcodes: 2330 2331Resource Sampling Opcodes 2332^^^^^^^^^^^^^^^^^^^^^^^^^ 2333 2334Those opcodes follow very closely semantics of the respective Direct3D 2335instructions. If in doubt double check Direct3D documentation. 2336Note that the swizzle on SVIEW (src1) determines texel swizzling 2337after lookup. 2338 2339.. opcode:: SAMPLE 2340 2341 Using provided address, sample data from the specified texture using the 2342 filtering mode identified by the given sampler. The source data may come from 2343 any resource type other than buffers. 2344 2345 Syntax: ``SAMPLE dst, address, sampler_view, sampler`` 2346 2347 Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]`` 2348 2349.. opcode:: SAMPLE_I 2350 2351 Simplified alternative to the SAMPLE instruction. Using the provided 2352 integer address, SAMPLE_I fetches data from the specified sampler view 2353 without any filtering. The source data may come from any resource type 2354 other than CUBE. 2355 2356 Syntax: ``SAMPLE_I dst, address, sampler_view`` 2357 2358 Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]`` 2359 2360 The 'address' is specified as unsigned integers. If the 'address' is out of 2361 range [0...(# texels - 1)] the result of the fetch is always 0 in all 2362 components. As such the instruction doesn't honor address wrap modes, in 2363 cases where that behavior is desirable 'SAMPLE' instruction should be used. 2364 address.w always provides an unsigned integer mipmap level. If the value is 2365 out of the range then the instruction always returns 0 in all components. 2366 address.yz are ignored for buffers and 1d textures. address.z is ignored 2367 for 1d texture arrays and 2d textures. 2368 2369 For 1D texture arrays address.y provides the array index (also as unsigned 2370 integer). If the value is out of the range of available array indices 2371 [0... (array size - 1)] then the opcode always returns 0 in all components. 2372 For 2D texture arrays address.z provides the array index, otherwise it 2373 exhibits the same behavior as in the case for 1D texture arrays. The exact 2374 semantics of the source address are presented in the table below: 2375 2376 +---------------------------+----+-----+-----+---------+ 2377 | resource type | X | Y | Z | W | 2378 +===========================+====+=====+=====+=========+ 2379 | ``PIPE_BUFFER`` | x | | | ignored | 2380 +---------------------------+----+-----+-----+---------+ 2381 | ``PIPE_TEXTURE_1D`` | x | | | mpl | 2382 +---------------------------+----+-----+-----+---------+ 2383 | ``PIPE_TEXTURE_2D`` | x | y | | mpl | 2384 +---------------------------+----+-----+-----+---------+ 2385 | ``PIPE_TEXTURE_3D`` | x | y | z | mpl | 2386 +---------------------------+----+-----+-----+---------+ 2387 | ``PIPE_TEXTURE_RECT`` | x | y | | mpl | 2388 +---------------------------+----+-----+-----+---------+ 2389 | ``PIPE_TEXTURE_CUBE`` | not allowed as source | 2390 +---------------------------+----+-----+-----+---------+ 2391 | ``PIPE_TEXTURE_1D_ARRAY`` | x | idx | | mpl | 2392 +---------------------------+----+-----+-----+---------+ 2393 | ``PIPE_TEXTURE_2D_ARRAY`` | x | y | idx | mpl | 2394 +---------------------------+----+-----+-----+---------+ 2395 2396 Where 'mpl' is a mipmap level and 'idx' is the array index. 2397 2398.. opcode:: SAMPLE_I_MS 2399 2400 Just like SAMPLE_I but allows fetch data from multi-sampled surfaces. 2401 2402 Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample`` 2403 2404.. opcode:: SAMPLE_B 2405 2406 Just like the SAMPLE instruction with the exception that an additional bias 2407 is applied to the level of detail computed as part of the instruction 2408 execution. 2409 2410 Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias`` 2411 2412 Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x`` 2413 2414.. opcode:: SAMPLE_C 2415 2416 Similar to the SAMPLE instruction but it performs a comparison filter. The 2417 operands to SAMPLE_C are identical to SAMPLE, except that there is an 2418 additional float32 operand, reference value, which must be a register with 2419 single-component, or a scalar literal. SAMPLE_C makes the hardware use the 2420 current samplers compare_func (in pipe_sampler_state) to compare reference 2421 value against the red component value for the surce resource at each texel 2422 that the currently configured texture filter covers based on the provided 2423 coordinates. 2424 2425 Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value`` 2426 2427 Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x`` 2428 2429.. opcode:: SAMPLE_C_LZ 2430 2431 Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands 2432 for level-zero. 2433 2434 Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value`` 2435 2436 Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x`` 2437 2438 2439.. opcode:: SAMPLE_D 2440 2441 SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for 2442 the source address in the x direction and the y direction are provided by 2443 extra parameters. 2444 2445 Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y`` 2446 2447 Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]`` 2448 2449.. opcode:: SAMPLE_L 2450 2451 SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided 2452 directly as a scalar value, representing no anisotropy. 2453 2454 Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod`` 2455 2456 Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x`` 2457 2458.. opcode:: GATHER4 2459 2460 Gathers the four texels to be used in a bi-linear filtering operation and 2461 packs them into a single register. Only works with 2D, 2D array, cubemaps, 2462 and cubemaps arrays. For 2D textures, only the addressing modes of the 2463 sampler and the top level of any mip pyramid are used. Set W to zero. It 2464 behaves like the SAMPLE instruction, but a filtered sample is not 2465 generated. The four samples that contribute to filtering are placed into 2466 xyzw in counter-clockwise order, starting with the (u,v) texture coordinate 2467 delta at the following locations (-, +), (+, +), (+, -), (-, -), where the 2468 magnitude of the deltas are half a texel. 2469 2470 2471.. opcode:: SVIEWINFO 2472 2473 Query the dimensions of a given sampler view. dst receives width, height, 2474 depth or array size and number of mipmap levels as int4. The dst can have a 2475 writemask which will specify what info is the caller interested in. 2476 2477 Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view`` 2478 2479 Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]`` 2480 2481 src_mip_level is an unsigned integer scalar. If it's out of range then 2482 returns 0 for width, height and depth/array size but the total number of 2483 mipmap is still returned correctly for the given sampler view. The returned 2484 width, height and depth values are for the mipmap level selected by the 2485 src_mip_level and are in the number of texels. For 1d texture array width 2486 is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is 2487 still in dst.w. In contrast to d3d10 resinfo, there's no way in the tgsi 2488 instruction encoding to specify the return type (float/rcpfloat/uint), hence 2489 always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1 2490 resinfo allowing swizzling dst values is ignored (due to the interaction 2491 with rcpfloat modifier which requires some swizzle handling in the state 2492 tracker anyway). 2493 2494.. opcode:: SAMPLE_POS 2495 2496 Query the position of a given sample. dst receives float4 (x, y, 0, 0) 2497 indicated where the sample is located. If the resource is not a multi-sample 2498 resource and not a render target, the result is 0. 2499 2500.. opcode:: SAMPLE_INFO 2501 2502 dst receives number of samples in x. If the resource is not a multi-sample 2503 resource and not a render target, the result is 0. 2504 2505 2506.. _resourceopcodes: 2507 2508Resource Access Opcodes 2509^^^^^^^^^^^^^^^^^^^^^^^ 2510 2511.. opcode:: LOAD - Fetch data from a shader buffer or image 2512 2513 Syntax: ``LOAD dst, resource, address`` 2514 2515 Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]`` 2516 2517 Using the provided integer address, LOAD fetches data 2518 from the specified buffer or texture without any 2519 filtering. 2520 2521 The 'address' is specified as a vector of unsigned 2522 integers. If the 'address' is out of range the result 2523 is unspecified. 2524 2525 Only the first mipmap level of a resource can be read 2526 from using this instruction. 2527 2528 For 1D or 2D texture arrays, the array index is 2529 provided as an unsigned integer in address.y or 2530 address.z, respectively. address.yz are ignored for 2531 buffers and 1D textures. address.z is ignored for 1D 2532 texture arrays and 2D textures. address.w is always 2533 ignored. 2534 2535 A swizzle suffix may be added to the resource argument 2536 this will cause the resource data to be swizzled accordingly. 2537 2538.. opcode:: STORE - Write data to a shader resource 2539 2540 Syntax: ``STORE resource, address, src`` 2541 2542 Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]`` 2543 2544 Using the provided integer address, STORE writes data 2545 to the specified buffer or texture. 2546 2547 The 'address' is specified as a vector of unsigned 2548 integers. If the 'address' is out of range the result 2549 is unspecified. 2550 2551 Only the first mipmap level of a resource can be 2552 written to using this instruction. 2553 2554 For 1D or 2D texture arrays, the array index is 2555 provided as an unsigned integer in address.y or 2556 address.z, respectively. address.yz are ignored for 2557 buffers and 1D textures. address.z is ignored for 1D 2558 texture arrays and 2D textures. address.w is always 2559 ignored. 2560 2561.. opcode:: RESQ - Query information about a resource 2562 2563 Syntax: ``RESQ dst, resource`` 2564 2565 Example: ``RESQ TEMP[0], BUFFER[0]`` 2566 2567 Returns information about the buffer or image resource. For buffer 2568 resources, the size (in bytes) is returned in the x component. For 2569 image resources, .xyz will contain the width/height/layers of the 2570 image, while .w will contain the number of samples for multi-sampled 2571 images. 2572 2573.. opcode:: FBFETCH - Load data from framebuffer 2574 2575 Syntax: ``FBFETCH dst, output`` 2576 2577 Example: ``FBFETCH TEMP[0], OUT[0]`` 2578 2579 This is only valid on ``COLOR`` semantic outputs. Returns the color 2580 of the current position in the framebuffer from before this fragment 2581 shader invocation. May return the same value from multiple calls for 2582 a particular output within a single invocation. Note that result may 2583 be undefined if a fragment is drawn multiple times without a blend 2584 barrier in between. 2585 2586 2587.. _threadsyncopcodes: 2588 2589Inter-thread synchronization opcodes 2590^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 2591 2592These opcodes are intended for communication between threads running 2593within the same compute grid. For now they're only valid in compute 2594programs. 2595 2596.. opcode:: MFENCE - Memory fence 2597 2598 Syntax: ``MFENCE resource`` 2599 2600 Example: ``MFENCE RES[0]`` 2601 2602 This opcode forces strong ordering between any memory access 2603 operations that affect the specified resource. This means that 2604 previous loads and stores (and only those) will be performed and 2605 visible to other threads before the program execution continues. 2606 2607 2608.. opcode:: LFENCE - Load memory fence 2609 2610 Syntax: ``LFENCE resource`` 2611 2612 Example: ``LFENCE RES[0]`` 2613 2614 Similar to MFENCE, but it only affects the ordering of memory loads. 2615 2616 2617.. opcode:: SFENCE - Store memory fence 2618 2619 Syntax: ``SFENCE resource`` 2620 2621 Example: ``SFENCE RES[0]`` 2622 2623 Similar to MFENCE, but it only affects the ordering of memory stores. 2624 2625 2626.. opcode:: BARRIER - Thread group barrier 2627 2628 ``BARRIER`` 2629 2630 This opcode suspends the execution of the current thread until all 2631 the remaining threads in the working group reach the same point of 2632 the program. Results are unspecified if any of the remaining 2633 threads terminates or never reaches an executed BARRIER instruction. 2634 2635.. opcode:: MEMBAR - Memory barrier 2636 2637 ``MEMBAR type`` 2638 2639 This opcode waits for the completion of all memory accesses based on 2640 the type passed in. The type is an immediate bitfield with the following 2641 meaning: 2642 2643 Bit 0: Shader storage buffers 2644 Bit 1: Atomic buffers 2645 Bit 2: Images 2646 Bit 3: Shared memory 2647 Bit 4: Thread group 2648 2649 These may be passed in in any combination. An implementation is free to not 2650 distinguish between these as it sees fit. However these map to all the 2651 possibilities made available by GLSL. 2652 2653.. _atomopcodes: 2654 2655Atomic opcodes 2656^^^^^^^^^^^^^^ 2657 2658These opcodes provide atomic variants of some common arithmetic and 2659logical operations. In this context atomicity means that another 2660concurrent memory access operation that affects the same memory 2661location is guaranteed to be performed strictly before or after the 2662entire execution of the atomic operation. The resource may be a buffer 2663or an image. In the case of an image, the offset works the same as for 2664``LOAD`` and ``STORE``, specified above. These atomic operations may 2665only be used with 32-bit integer image formats. 2666 2667.. opcode:: ATOMUADD - Atomic integer addition 2668 2669 Syntax: ``ATOMUADD dst, resource, offset, src`` 2670 2671 Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2672 2673 The following operation is performed atomically: 2674 2675.. math:: 2676 2677 dst_x = resource[offset] 2678 2679 resource[offset] = dst_x + src_x 2680 2681 2682.. opcode:: ATOMXCHG - Atomic exchange 2683 2684 Syntax: ``ATOMXCHG dst, resource, offset, src`` 2685 2686 Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2687 2688 The following operation is performed atomically: 2689 2690.. math:: 2691 2692 dst_x = resource[offset] 2693 2694 resource[offset] = src_x 2695 2696 2697.. opcode:: ATOMCAS - Atomic compare-and-exchange 2698 2699 Syntax: ``ATOMCAS dst, resource, offset, cmp, src`` 2700 2701 Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]`` 2702 2703 The following operation is performed atomically: 2704 2705.. math:: 2706 2707 dst_x = resource[offset] 2708 2709 resource[offset] = (dst_x == cmp_x ? src_x : dst_x) 2710 2711 2712.. opcode:: ATOMAND - Atomic bitwise And 2713 2714 Syntax: ``ATOMAND dst, resource, offset, src`` 2715 2716 Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2717 2718 The following operation is performed atomically: 2719 2720.. math:: 2721 2722 dst_x = resource[offset] 2723 2724 resource[offset] = dst_x \& src_x 2725 2726 2727.. opcode:: ATOMOR - Atomic bitwise Or 2728 2729 Syntax: ``ATOMOR dst, resource, offset, src`` 2730 2731 Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2732 2733 The following operation is performed atomically: 2734 2735.. math:: 2736 2737 dst_x = resource[offset] 2738 2739 resource[offset] = dst_x | src_x 2740 2741 2742.. opcode:: ATOMXOR - Atomic bitwise Xor 2743 2744 Syntax: ``ATOMXOR dst, resource, offset, src`` 2745 2746 Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2747 2748 The following operation is performed atomically: 2749 2750.. math:: 2751 2752 dst_x = resource[offset] 2753 2754 resource[offset] = dst_x \oplus src_x 2755 2756 2757.. opcode:: ATOMUMIN - Atomic unsigned minimum 2758 2759 Syntax: ``ATOMUMIN dst, resource, offset, src`` 2760 2761 Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2762 2763 The following operation is performed atomically: 2764 2765.. math:: 2766 2767 dst_x = resource[offset] 2768 2769 resource[offset] = (dst_x < src_x ? dst_x : src_x) 2770 2771 2772.. opcode:: ATOMUMAX - Atomic unsigned maximum 2773 2774 Syntax: ``ATOMUMAX dst, resource, offset, src`` 2775 2776 Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2777 2778 The following operation is performed atomically: 2779 2780.. math:: 2781 2782 dst_x = resource[offset] 2783 2784 resource[offset] = (dst_x > src_x ? dst_x : src_x) 2785 2786 2787.. opcode:: ATOMIMIN - Atomic signed minimum 2788 2789 Syntax: ``ATOMIMIN dst, resource, offset, src`` 2790 2791 Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2792 2793 The following operation is performed atomically: 2794 2795.. math:: 2796 2797 dst_x = resource[offset] 2798 2799 resource[offset] = (dst_x < src_x ? dst_x : src_x) 2800 2801 2802.. opcode:: ATOMIMAX - Atomic signed maximum 2803 2804 Syntax: ``ATOMIMAX dst, resource, offset, src`` 2805 2806 Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]`` 2807 2808 The following operation is performed atomically: 2809 2810.. math:: 2811 2812 dst_x = resource[offset] 2813 2814 resource[offset] = (dst_x > src_x ? dst_x : src_x) 2815 2816 2817.. _voteopcodes: 2818 2819Vote opcodes 2820^^^^^^^^^^^^ 2821 2822These opcodes compare the given value across the shader invocations 2823running in the current SIMD group. The details of exactly which 2824invocations get compared are implementation-defined, and it would be a 2825correct implementation to only ever consider the current thread's 2826value. (i.e. SIMD group of 1). The argument is treated as a boolean. 2827 2828.. opcode:: VOTE_ANY - Value is set in any of the current invocations 2829 2830.. opcode:: VOTE_ALL - Value is set in all of the current invocations 2831 2832.. opcode:: VOTE_EQ - Value is the same in all of the current invocations 2833 2834 2835Explanation of symbols used 2836------------------------------ 2837 2838 2839Functions 2840^^^^^^^^^^^^^^ 2841 2842 2843 :math:`|x|` Absolute value of `x`. 2844 2845 :math:`\lceil x \rceil` Ceiling of `x`. 2846 2847 clamp(x,y,z) Clamp x between y and z. 2848 (x < y) ? y : (x > z) ? z : x 2849 2850 :math:`\lfloor x\rfloor` Floor of `x`. 2851 2852 :math:`\log_2{x}` Logarithm of `x`, base 2. 2853 2854 max(x,y) Maximum of x and y. 2855 (x > y) ? x : y 2856 2857 min(x,y) Minimum of x and y. 2858 (x < y) ? x : y 2859 2860 partialx(x) Derivative of x relative to fragment's X. 2861 2862 partialy(x) Derivative of x relative to fragment's Y. 2863 2864 pop() Pop from stack. 2865 2866 :math:`x^y` `x` to the power `y`. 2867 2868 push(x) Push x on stack. 2869 2870 round(x) Round x. 2871 2872 trunc(x) Truncate x, i.e. drop the fraction bits. 2873 2874 2875Keywords 2876^^^^^^^^^^^^^ 2877 2878 2879 discard Discard fragment. 2880 2881 pc Program counter. 2882 2883 target Label of target instruction. 2884 2885 2886Other tokens 2887--------------- 2888 2889 2890Declaration 2891^^^^^^^^^^^ 2892 2893 2894Declares a register that is will be referenced as an operand in Instruction 2895tokens. 2896 2897File field contains register file that is being declared and is one 2898of TGSI_FILE. 2899 2900UsageMask field specifies which of the register components can be accessed 2901and is one of TGSI_WRITEMASK. 2902 2903The Local flag specifies that a given value isn't intended for 2904subroutine parameter passing and, as a result, the implementation 2905isn't required to give any guarantees of it being preserved across 2906subroutine boundaries. As it's merely a compiler hint, the 2907implementation is free to ignore it. 2908 2909If Dimension flag is set to 1, a Declaration Dimension token follows. 2910 2911If Semantic flag is set to 1, a Declaration Semantic token follows. 2912 2913If Interpolate flag is set to 1, a Declaration Interpolate token follows. 2914 2915If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows. 2916 2917If Array flag is set to 1, a Declaration Array token follows. 2918 2919Array Declaration 2920^^^^^^^^^^^^^^^^^^^^^^^^ 2921 2922Declarations can optional have an ArrayID attribute which can be referred by 2923indirect addressing operands. An ArrayID of zero is reserved and treated as 2924if no ArrayID is specified. 2925 2926If an indirect addressing operand refers to a specific declaration by using 2927an ArrayID only the registers in this declaration are guaranteed to be 2928accessed, accessing any register outside this declaration results in undefined 2929behavior. Note that for compatibility the effective index is zero-based and 2930not relative to the specified declaration 2931 2932If no ArrayID is specified with an indirect addressing operand the whole 2933register file might be accessed by this operand. This is strongly discouraged 2934and will prevent packing of scalar/vec2 arrays and effective alias analysis. 2935This is only legal for TEMP and CONST register files. 2936 2937Declaration Semantic 2938^^^^^^^^^^^^^^^^^^^^^^^^ 2939 2940Vertex and fragment shader input and output registers may be labeled 2941with semantic information consisting of a name and index. 2942 2943Follows Declaration token if Semantic bit is set. 2944 2945Since its purpose is to link a shader with other stages of the pipeline, 2946it is valid to follow only those Declaration tokens that declare a register 2947either in INPUT or OUTPUT file. 2948 2949SemanticName field contains the semantic name of the register being declared. 2950There is no default value. 2951 2952SemanticIndex is an optional subscript that can be used to distinguish 2953different register declarations with the same semantic name. The default value 2954is 0. 2955 2956The meanings of the individual semantic names are explained in the following 2957sections. 2958 2959TGSI_SEMANTIC_POSITION 2960"""""""""""""""""""""" 2961 2962For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader 2963output register which contains the homogeneous vertex position in the clip 2964space coordinate system. After clipping, the X, Y and Z components of the 2965vertex will be divided by the W value to get normalized device coordinates. 2966 2967For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that 2968fragment shader input (or system value, depending on which one is 2969supported by the driver) contains the fragment's window position. The X 2970component starts at zero and always increases from left to right. 2971The Y component starts at zero and always increases but Y=0 may either 2972indicate the top of the window or the bottom depending on the fragment 2973coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN). 2974The Z coordinate ranges from 0 to 1 to represent depth from the front 2975to the back of the Z buffer. The W component contains the interpolated 2976reciprocal of the vertex position W component (corresponding to gl_Fragcoord, 2977but unlike d3d10 which interpolates the same 1/w but then gives back 2978the reciprocal of the interpolated value). 2979 2980Fragment shaders may also declare an output register with 2981TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows 2982the fragment shader to change the fragment's Z position. 2983 2984 2985 2986TGSI_SEMANTIC_COLOR 2987""""""""""""""""""" 2988 2989For vertex shader outputs or fragment shader inputs/outputs, this 2990label indicates that the register contains an R,G,B,A color. 2991 2992Several shader inputs/outputs may contain colors so the semantic index 2993is used to distinguish them. For example, color[0] may be the diffuse 2994color while color[1] may be the specular color. 2995 2996This label is needed so that the flat/smooth shading can be applied 2997to the right interpolants during rasterization. 2998 2999 3000 3001TGSI_SEMANTIC_BCOLOR 3002"""""""""""""""""""" 3003 3004Back-facing colors are only used for back-facing polygons, and are only valid 3005in vertex shader outputs. After rasterization, all polygons are front-facing 3006and COLOR and BCOLOR end up occupying the same slots in the fragment shader, 3007so all BCOLORs effectively become regular COLORs in the fragment shader. 3008 3009 3010TGSI_SEMANTIC_FOG 3011""""""""""""""""" 3012 3013Vertex shader inputs and outputs and fragment shader inputs may be 3014labeled with TGSI_SEMANTIC_FOG to indicate that the register contains 3015a fog coordinate. Typically, the fragment shader will use the fog coordinate 3016to compute a fog blend factor which is used to blend the normal fragment color 3017with a constant fog color. But fog coord really is just an ordinary vec4 3018register like regular semantics. 3019 3020 3021TGSI_SEMANTIC_PSIZE 3022""""""""""""""""""" 3023 3024Vertex shader input and output registers may be labeled with 3025TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size 3026in the form (S, 0, 0, 1). The point size controls the width or diameter 3027of points for rasterization. This label cannot be used in fragment 3028shaders. 3029 3030When using this semantic, be sure to set the appropriate state in the 3031:ref:`rasterizer` first. 3032 3033 3034TGSI_SEMANTIC_TEXCOORD 3035"""""""""""""""""""""" 3036 3037Only available if PIPE_CAP_TGSI_TEXCOORD is exposed ! 3038 3039Vertex shader outputs and fragment shader inputs may be labeled with 3040this semantic to make them replaceable by sprite coordinates via the 3041sprite_coord_enable state in the :ref:`rasterizer`. 3042The semantic index permitted with this semantic is limited to <= 7. 3043 3044If the driver does not support TEXCOORD, sprite coordinate replacement 3045applies to inputs with the GENERIC semantic instead. 3046 3047The intended use case for this semantic is gl_TexCoord. 3048 3049 3050TGSI_SEMANTIC_PCOORD 3051"""""""""""""""""""" 3052 3053Only available if PIPE_CAP_TGSI_TEXCOORD is exposed ! 3054 3055Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate 3056that the register contains sprite coordinates in the form (x, y, 0, 1), if 3057the current primitive is a point and point sprites are enabled. Otherwise, 3058the contents of the register are undefined. 3059 3060The intended use case for this semantic is gl_PointCoord. 3061 3062 3063TGSI_SEMANTIC_GENERIC 3064""""""""""""""""""""" 3065 3066All vertex/fragment shader inputs/outputs not labeled with any other 3067semantic label can be considered to be generic attributes. Typical 3068uses of generic inputs/outputs are texcoords and user-defined values. 3069 3070 3071TGSI_SEMANTIC_NORMAL 3072"""""""""""""""""""" 3073 3074Indicates that a vertex shader input is a normal vector. This is 3075typically only used for legacy graphics APIs. 3076 3077 3078TGSI_SEMANTIC_FACE 3079"""""""""""""""""" 3080 3081This label applies to fragment shader inputs (or system values, 3082depending on which one is supported by the driver) and indicates that 3083the register contains front/back-face information. 3084 3085If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1), 3086where F will be positive when the fragment belongs to a front-facing polygon, 3087and negative when the fragment belongs to a back-facing polygon. 3088 3089If it is a system value, it will be an integer vector in the form (F, 0, 0, 1), 3090where F is 0xffffffff when the fragment belongs to a front-facing polygon and 30910 when the fragment belongs to a back-facing polygon. 3092 3093 3094TGSI_SEMANTIC_EDGEFLAG 3095"""""""""""""""""""""" 3096 3097For vertex shaders, this sematic label indicates that an input or 3098output is a boolean edge flag. The register layout is [F, x, x, x] 3099where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader 3100simply copies the edge flag input to the edgeflag output. 3101 3102Edge flags are used to control which lines or points are actually 3103drawn when the polygon mode converts triangles/quads/polygons into 3104points or lines. 3105 3106 3107TGSI_SEMANTIC_STENCIL 3108""""""""""""""""""""" 3109 3110For fragment shaders, this semantic label indicates that an output 3111is a writable stencil reference value. Only the Y component is writable. 3112This allows the fragment shader to change the fragments stencilref value. 3113 3114 3115TGSI_SEMANTIC_VIEWPORT_INDEX 3116"""""""""""""""""""""""""""" 3117 3118For geometry shaders, this semantic label indicates that an output 3119contains the index of the viewport (and scissor) to use. 3120This is an integer value, and only the X component is used. 3121 3122 3123TGSI_SEMANTIC_LAYER 3124""""""""""""""""""" 3125 3126For geometry shaders, this semantic label indicates that an output 3127contains the layer value to use for the color and depth/stencil surfaces. 3128This is an integer value, and only the X component is used. 3129(Also known as rendertarget array index.) 3130 3131 3132TGSI_SEMANTIC_CULLDIST 3133"""""""""""""""""""""" 3134 3135Used as distance to plane for performing application-defined culling 3136of individual primitives against a plane. When components of vertex 3137elements are given this label, these values are assumed to be a 3138float32 signed distance to a plane. Primitives will be completely 3139discarded if the plane distance for all of the vertices in the 3140primitive are < 0. If a vertex has a cull distance of NaN, that 3141vertex counts as "out" (as if its < 0); 3142The limits on both clip and cull distances are bound 3143by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines 3144the maximum number of components that can be used to hold the 3145distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT 3146which specifies the maximum number of registers which can be 3147annotated with those semantics. 3148 3149 3150TGSI_SEMANTIC_CLIPDIST 3151"""""""""""""""""""""" 3152 3153Note this covers clipping and culling distances. 3154 3155When components of vertex elements are identified this way, these 3156values are each assumed to be a float32 signed distance to a plane. 3157 3158For clip distances: 3159Primitive setup only invokes rasterization on pixels for which 3160the interpolated plane distances are >= 0. 3161 3162For cull distances: 3163Primitives will be completely discarded if the plane distance 3164for all of the vertices in the primitive are < 0. 3165If a vertex has a cull distance of NaN, that vertex counts as "out" 3166(as if its < 0); 3167 3168Multiple clip/cull planes can be implemented simultaneously, by 3169annotating multiple components of one or more vertex elements with 3170the above specified semantic. 3171The limits on both clip and cull distances are bound 3172by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines 3173the maximum number of components that can be used to hold the 3174distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT 3175which specifies the maximum number of registers which can be 3176annotated with those semantics. 3177The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED 3178are used to divide up the 2 x vec4 space between clipping and culling. 3179 3180TGSI_SEMANTIC_SAMPLEID 3181"""""""""""""""""""""" 3182 3183For fragment shaders, this semantic label indicates that a system value 3184contains the current sample id (i.e. gl_SampleID). 3185This is an integer value, and only the X component is used. 3186 3187TGSI_SEMANTIC_SAMPLEPOS 3188""""""""""""""""""""""" 3189 3190For fragment shaders, this semantic label indicates that a system value 3191contains the current sample's position (i.e. gl_SamplePosition). Only the X 3192and Y values are used. 3193 3194TGSI_SEMANTIC_SAMPLEMASK 3195"""""""""""""""""""""""" 3196 3197For fragment shaders, this semantic label indicates that an output contains 3198the sample mask used to disable further sample processing 3199(i.e. gl_SampleMask). Only the X value is used, up to 32x MS. 3200 3201TGSI_SEMANTIC_INVOCATIONID 3202"""""""""""""""""""""""""" 3203 3204For geometry shaders, this semantic label indicates that a system value 3205contains the current invocation id (i.e. gl_InvocationID). 3206This is an integer value, and only the X component is used. 3207 3208TGSI_SEMANTIC_INSTANCEID 3209"""""""""""""""""""""""" 3210 3211For vertex shaders, this semantic label indicates that a system value contains 3212the current instance id (i.e. gl_InstanceID). It does not include the base 3213instance. This is an integer value, and only the X component is used. 3214 3215TGSI_SEMANTIC_VERTEXID 3216"""""""""""""""""""""" 3217 3218For vertex shaders, this semantic label indicates that a system value contains 3219the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the 3220base vertex. This is an integer value, and only the X component is used. 3221 3222TGSI_SEMANTIC_VERTEXID_NOBASE 3223""""""""""""""""""""""""""""""" 3224 3225For vertex shaders, this semantic label indicates that a system value contains 3226the current vertex id without including the base vertex (this corresponds to 3227d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX 3228== TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component 3229is used. 3230 3231TGSI_SEMANTIC_BASEVERTEX 3232"""""""""""""""""""""""" 3233 3234For vertex shaders, this semantic label indicates that a system value contains 3235the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls, 3236this contains the first (or start) value instead. 3237This is an integer value, and only the X component is used. 3238 3239TGSI_SEMANTIC_PRIMID 3240"""""""""""""""""""" 3241 3242For geometry and fragment shaders, this semantic label indicates the value 3243contains the primitive id (i.e. gl_PrimitiveID). This is an integer value, 3244and only the X component is used. 3245FIXME: This right now can be either a ordinary input or a system value... 3246 3247 3248TGSI_SEMANTIC_PATCH 3249""""""""""""""""""" 3250 3251For tessellation evaluation/control shaders, this semantic label indicates a 3252generic per-patch attribute. Such semantics will not implicitly be per-vertex 3253arrays. 3254 3255TGSI_SEMANTIC_TESSCOORD 3256""""""""""""""""""""""" 3257 3258For tessellation evaluation shaders, this semantic label indicates the 3259coordinates of the vertex being processed. This is available in XYZ; W is 3260undefined. 3261 3262TGSI_SEMANTIC_TESSOUTER 3263""""""""""""""""""""""" 3264 3265For tessellation evaluation/control shaders, this semantic label indicates the 3266outer tessellation levels of the patch. Isoline tessellation will only have XY 3267defined, triangle will have XYZ and quads will have XYZW defined. This 3268corresponds to gl_TessLevelOuter. 3269 3270TGSI_SEMANTIC_TESSINNER 3271""""""""""""""""""""""" 3272 3273For tessellation evaluation/control shaders, this semantic label indicates the 3274inner tessellation levels of the patch. The X value is only defined for 3275triangle tessellation, while quads will have XY defined. This is entirely 3276undefined for isoline tessellation. 3277 3278TGSI_SEMANTIC_VERTICESIN 3279"""""""""""""""""""""""" 3280 3281For tessellation evaluation/control shaders, this semantic label indicates the 3282number of vertices provided in the input patch. Only the X value is defined. 3283 3284TGSI_SEMANTIC_HELPER_INVOCATION 3285""""""""""""""""""""""""""""""" 3286 3287For fragment shaders, this semantic indicates whether the current 3288invocation is covered or not. Helper invocations are created in order 3289to properly compute derivatives, however it may be desirable to skip 3290some of the logic in those cases. See ``gl_HelperInvocation`` documentation. 3291 3292TGSI_SEMANTIC_BASEINSTANCE 3293"""""""""""""""""""""""""" 3294 3295For vertex shaders, the base instance argument supplied for this 3296draw. This is an integer value, and only the X component is used. 3297 3298TGSI_SEMANTIC_DRAWID 3299"""""""""""""""""""" 3300 3301For vertex shaders, the zero-based index of the current draw in a 3302``glMultiDraw*`` invocation. This is an integer value, and only the X 3303component is used. 3304 3305 3306TGSI_SEMANTIC_WORK_DIM 3307"""""""""""""""""""""" 3308 3309For compute shaders started via opencl this retrieves the work_dim 3310parameter to the clEnqueueNDRangeKernel call with which the shader 3311was started. 3312 3313 3314TGSI_SEMANTIC_GRID_SIZE 3315""""""""""""""""""""""" 3316 3317For compute shaders, this semantic indicates the maximum (x, y, z) dimensions 3318of a grid of thread blocks. 3319 3320 3321TGSI_SEMANTIC_BLOCK_ID 3322"""""""""""""""""""""" 3323 3324For compute shaders, this semantic indicates the (x, y, z) coordinates of the 3325current block inside of the grid. 3326 3327 3328TGSI_SEMANTIC_BLOCK_SIZE 3329"""""""""""""""""""""""" 3330 3331For compute shaders, this semantic indicates the maximum (x, y, z) dimensions 3332of a block in threads. 3333 3334 3335TGSI_SEMANTIC_THREAD_ID 3336""""""""""""""""""""""" 3337 3338For compute shaders, this semantic indicates the (x, y, z) coordinates of the 3339current thread inside of the block. 3340 3341 3342Declaration Interpolate 3343^^^^^^^^^^^^^^^^^^^^^^^ 3344 3345This token is only valid for fragment shader INPUT declarations. 3346 3347The Interpolate field specifes the way input is being interpolated by 3348the rasteriser and is one of TGSI_INTERPOLATE_*. 3349 3350The Location field specifies the location inside the pixel that the 3351interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that 3352when per-sample shading is enabled, the implementation may choose to 3353interpolate at the sample irrespective of the Location field. 3354 3355The CylindricalWrap bitfield specifies which register components 3356should be subject to cylindrical wrapping when interpolating by the 3357rasteriser. If TGSI_CYLINDRICAL_WRAP_X is set to 1, the X component 3358should be interpolated according to cylindrical wrapping rules. 3359 3360 3361Declaration Sampler View 3362^^^^^^^^^^^^^^^^^^^^^^^^ 3363 3364Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW. 3365 3366DCL SVIEW[#], resource, type(s) 3367 3368Declares a shader input sampler view and assigns it to a SVIEW[#] 3369register. 3370 3371resource can be one of BUFFER, 1D, 2D, 3D, 1DArray and 2DArray. 3372 3373type must be 1 or 4 entries (if specifying on a per-component 3374level) out of UNORM, SNORM, SINT, UINT and FLOAT. 3375 3376For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes 3377which take an explicit SVIEW[#] source register), there may be optionally 3378SVIEW[#] declarations. In this case, the SVIEW index is implied by the 3379SAMP index, and there must be a corresponding SVIEW[#] declaration for 3380each SAMP[#] declaration. Drivers are free to ignore this if they wish. 3381But note in particular that some drivers need to know the sampler type 3382(float/int/unsigned) in order to generate the correct code, so cases 3383where integer textures are sampled, SVIEW[#] declarations should be 3384used. 3385 3386NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes 3387in the same shader. 3388 3389Declaration Resource 3390^^^^^^^^^^^^^^^^^^^^ 3391 3392Follows Declaration token if file is TGSI_FILE_RESOURCE. 3393 3394DCL RES[#], resource [, WR] [, RAW] 3395 3396Declares a shader input resource and assigns it to a RES[#] 3397register. 3398 3399resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1DArray and 34002DArray. 3401 3402If the RAW keyword is not specified, the texture data will be 3403subject to conversion, swizzling and scaling as required to yield 3404the specified data type from the physical data format of the bound 3405resource. 3406 3407If the RAW keyword is specified, no channel conversion will be 3408performed: the values read for each of the channels (X,Y,Z,W) will 3409correspond to consecutive words in the same order and format 3410they're found in memory. No element-to-address conversion will be 3411performed either: the value of the provided X coordinate will be 3412interpreted in byte units instead of texel units. The result of 3413accessing a misaligned address is undefined. 3414 3415Usage of the STORE opcode is only allowed if the WR (writable) flag 3416is set. 3417 3418 3419Properties 3420^^^^^^^^^^^^^^^^^^^^^^^^ 3421 3422Properties are general directives that apply to the whole TGSI program. 3423 3424FS_COORD_ORIGIN 3425""""""""""""""" 3426 3427Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin. 3428The default value is UPPER_LEFT. 3429 3430If UPPER_LEFT, the position will be (0,0) at the upper left corner and 3431increase downward and rightward. 3432If LOWER_LEFT, the position will be (0,0) at the lower left corner and 3433increase upward and rightward. 3434 3435OpenGL defaults to LOWER_LEFT, and is configurable with the 3436GL_ARB_fragment_coord_conventions extension. 3437 3438DirectX 9/10 use UPPER_LEFT. 3439 3440FS_COORD_PIXEL_CENTER 3441""""""""""""""""""""" 3442 3443Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention. 3444The default value is HALF_INTEGER. 3445 3446If HALF_INTEGER, the fractionary part of the position will be 0.5 3447If INTEGER, the fractionary part of the position will be 0.0 3448 3449Note that this does not affect the set of fragments generated by 3450rasterization, which is instead controlled by half_pixel_center in the 3451rasterizer. 3452 3453OpenGL defaults to HALF_INTEGER, and is configurable with the 3454GL_ARB_fragment_coord_conventions extension. 3455 3456DirectX 9 uses INTEGER. 3457DirectX 10 uses HALF_INTEGER. 3458 3459FS_COLOR0_WRITES_ALL_CBUFS 3460"""""""""""""""""""""""""" 3461Specifies that writes to the fragment shader color 0 are replicated to all 3462bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where 3463fragData is directed to a single color buffer, but fragColor is broadcast. 3464 3465VS_PROHIBIT_UCPS 3466"""""""""""""""""""""""""" 3467If this property is set on the program bound to the shader stage before the 3468fragment shader, user clip planes should have no effect (be disabled) even if 3469that shader does not write to any clip distance outputs and the rasterizer's 3470clip_plane_enable is non-zero. 3471This property is only supported by drivers that also support shader clip 3472distance outputs. 3473This is useful for APIs that don't have UCPs and where clip distances written 3474by a shader cannot be disabled. 3475 3476GS_INVOCATIONS 3477"""""""""""""" 3478 3479Specifies the number of times a geometry shader should be executed for each 3480input primitive. Each invocation will have a different 3481TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to 3482be 1. 3483 3484VS_WINDOW_SPACE_POSITION 3485"""""""""""""""""""""""""" 3486If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output 3487is assumed to contain window space coordinates. 3488Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is 3489directly taken from the 4-th component of the shader output. 3490Naturally, clipping is not performed on window coordinates either. 3491The effect of this property is undefined if a geometry or tessellation shader 3492are in use. 3493 3494TCS_VERTICES_OUT 3495"""""""""""""""" 3496 3497The number of vertices written by the tessellation control shader. This 3498effectively defines the patch input size of the tessellation evaluation shader 3499as well. 3500 3501TES_PRIM_MODE 3502""""""""""""" 3503 3504This sets the tessellation primitive mode, one of ``PIPE_PRIM_TRIANGLES``, 3505``PIPE_PRIM_QUADS``, or ``PIPE_PRIM_LINES``. (Unlike in GL, there is no 3506separate isolines settings, the regular lines is assumed to mean isolines.) 3507 3508TES_SPACING 3509""""""""""" 3510 3511This sets the spacing mode of the tessellation generator, one of 3512``PIPE_TESS_SPACING_*``. 3513 3514TES_VERTEX_ORDER_CW 3515""""""""""""""""""" 3516 3517This sets the vertex order to be clockwise if the value is 1, or 3518counter-clockwise if set to 0. 3519 3520TES_POINT_MODE 3521"""""""""""""" 3522 3523If set to a non-zero value, this turns on point mode for the tessellator, 3524which means that points will be generated instead of primitives. 3525 3526NUM_CLIPDIST_ENABLED 3527"""""""""""""""" 3528 3529How many clip distance scalar outputs are enabled. 3530 3531NUM_CULLDIST_ENABLED 3532"""""""""""""""" 3533 3534How many cull distance scalar outputs are enabled. 3535 3536FS_EARLY_DEPTH_STENCIL 3537"""""""""""""""""""""" 3538 3539Whether depth test, stencil test, and occlusion query should run before 3540the fragment shader (regardless of fragment shader side effects). Corresponds 3541to GLSL early_fragment_tests. 3542 3543NEXT_SHADER 3544""""""""""" 3545 3546Which shader stage will MOST LIKELY follow after this shader when the shader 3547is bound. This is only a hint to the driver and doesn't have to be precise. 3548Only set for VS and TES. 3549 3550TGSI_PROPERTY_CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH 3551""""""""""""""""""""""""""""""""""""""""""""""""""" 3552 3553Threads per block in each dimension, if known at compile time. If the block size 3554is known all three should be at least 1. If it is unknown they should all be set 3555to 0 or not set. 3556 3557Texture Sampling and Texture Formats 3558------------------------------------ 3559 3560This table shows how texture image components are returned as (x,y,z,w) tuples 3561by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and 3562:opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as 3563well. 3564 3565+--------------------+--------------+--------------------+--------------+ 3566| Texture Components | Gallium | OpenGL | Direct3D 9 | 3567+====================+==============+====================+==============+ 3568| R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) | 3569+--------------------+--------------+--------------------+--------------+ 3570| RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) | 3571+--------------------+--------------+--------------------+--------------+ 3572| RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) | 3573+--------------------+--------------+--------------------+--------------+ 3574| RGBA | (r, g, b, a) | (r, g, b, a) | (r, g, b, a) | 3575+--------------------+--------------+--------------------+--------------+ 3576| A | (0, 0, 0, a) | (0, 0, 0, a) | (0, 0, 0, a) | 3577+--------------------+--------------+--------------------+--------------+ 3578| L | (l, l, l, 1) | (l, l, l, 1) | (l, l, l, 1) | 3579+--------------------+--------------+--------------------+--------------+ 3580| LA | (l, l, l, a) | (l, l, l, a) | (l, l, l, a) | 3581+--------------------+--------------+--------------------+--------------+ 3582| I | (i, i, i, i) | (i, i, i, i) | N/A | 3583+--------------------+--------------+--------------------+--------------+ 3584| UV | XXX TBD | (0, 0, 0, 1) | (u, v, 1, 1) | 3585| | | [#envmap-bumpmap]_ | | 3586+--------------------+--------------+--------------------+--------------+ 3587| Z | XXX TBD | (z, z, z, 1) | (0, z, 0, 1) | 3588| | | [#depth-tex-mode]_ | | 3589+--------------------+--------------+--------------------+--------------+ 3590| S | (s, s, s, s) | unknown | unknown | 3591+--------------------+--------------+--------------------+--------------+ 3592 3593.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt 3594.. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z) 3595 or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE. 3596