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TGSI Instruction Specification
==============================
==============================


1  Instruction Set Operations
=============================


1.1  GL_NV_vertex_program
-------------------------


1.1.1  ARL - Address Register Load

  dst.x = floor(src.x)
  dst.y = floor(src.y)
  dst.z = floor(src.z)
  dst.w = floor(src.w)


1.1.2  MOV - Move

  dst.x = src.x
  dst.y = src.y
  dst.z = src.z
  dst.w = src.w


1.1.3  LIT - Light Coefficients

  dst.x = 1.0
  dst.y = max(src.x, 0.0)
  dst.z = (src.x > 0.0) ? pow(max(src.y, 0.0), clamp(src.w, -128.0, 128.0)) : 0.0
  dst.w = 1.0


1.1.4  RCP - Reciprocal

  dst.x = 1.0 / src.x
  dst.y = 1.0 / src.x
  dst.z = 1.0 / src.x
  dst.w = 1.0 / src.x


1.1.5  RSQ - Reciprocal Square Root

  dst.x = 1.0 / sqrt(abs(src.x))
  dst.y = 1.0 / sqrt(abs(src.x))
  dst.z = 1.0 / sqrt(abs(src.x))
  dst.w = 1.0 / sqrt(abs(src.x))


1.1.6  EXP - Approximate Exponential Base 2

  dst.x = pow(2.0, floor(src.x))
  dst.y = src.x - floor(src.x)
  dst.z = pow(2.0, src.x)
  dst.w = 1.0


1.1.7  LOG - Approximate Logarithm Base 2

  dst.x = floor(lg2(abs(src.x)))
  dst.y = abs(src.x) / pow(2.0, floor(lg2(abs(src.x))))
  dst.z = lg2(abs(src.x))
  dst.w = 1.0


1.1.8  MUL - Multiply

  dst.x = src0.x * src1.x
  dst.y = src0.y * src1.y
  dst.z = src0.z * src1.z
  dst.w = src0.w * src1.w


1.1.9  ADD - Add

  dst.x = src0.x + src1.x
  dst.y = src0.y + src1.y
  dst.z = src0.z + src1.z
  dst.w = src0.w + src1.w


1.1.10  DP3 - 3-component Dot Product

  dst.x = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z
  dst.y = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z
  dst.z = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z
  dst.w = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z


1.1.11  DP4 - 4-component Dot Product

  dst.x = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w
  dst.y = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w
  dst.z = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w
  dst.w = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src0.w * src1.w


1.1.12  DST - Distance Vector

  dst.x = 1.0
  dst.y = src0.y * src1.y
  dst.z = src0.z
  dst.w = src1.w


1.1.13  MIN - Minimum

  dst.x = min(src0.x, src1.x)
  dst.y = min(src0.y, src1.y)
  dst.z = min(src0.z, src1.z)
  dst.w = min(src0.w, src1.w)


1.1.14  MAX - Maximum

  dst.x = max(src0.x, src1.x)
  dst.y = max(src0.y, src1.y)
  dst.z = max(src0.z, src1.z)
  dst.w = max(src0.w, src1.w)


1.1.15  SLT - Set On Less Than

  dst.x = (src0.x < src1.x) ? 1.0 : 0.0
  dst.y = (src0.y < src1.y) ? 1.0 : 0.0
  dst.z = (src0.z < src1.z) ? 1.0 : 0.0
  dst.w = (src0.w < src1.w) ? 1.0 : 0.0


1.1.16  SGE - Set On Greater Equal Than

  dst.x = (src0.x >= src1.x) ? 1.0 : 0.0
  dst.y = (src0.y >= src1.y) ? 1.0 : 0.0
  dst.z = (src0.z >= src1.z) ? 1.0 : 0.0
  dst.w = (src0.w >= src1.w) ? 1.0 : 0.0


1.1.17  MAD - Multiply And Add

  dst.x = src0.x * src1.x + src2.x
  dst.y = src0.y * src1.y + src2.y
  dst.z = src0.z * src1.z + src2.z
  dst.w = src0.w * src1.w + src2.w


1.2  GL_ATI_fragment_shader
---------------------------


1.2.1  SUB - Subtract

  dst.x = src0.x - src1.x
  dst.y = src0.y - src1.y
  dst.z = src0.z - src1.z
  dst.w = src0.w - src1.w


1.2.2  DOT3 - 3-component Dot Product

  Alias for DP3.


1.2.3  DOT4 - 4-component Dot Product

  Alias for DP4.


1.2.4  LERP - Linear Interpolate

  dst.x = src0.x * (src1.x - src2.x) + src2.x
  dst.y = src0.y * (src1.y - src2.y) + src2.y
  dst.z = src0.z * (src1.z - src2.z) + src2.z
  dst.w = src0.w * (src1.w - src2.w) + src2.w


1.2.5  CND - Condition

  dst.x = (src2.x > 0.5) ? src0.x : src1.x
  dst.y = (src2.y > 0.5) ? src0.y : src1.y
  dst.z = (src2.z > 0.5) ? src0.z : src1.z
  dst.w = (src2.w > 0.5) ? src0.w : src1.w


1.2.6  CND0 - Condition Zero

  dst.x = (src2.x >= 0.0) ? src0.x : src1.x
  dst.y = (src2.y >= 0.0) ? src0.y : src1.y
  dst.z = (src2.z >= 0.0) ? src0.z : src1.z
  dst.w = (src2.w >= 0.0) ? src0.w : src1.w


1.2.7  DOT2ADD - 2-component Dot Product And Add

  dst.x = src0.x * src1.x + src0.y * src1.y + src2.x
  dst.y = src0.x * src1.x + src0.y * src1.y + src2.x
  dst.z = src0.x * src1.x + src0.y * src1.y + src2.x
  dst.w = src0.x * src1.x + src0.y * src1.y + src2.x


1.3  GL_EXT_vertex_shader
-------------------------


1.3.1  INDEX - Array Lookup

  Considered for removal from language.


1.3.2  NEGATE - Negate

  Considered for removal from language.


1.3.3  MADD - Multiply And Add

  Alias for MAD.


1.3.4  FRAC - Fraction

  dst.x = src.x - floor(src.x)
  dst.y = src.y - floor(src.y)
  dst.z = src.z - floor(src.z)
  dst.w = src.w - floor(src.w)


1.3.5  SETGE - Set On Greater Equal

  Alias for SGE.


1.3.6  SETLT - Set On Less Than

  Alias for SLT.


1.3.7  CLAMP - Clamp

  dst.x = clamp(src0.x, src1.x, src2.x)
  dst.y = clamp(src0.y, src1.y, src2.y)
  dst.z = clamp(src0.z, src1.z, src2.z)
  dst.w = clamp(src0.w, src1.w, src2.w)


1.3.8  FLOOR - Floor

  dst.x = floor(src.x)
  dst.y = floor(src.y)
  dst.z = floor(src.z)
  dst.w = floor(src.w)


1.3.9  ROUND - Round

  dst.x = round(src.x)
  dst.y = round(src.y)
  dst.z = round(src.z)
  dst.w = round(src.w)


1.3.10  EXPBASE2 - Exponent Base 2

  dst.x = pow(2.0, src.x)
  dst.y = pow(2.0, src.x)
  dst.z = pow(2.0, src.x)
  dst.w = pow(2.0, src.x)


1.3.11  LOGBASE2 - Logarithm Base 2

  dst.x = lg2(src.x)
  dst.y = lg2(src.x)
  dst.z = lg2(src.x)
  dst.w = lg2(src.x)


1.3.12  POWER - Power

  dst.x = pow(src0.x, src1.x)
  dst.y = pow(src0.x, src1.x)
  dst.z = pow(src0.x, src1.x)
  dst.w = pow(src0.x, src1.x)


1.3.13  RECIP - Reciprocal

  Alias for RCP.


1.3.14  RECIPSQRT - Reciprocal Square Root

  Alias for RSQ.


1.3.15  CROSSPRODUCT - Cross Product

  dst.x = src0.y * src1.z - src1.y * src0.z
  dst.y = src0.z * src1.x - src1.z * src0.x
  dst.z = src0.x * src1.y - src1.x * src0.y
  dst.w = 1.0


1.3.16  MULTIPLYMATRIX - Multiply Matrix

  Considered for removal from language.


1.4  GL_NV_vertex_program1_1
----------------------------


1.4.1  ABS - Absolute

  dst.x = abs(src.x)
  dst.y = abs(src.y)
  dst.z = abs(src.z)
  dst.w = abs(src.w)


1.4.2  RCC - Reciprocal Clamped

  dst.x = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)
  dst.y = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)
  dst.z = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)
  dst.w = (1.0 / src.x) > 0.0 ? clamp(1.0 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1.0 / src.x, -1.884467e+019, -5.42101e-020)


1.4.3  DPH - Homogeneous Dot Product

  dst.x = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src1.w
  dst.y = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src1.w
  dst.z = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src1.w
  dst.w = src0.x * src1.x + src0.y * src1.y + src0.z * src1.z + src1.w


1.5  GL_NV_fragment_program
---------------------------


1.5.1  COS - Cosine

  dst.x = cos(src.x)
  dst.y = cos(src.x)
  dst.z = cos(src.x)
  dst.w = cos(src.w)


1.5.2  DDX - Derivative Relative To X

  dst.x = partialx(src.x)
  dst.y = partialx(src.y)
  dst.z = partialx(src.z)
  dst.w = partialx(src.w)


1.5.3  DDY - Derivative Relative To Y

  dst.x = partialy(src.x)
  dst.y = partialy(src.y)
  dst.z = partialy(src.z)
  dst.w = partialy(src.w)


1.5.4  EX2 - Exponential Base 2

  Alias for EXPBASE2.


1.5.5  FLR - Floor

  Alias for FLOOR.


1.5.6  FRC - Fraction

  Alias for FRAC.


1.5.7  KILP - Predicated Discard

  TBD


1.5.8  LG2 - Logarithm Base 2

  Alias for LOGBASE2.


1.5.9  LRP - Linear Interpolate

  Alias for LERP.


1.5.10  PK2H - Pack Two 16-bit Floats

  TBD


1.5.11  PK2US - Pack Two Unsigned 16-bit Scalars

  TBD


1.5.12  PK4B - Pack Four Signed 8-bit Scalars

  TBD


1.5.13  PK4UB - Pack Four Unsigned 8-bit Scalars

  TBD


1.5.14  POW - Power

  Alias for POWER.


1.5.15  RFL - Reflection Vector

  dst.x = 2.0 * (src0.x * src1.x + src0.y * src1.y + src0.z * src1.z) / (src0.x * src0.x + src0.y * src0.y + src0.z * src0.z) * src0.x - src1.x
  dst.y = 2.0 * (src0.x * src1.x + src0.y * src1.y + src0.z * src1.z) / (src0.x * src0.x + src0.y * src0.y + src0.z * src0.z) * src0.y - src1.y
  dst.z = 2.0 * (src0.x * src1.x + src0.y * src1.y + src0.z * src1.z) / (src0.x * src0.x + src0.y * src0.y + src0.z * src0.z) * src0.z - src1.z
  dst.w = 1.0


1.5.16  SEQ - Set On Equal

  dst.x = (src0.x == src1.x) ? 1.0 : 0.0
  dst.y = (src0.y == src1.y) ? 1.0 : 0.0
  dst.z = (src0.z == src1.z) ? 1.0 : 0.0
  dst.w = (src0.w == src1.w) ? 1.0 : 0.0


1.5.17  SFL - Set On False

  dst.x = 0.0
  dst.y = 0.0
  dst.z = 0.0
  dst.w = 0.0


1.5.18  SGT - Set On Greater Than

  dst.x = (src0.x > src1.x) ? 1.0 : 0.0
  dst.y = (src0.y > src1.y) ? 1.0 : 0.0
  dst.z = (src0.z > src1.z) ? 1.0 : 0.0
  dst.w = (src0.w > src1.w) ? 1.0 : 0.0


1.5.19  SIN - Sine

  dst.x = sin(src.x)
  dst.y = sin(src.x)
  dst.z = sin(src.x)
  dst.w = sin(src.w)


1.5.20  SLE - Set On Less Equal Than

  dst.x = (src0.x <= src1.x) ? 1.0 : 0.0
  dst.y = (src0.y <= src1.y) ? 1.0 : 0.0
  dst.z = (src0.z <= src1.z) ? 1.0 : 0.0
  dst.w = (src0.w <= src1.w) ? 1.0 : 0.0


1.5.21  SNE - Set On Not Equal

  dst.x = (src0.x != src1.x) ? 1.0 : 0.0
  dst.y = (src0.y != src1.y) ? 1.0 : 0.0
  dst.z = (src0.z != src1.z) ? 1.0 : 0.0
  dst.w = (src0.w != src1.w) ? 1.0 : 0.0


1.5.22  STR - Set On True

  dst.x = 1.0
  dst.y = 1.0
  dst.z = 1.0
  dst.w = 1.0


1.5.23  TEX - Texture Lookup

  TBD


1.5.24  TXD - Texture Lookup with Derivatives

  TBD


1.5.25  TXP - Projective Texture Lookup

  TBD


1.5.26  UP2H - Unpack Two 16-Bit Floats

  TBD


1.5.27  UP2US - Unpack Two Unsigned 16-Bit Scalars

  TBD


1.5.28  UP4B - Unpack Four Signed 8-Bit Values

  TBD


1.5.29  UP4UB - Unpack Four Unsigned 8-Bit Scalars

  TBD


1.5.30  X2D - 2D Coordinate Transformation

  dst.x = src0.x + src1.x * src2.x + src1.y * src2.y
  dst.y = src0.y + src1.x * src2.z + src1.y * src2.w
  dst.z = src0.x + src1.x * src2.x + src1.y * src2.y
  dst.w = src0.y + src1.x * src2.z + src1.y * src2.w


1.6  GL_NV_vertex_program2
--------------------------


1.6.1  ARA - Address Register Add

  TBD


1.6.2  ARR - Address Register Load With Round

  dst.x = round(src.x)
  dst.y = round(src.y)
  dst.z = round(src.z)
  dst.w = round(src.w)


1.6.3  BRA - Branch

  TBD


1.6.4  CAL - Subroutine Call

  push(pc)
  pc = target


1.6.5  RET - Subroutine Call Return

  pc = pop()


1.6.6  SSG - Set Sign

  dst.x = (src.x > 0.0) ? 1.0 : (src.x < 0.0) ? -1.0 : 0.0
  dst.y = (src.y > 0.0) ? 1.0 : (src.y < 0.0) ? -1.0 : 0.0
  dst.z = (src.z > 0.0) ? 1.0 : (src.z < 0.0) ? -1.0 : 0.0
  dst.w = (src.w > 0.0) ? 1.0 : (src.w < 0.0) ? -1.0 : 0.0


1.7  GL_ARB_vertex_program
--------------------------


1.7.1  SWZ - Extended Swizzle

  dst.x = src.x
  dst.y = src.y
  dst.z = src.z
  dst.w = src.w


1.7.2  XPD - Cross Product

  Alias for CROSSPRODUCT.


1.8  GL_ARB_fragment_program
----------------------------


1.8.1  CMP - Compare

  dst.x = (src0.x < 0.0) ? src1.x : src2.x
  dst.y = (src0.y < 0.0) ? src1.y : src2.y
  dst.z = (src0.z < 0.0) ? src1.z : src2.z
  dst.w = (src0.w < 0.0) ? src1.w : src2.w


1.8.2  KIL - Conditional Discard

  TBD


1.8.3  SCS - Sine Cosine

  dst.x = cos(src.x)
  dst.y = sin(src.x)
  dst.z = 0.0
  dst.y = 1.0


1.8.4  TXB - Texture Lookup With Bias

  TBD


1.9  GL_NV_fragment_program2
----------------------------


1.9.1  NRM - 3-component Vector Normalise

  dst.x = src.x / (src.x * src.x + src.y * src.y + src.z * src.z)
  dst.y = src.y / (src.x * src.x + src.y * src.y + src.z * src.z)
  dst.z = src.z / (src.x * src.x + src.y * src.y + src.z * src.z)
  dst.w = 1.0


1.9.2  DIV - Divide

  dst.x = src0.x / src1.x
  dst.y = src0.y / src1.y
  dst.z = src0.z / src1.z
  dst.w = src0.w / src1.w


1.9.3  DP2 - 2-component Dot Product

  dst.x = src0.x * src1.x + src0.y * src1.y
  dst.y = src0.x * src1.x + src0.y * src1.y
  dst.z = src0.x * src1.x + src0.y * src1.y
  dst.w = src0.x * src1.x + src0.y * src1.y


1.9.4  DP2A - 2-component Dot Product And Add

  Alias for DOT2ADD.


1.9.5  TXL - Texture Lookup With LOD

  TBD


1.9.6  BRK - Break

  TBD


1.9.7  IF - If

  TBD


1.9.8  LOOP - Loop

  TBD


1.9.9  REP - Repeat

  TBD


1.9.10  ELSE - Else

  TBD


1.9.11  ENDIF - End If

  TBD


1.9.12  ENDLOOP - End Loop

  TBD


1.9.13  ENDREP - End Repeat

  TBD