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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
1.10 GL_NV_vertex_program3
---------------------------
1.10.1 PUSHA - Push Address Register On Stack
push(src.x)
push(src.y)
push(src.z)
push(src.w)
1.10.2 POPA - Pop Address Register From Stack
dst.w = pop()
dst.z = pop()
dst.y = pop()
dst.x = pop()
1.11 GL_NV_gpu_program4
------------------------
1.11.1 CEIL - Ceiling
dst.x = ceil(src.x)
dst.y = ceil(src.y)
dst.z = ceil(src.z)
dst.w = ceil(src.w)
1.11.2 I2F - Integer To Float
dst.x = (float) src.x
dst.y = (float) src.y
dst.z = (float) src.z
dst.w = (float) src.w
1.11.3 NOT - Bitwise Not
dst.x = ~src.x
dst.y = ~src.y
dst.z = ~src.z
dst.w = ~src.w
1.11.4 TRUNC - Truncate
dst.x = trunc(src.x)
dst.y = trunc(src.y)
dst.z = trunc(src.z)
dst.w = trunc(src.w)
1.11.5 SHL - Shift Left
dst.x = src0.x << src1.x
dst.y = src0.y << src1.x
dst.z = src0.z << src1.x
dst.w = src0.w << src1.x
1.11.6 SHR - Shift Right
dst.x = src0.x >> src1.x
dst.y = src0.y >> src1.x
dst.z = src0.z >> src1.x
dst.w = src0.w >> src1.x
1.11.7 AND - Bitwise And
dst.x = src0.x & src1.x
dst.y = src0.y & src1.y
dst.z = src0.z & src1.z
dst.w = src0.w & src1.w
1.11.8 OR - Bitwise Or
dst.x = src0.x | src1.x
dst.y = src0.y | src1.y
dst.z = src0.z | src1.z
dst.w = src0.w | src1.w
1.11.9 MOD - Modulus
dst.x = src0.x % src1.x
dst.y = src0.y % src1.y
dst.z = src0.z % src1.z
dst.w = src0.w % src1.w
1.11.10 XOR - Bitwise Xor
dst.x = src0.x ^ src1.x
dst.y = src0.y ^ src1.y
dst.z = src0.z ^ src1.z
dst.w = src0.w ^ src1.w
1.11.11 SAD - Sum Of Absolute Differences
dst.x = abs(src0.x - src1.x) + src2.x
dst.y = abs(src0.y - src1.y) + src2.y
dst.z = abs(src0.z - src1.z) + src2.z
dst.w = abs(src0.w - src1.w) + src2.w
1.11.12 TXF - Texel Fetch
TBD
1.11.13 TXQ - Texture Size Query
TBD
1.11.14 CONT - Continue
TBD
1.12 GL_NV_geometry_program4
-----------------------------
1.12.1 EMIT - Emit
TBD
1.12.2 ENDPRIM - End Primitive
TBD
1.13 GLSL
----------
1.13.1 BGNLOOP2 - Begin Loop
TBD
1.13.2 BGNSUB - Begin Subroutine
TBD
1.13.3 ENDLOOP2 - End Loop
TBD
1.13.4 ENDSUB - End Subroutine
TBD
1.13.5 INT - Truncate
Alias for TRUNC.
1.13.6 NOISE1 - 1D Noise
TBD
1.13.7 NOISE2 - 2D Noise
TBD
1.13.8 NOISE3 - 3D Noise
TBD
1.13.9 NOISE4 - 4D Noise
TBD
1.13.10 NOP - No Operation
Do nothing.
1.14 ps_1_1
------------
1.14.1 TEXKILL - Conditional Discard
Alias for KIL.
1.15 ps_1_4
------------
1.15.1 TEXLD - Texture Lookup
Alias for TEX.
1.16 ps_2_0
------------
1.16.1 M4X4 - Multiply Matrix
Alias for MULTIPLYMATRIX.
1.16.2 M4X3 - Multiply Matrix
Considered for removal from language.
1.16.3 M3X4 - Multiply Matrix
Considered for removal from language.
1.16.4 M3X3 - Multiply Matrix
Considered for removal from language.
1.16.5 M3X2 - Multiply Matrix
Considered for removal from language.
1.16.6 CRS - Cross Product
Alias for XPD.
1.16.7 NRM4 - 4-component Vector Normalise
dst.x = src.x / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
dst.y = src.y / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
dst.z = src.z / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
dst.w = src.w / (src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w)
1.16.8 SINCOS - Sine Cosine
Alias for SCS.
1.16.9 TEXLDB - Texture Lookup With Bias
Alias for TXB.
1.16.10 DP2ADD - 2-component Dot Product And Add
Alias for DP2A.
1.17 ps_2_x
------------
1.17.1 CALL - Subroutine Call
Alias for CAL.
1.17.2 CALLNZ - Subroutine Call If Not Zero
TBD
1.17.3 IFC - If
TBD
1.17.4 BREAK - Break
Alias for BRK.
1.17.5 BREAKC - Break Conditional
TBD
1.17.6 DSX - Derivative Relative To X
Alias for DDX.
1.17.7 DSY - Derivative Relative To Y
Alias for DDY.
1.17.8 TEXLDD - Texture Lookup with Derivatives
Alias for TXD.
1.18 vs_1_1
------------
1.18.1 EXPP - Approximate Exponential Base 2
Alias for EXP.
1.18.2 LOGP - Logarithm Base 2
Alias for LG2.
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