1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
|
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)
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.
|