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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)
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 - 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 - 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
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