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<div class="section" id="tgsi">
<h1>TGSI<a class="headerlink" href="#tgsi" title="Permalink to this headline">¶</a></h1>
<p>TGSI, Tungsten Graphics Shader Instructions, is an intermediate language
for describing shaders. Since Gallium is inherently shaderful, shaders are
an important part of the API. TGSI is the only intermediate representation
used by all drivers.</p>
<div class="section" id="instruction-set">
<h2>Instruction Set<a class="headerlink" href="#instruction-set" title="Permalink to this headline">¶</a></h2>
<div class="section" id="from-gl-nv-vertex-program">
<h3>From GL_NV_vertex_program<a class="headerlink" href="#from-gl-nv-vertex-program" title="Permalink to this headline">¶</a></h3>
<p>ARL - Address Register Load</p>
<div class="math">
<p><img src="_images/math/a6a788a4144ea0b8be244aad870806646081b809.png" alt="dst.x = \lfloor src.x\rfloor
dst.y = \lfloor src.y\rfloor
dst.z = \lfloor src.z\rfloor
dst.w = \lfloor src.w\rfloor" /></p>
</div><p>MOV - Move</p>
<div class="math">
<p><img src="_images/math/723d0548eae0d4f8738fcf051e2e56bce034e7d4.png" alt="dst.x = src.x
dst.y = src.y
dst.z = src.z
dst.w = src.w" /></p>
</div><p>LIT - Light Coefficients</p>
<div class="math">
<p><img src="_images/math/758e5c32fbcca15fadbbf1ee7cb5967466f056e9.png" alt="dst.x = 1
dst.y = max(src.x, 0)
dst.z = (src.x > 0) ? max(src.y, 0)^{clamp(src.w, -128, 128))} : 0
dst.w = 1" /></p>
</div><p>RCP - Reciprocal</p>
<div class="math">
<p><img src="_images/math/c9bc0e532b3b63ed42567436058b919bc78442ce.png" alt="dst.x = \frac{1}{src.x}
dst.y = \frac{1}{src.x}
dst.z = \frac{1}{src.x}
dst.w = \frac{1}{src.x}" /></p>
</div><p>RSQ - Reciprocal Square Root</p>
<div class="math">
<p><img src="_images/math/70d1866ff09388f68ff5f0f88719006a59e19187.png" alt="dst.x = \frac{1}{\sqrt{|src.x|}}
dst.y = \frac{1}{\sqrt{|src.x|}}
dst.z = \frac{1}{\sqrt{|src.x|}}
dst.w = \frac{1}{\sqrt{|src.x|}}" /></p>
</div><p>EXP - Approximate Exponential Base 2</p>
<div class="math">
<p><img src="_images/math/61a735a5ca4687a35d98a8d42c127cb425b16eed.png" alt="dst.x = 2^{\lfloor src.x\rfloor}
dst.y = src.x - \lfloor src.x\rfloor
dst.z = 2^{src.x}
dst.w = 1" /></p>
</div><p>LOG - Approximate Logarithm Base 2</p>
<div class="math">
<p><img src="_images/math/f71ea96f5550b90a162f1d7a8b754eeb9b0d126e.png" alt="dst.x = \lfloor\log_2{|src.x|}\rfloor
dst.y = \frac{|src.x|}{2^{\lfloor\log_2{|src.x|}\rfloor}}
dst.z = \log_2{|src.x|}
dst.w = 1" /></p>
</div><p>MUL - Multiply</p>
<div class="math">
<p><img src="_images/math/8d727b11852ddbb13fb91083a0ce71ea2a47306f.png" alt="dst.x = src0.x \times src1.x
dst.y = src0.y \times src1.y
dst.z = src0.z \times src1.z
dst.w = src0.w \times src1.w" /></p>
</div><p>ADD - Add</p>
<div class="math">
<p><img src="_images/math/419ee673cdf363cbe29df99a84db18bf74b83cc4.png" alt="dst.x = src0.x + src1.x
dst.y = src0.y + src1.y
dst.z = src0.z + src1.z
dst.w = src0.w + src1.w" /></p>
</div><p>DP3 - 3-component Dot Product</p>
<div class="math">
<p><img src="_images/math/cd11030c4826718fe39618e48ae07d9298184a65.png" alt="dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z
dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z" /></p>
</div><p>DP4 - 4-component Dot Product</p>
<div class="math">
<p><img src="_images/math/efbae5a733577ba979c4f08fa0e1de5e31953b92.png" alt="dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w
dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src0.w \times src1.w" /></p>
</div><p>DST - Distance Vector</p>
<div class="math">
<p><img src="_images/math/6d0d5702a6e475d584f295bd4f0fa80a70b70ee5.png" alt="dst.x = 1
dst.y = src0.y \times src1.y
dst.z = src0.z
dst.w = src1.w" /></p>
</div><p>MIN - Minimum</p>
<div class="math">
<p><img src="_images/math/73dec9e78c22629aa3379d21ccc96b1a5c5d2dbd.png" alt="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)" /></p>
</div><p>MAX - Maximum</p>
<div class="math">
<p><img src="_images/math/1ad10aa070bc12ee93fca94040edb8900468ae29.png" alt="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)" /></p>
</div><p>SLT - Set On Less Than</p>
<div class="math">
<p><img src="_images/math/b1db3ad26718bdcf3d1afeb866f1fc595230786d.png" alt="dst.x = (src0.x < src1.x) ? 1 : 0
dst.y = (src0.y < src1.y) ? 1 : 0
dst.z = (src0.z < src1.z) ? 1 : 0
dst.w = (src0.w < src1.w) ? 1 : 0" /></p>
</div><p>SGE - Set On Greater Equal Than</p>
<div class="math">
<p><img src="_images/math/bb15ac1bdb0b295273a7c57060899063cf618a95.png" alt="dst.x = (src0.x >= src1.x) ? 1 : 0
dst.y = (src0.y >= src1.y) ? 1 : 0
dst.z = (src0.z >= src1.z) ? 1 : 0
dst.w = (src0.w >= src1.w) ? 1 : 0" /></p>
</div><p>MAD - Multiply And Add</p>
<div class="math">
<p><img src="_images/math/cb4e90af76c03c927762a3c33e989ce2c41f5be5.png" alt="dst.x = src0.x \times src1.x + src2.x
dst.y = src0.y \times src1.y + src2.y
dst.z = src0.z \times src1.z + src2.z
dst.w = src0.w \times src1.w + src2.w" /></p>
</div><p>SUB - Subtract</p>
<div class="math">
<p><img src="_images/math/d96d8a97260276b9db5e903a05339b869391856f.png" alt="dst.x = src0.x - src1.x
dst.y = src0.y - src1.y
dst.z = src0.z - src1.z
dst.w = src0.w - src1.w" /></p>
</div><p>LRP - Linear Interpolate</p>
<div class="math">
<p><img src="_images/math/cf94ae7663599af8dc7ada12a43b33ca5083044a.png" alt="dst.x = src0.x \times (src1.x - src2.x) + src2.x
dst.y = src0.y \times (src1.y - src2.y) + src2.y
dst.z = src0.z \times (src1.z - src2.z) + src2.z
dst.w = src0.w \times (src1.w - src2.w) + src2.w" /></p>
</div><p>CND - Condition</p>
<div class="math">
<p><img src="_images/math/f9be0a9bff61d950cb768b8d10c66a45377f3124.png" alt="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" /></p>
</div><p>DP2A - 2-component Dot Product And Add</p>
<div class="math">
<p><img src="_images/math/abcd8a9f57fcaecc5e5c14835fa7438b08b4009d.png" alt="dst.x = src0.x \times src1.x + src0.y \times src1.y + src2.x
dst.y = src0.x \times src1.x + src0.y \times src1.y + src2.x
dst.z = src0.x \times src1.x + src0.y \times src1.y + src2.x
dst.w = src0.x \times src1.x + src0.y \times src1.y + src2.x" /></p>
</div><p>FRAC - Fraction</p>
<div class="math">
<p><img src="_images/math/df45d09eb32da9798269d030845962e4d92e26de.png" alt="dst.x = src.x - \lfloor src.x\rfloor
dst.y = src.y - \lfloor src.y\rfloor
dst.z = src.z - \lfloor src.z\rfloor
dst.w = src.w - \lfloor src.w\rfloor" /></p>
</div><p>CLAMP - Clamp</p>
<div class="math">
<p><img src="_images/math/56093f3e51016bf4a7784ed66cb8628202f58b2d.png" alt="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)" /></p>
</div><p>FLR - Floor</p>
<p>This is identical to ARL.</p>
<div class="math">
<p><img src="_images/math/a6a788a4144ea0b8be244aad870806646081b809.png" alt="dst.x = \lfloor src.x\rfloor
dst.y = \lfloor src.y\rfloor
dst.z = \lfloor src.z\rfloor
dst.w = \lfloor src.w\rfloor" /></p>
</div><p>ROUND - Round</p>
<div class="math">
<p><img src="_images/math/226c98a475a610bdeb91b4fbf51261cf8721d8f6.png" alt="dst.x = round(src.x)
dst.y = round(src.y)
dst.z = round(src.z)
dst.w = round(src.w)" /></p>
</div><p>EX2 - Exponential Base 2</p>
<div class="math">
<p><img src="_images/math/0210d258bc676109314169f2dd4320059387500c.png" alt="dst.x = 2^{src.x}
dst.y = 2^{src.x}
dst.z = 2^{src.x}
dst.w = 2^{src.x}" /></p>
</div><p>LG2 - Logarithm Base 2</p>
<div class="math">
<p><img src="_images/math/1b910bba9c9c6d11618b234335f33413d4f76ee6.png" alt="dst.x = \log_2{src.x}
dst.y = \log_2{src.x}
dst.z = \log_2{src.x}
dst.w = \log_2{src.x}" /></p>
</div><p>POW - Power</p>
<div class="math">
<p><img src="_images/math/290ad5e39fd561a8616e6eb9abc488c8615b36c7.png" alt="dst.x = src0.x^{src1.x}
dst.y = src0.x^{src1.x}
dst.z = src0.x^{src1.x}
dst.w = src0.x^{src1.x}" /></p>
</div><p>XPD - Cross Product</p>
<div class="math">
<p><img src="_images/math/751ec5401cf0d30257850404124ddad65cd5c0b2.png" alt="dst.x = src0.y \times src1.z - src1.y \times src0.z
dst.y = src0.z \times src1.x - src1.z \times src0.x
dst.z = src0.x \times src1.y - src1.x \times src0.y
dst.w = 1" /></p>
</div><p>ABS - Absolute</p>
<div class="math">
<p><img src="_images/math/ad452a9162cb4c5aeb7638cac156cf04155c968a.png" alt="dst.x = |src.x|
dst.y = |src.y|
dst.z = |src.z|
dst.w = |src.w|" /></p>
</div><p>RCC - Reciprocal Clamped</p>
<p>XXX cleanup on aisle three</p>
<div class="math">
<p><img src="_images/math/f5fe168fde58a4d9fb87b5ef1e8b532f02f3a7cb.png" alt="dst.x = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
dst.y = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
dst.z = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)
dst.w = (1 / src.x) > 0 ? clamp(1 / src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, -5.42101e-020)" /></p>
</div><p>DPH - Homogeneous Dot Product</p>
<div class="math">
<p><img src="_images/math/2049740526a3bf3b01a0793817069df1d2b217a6.png" alt="dst.x = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
dst.y = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
dst.z = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w
dst.w = src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z + src1.w" /></p>
</div><p>COS - Cosine</p>
<div class="math">
<p><img src="_images/math/ade7e8ec73d74fb03022a40c9a69055c7a0a937b.png" alt="dst.x = \cos{src.x}
dst.y = \cos{src.x}
dst.z = \cos{src.x}
dst.w = \cos{src.w}" /></p>
</div><p>DDX - Derivative Relative To X</p>
<div class="math">
<p><img src="_images/math/5846a9ccdaf9e3c8c9ffa099acee7e80c7cc0d4b.png" alt="dst.x = partialx(src.x)
dst.y = partialx(src.y)
dst.z = partialx(src.z)
dst.w = partialx(src.w)" /></p>
</div><p>DDY - Derivative Relative To Y</p>
<div class="math">
<p><img src="_images/math/f89c54b3cac95d930ef70dffa6dc62db5fac05a6.png" alt="dst.x = partialy(src.x)
dst.y = partialy(src.y)
dst.z = partialy(src.z)
dst.w = partialy(src.w)" /></p>
</div><p>KILP - Predicated Discard</p>
<blockquote>
discard</blockquote>
<p>PK2H - Pack Two 16-bit Floats</p>
<blockquote>
TBD</blockquote>
<p>PK2US - Pack Two Unsigned 16-bit Scalars</p>
<blockquote>
TBD</blockquote>
<p>PK4B - Pack Four Signed 8-bit Scalars</p>
<blockquote>
TBD</blockquote>
<p>PK4UB - Pack Four Unsigned 8-bit Scalars</p>
<blockquote>
TBD</blockquote>
<p>RFL - Reflection Vector</p>
<div class="math">
<p><img src="_images/math/6dfa1d81b7272fac743c04c8f5fbd74bb42639b4.png" alt="dst.x = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.x - src1.x
dst.y = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.y - src1.y
dst.z = 2 \times (src0.x \times src1.x + src0.y \times src1.y + src0.z \times src1.z) / (src0.x \times src0.x + src0.y \times src0.y + src0.z \times src0.z) \times src0.z - src1.z
dst.w = 1" /></p>
</div><p>Considered for removal.</p>
<p>SEQ - Set On Equal</p>
<div class="math">
<p><img src="_images/math/5eac00cd4b387d141630ace602ed89d9a2ccc0ef.png" alt="dst.x = (src0.x == src1.x) ? 1 : 0
dst.y = (src0.y == src1.y) ? 1 : 0
dst.z = (src0.z == src1.z) ? 1 : 0
dst.w = (src0.w == src1.w) ? 1 : 0" /></p>
</div><p>SFL - Set On False</p>
<div class="math">
<p><img src="_images/math/15f738543d3cfe86879e953e69536effdc1d97f5.png" alt="dst.x = 0
dst.y = 0
dst.z = 0
dst.w = 0" /></p>
</div><p>Considered for removal.</p>
<p>SGT - Set On Greater Than</p>
<div class="math">
<p><img src="_images/math/2bbfc816656154cb764d951002e595719a0cfce1.png" alt="dst.x = (src0.x > src1.x) ? 1 : 0
dst.y = (src0.y > src1.y) ? 1 : 0
dst.z = (src0.z > src1.z) ? 1 : 0
dst.w = (src0.w > src1.w) ? 1 : 0" /></p>
</div><p>SIN - Sine</p>
<div class="math">
<p><img src="_images/math/0e5562f4fdf39c2754c17f761d76dcdb738dd233.png" alt="dst.x = \sin{src.x}
dst.y = \sin{src.x}
dst.z = \sin{src.x}
dst.w = \sin{src.w}" /></p>
</div><p>SLE - Set On Less Equal Than</p>
<div class="math">
<p><img src="_images/math/3f4ffe13f32660772fc7dbde7b56fff6308b347c.png" alt="dst.x = (src0.x <= src1.x) ? 1 : 0
dst.y = (src0.y <= src1.y) ? 1 : 0
dst.z = (src0.z <= src1.z) ? 1 : 0
dst.w = (src0.w <= src1.w) ? 1 : 0" /></p>
</div><p>SNE - Set On Not Equal</p>
<div class="math">
<p><img src="_images/math/7a206759bbd06a8ef2385b8b7cf42b07521d36a8.png" alt="dst.x = (src0.x != src1.x) ? 1 : 0
dst.y = (src0.y != src1.y) ? 1 : 0
dst.z = (src0.z != src1.z) ? 1 : 0
dst.w = (src0.w != src1.w) ? 1 : 0" /></p>
</div><p>STR - Set On True</p>
<div class="math">
<p><img src="_images/math/9a8aa4392d07b8c3fd7f2bc7ddee9eecd87e2c21.png" alt="dst.x = 1
dst.y = 1
dst.z = 1
dst.w = 1" /></p>
</div><p>TEX - Texture Lookup</p>
<blockquote>
TBD</blockquote>
<p>TXD - Texture Lookup with Derivatives</p>
<blockquote>
TBD</blockquote>
<p>TXP - Projective Texture Lookup</p>
<blockquote>
TBD</blockquote>
<p>UP2H - Unpack Two 16-Bit Floats</p>
<blockquote>
<p>TBD</p>
<p>Considered for removal.</p>
</blockquote>
<p>UP2US - Unpack Two Unsigned 16-Bit Scalars</p>
<blockquote>
<p>TBD</p>
<p>Considered for removal.</p>
</blockquote>
<p>UP4B - Unpack Four Signed 8-Bit Values</p>
<blockquote>
<p>TBD</p>
<p>Considered for removal.</p>
</blockquote>
<p>UP4UB - Unpack Four Unsigned 8-Bit Scalars</p>
<blockquote>
<p>TBD</p>
<p>Considered for removal.</p>
</blockquote>
<p>X2D - 2D Coordinate Transformation</p>
<div class="math">
<p><img src="_images/math/f94a20471877c44c7f623279934018e5c7348e83.png" alt="dst.x = src0.x + src1.x \times src2.x + src1.y \times src2.y
dst.y = src0.y + src1.x \times src2.z + src1.y \times src2.w
dst.z = src0.x + src1.x \times src2.x + src1.y \times src2.y
dst.w = src0.y + src1.x \times src2.z + src1.y \times src2.w" /></p>
</div><p>Considered for removal.</p>
</div>
<div class="section" id="from-gl-nv-vertex-program2">
<h3>From GL_NV_vertex_program2<a class="headerlink" href="#from-gl-nv-vertex-program2" title="Permalink to this headline">¶</a></h3>
<p>ARA - Address Register Add</p>
<blockquote>
<p>TBD</p>
<p>Considered for removal.</p>
</blockquote>
<p>ARR - Address Register Load With Round</p>
<div class="math">
<p><img src="_images/math/226c98a475a610bdeb91b4fbf51261cf8721d8f6.png" alt="dst.x = round(src.x)
dst.y = round(src.y)
dst.z = round(src.z)
dst.w = round(src.w)" /></p>
</div><p>BRA - Branch</p>
<blockquote>
<p>pc = target</p>
<p>Considered for removal.</p>
</blockquote>
<p>CAL - Subroutine Call</p>
<blockquote>
push(pc)
pc = target</blockquote>
<p>RET - Subroutine Call Return</p>
<blockquote>
<p>pc = pop()</p>
<p>Potential restrictions:
times Only occurs at end of function.</p>
</blockquote>
<p>SSG - Set Sign</p>
<div class="math">
<p><img src="_images/math/096db0cc9a735fa08397a0d940cb96025db3e3c8.png" alt="dst.x = (src.x > 0) ? 1 : (src.x < 0) ? -1 : 0
dst.y = (src.y > 0) ? 1 : (src.y < 0) ? -1 : 0
dst.z = (src.z > 0) ? 1 : (src.z < 0) ? -1 : 0
dst.w = (src.w > 0) ? 1 : (src.w < 0) ? -1 : 0" /></p>
</div><p>CMP - Compare</p>
<div class="math">
<p><img src="_images/math/53961253955fd2148f7cef66c79f2274c76f1954.png" alt="dst.x = (src0.x < 0) ? src1.x : src2.x
dst.y = (src0.y < 0) ? src1.y : src2.y
dst.z = (src0.z < 0) ? src1.z : src2.z
dst.w = (src0.w < 0) ? src1.w : src2.w" /></p>
</div><p>KIL - Conditional Discard</p>
<div class="math">
<p><img src="_images/math/ef0c42df6cde68a9c411ff8ce9ad1603b2715daf.png" alt="if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
discard
endif" /></p>
</div><p>SCS - Sine Cosine</p>
<div class="math">
<p><img src="_images/math/1ed3a5293ecdad1b4847367fba55be005fe7f6ba.png" alt="dst.x = \cos{src.x}
dst.y = \sin{src.x}
dst.z = 0
dst.y = 1" /></p>
</div><p>TXB - Texture Lookup With Bias</p>
<blockquote>
TBD</blockquote>
<p>NRM - 3-component Vector Normalise</p>
<div class="math">
<p><img src="_images/math/a6403ef2be1ec6b8eafb37e12b4e44adf240444e.png" alt="dst.x = src.x / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
dst.y = src.y / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
dst.z = src.z / (src.x \times src.x + src.y \times src.y + src.z \times src.z)
dst.w = 1" /></p>
</div><p>DIV - Divide</p>
<div class="math">
<p><img src="_images/math/f8d904588ef4d267803f5aee2f5789d9eda5b0e4.png" alt="dst.x = \frac{src0.x}{src1.x}
dst.y = \frac{src0.y}{src1.y}
dst.z = \frac{src0.z}{src1.z}
dst.w = \frac{src0.w}{src1.w}" /></p>
</div><p>DP2 - 2-component Dot Product</p>
<div class="math">
<p><img src="_images/math/052e6cb10c4892efcc9dfdd69fd3480adbae7bba.png" alt="dst.x = src0.x \times src1.x + src0.y \times src1.y
dst.y = src0.x \times src1.x + src0.y \times src1.y
dst.z = src0.x \times src1.x + src0.y \times src1.y
dst.w = src0.x \times src1.x + src0.y \times src1.y" /></p>
</div><p>TXL - Texture Lookup With LOD</p>
<blockquote>
TBD</blockquote>
<p>BRK - Break</p>
<blockquote>
TBD</blockquote>
<p>IF - If</p>
<blockquote>
TBD</blockquote>
<p>BGNFOR - Begin a For-Loop</p>
<blockquote>
<p>dst.x = floor(src.x)
dst.y = floor(src.y)
dst.z = floor(src.z)</p>
<dl class="docutils">
<dt>if (dst.y <= 0)</dt>
<dd>pc = [matching ENDFOR] + 1</dd>
</dl>
<p>endif</p>
<dl class="docutils">
<dt>Note: The destination must be a loop register.</dt>
<dd>The source must be a constant register.</dd>
</dl>
<p>Considered for cleanup / removal.</p>
</blockquote>
<p>REP - Repeat</p>
<blockquote>
TBD</blockquote>
<p>ELSE - Else</p>
<blockquote>
TBD</blockquote>
<p>ENDIF - End If</p>
<blockquote>
TBD</blockquote>
<p>ENDFOR - End a For-Loop</p>
<blockquote>
<p>dst.x = dst.x + dst.z
dst.y = dst.y - 1.0</p>
<dl class="docutils">
<dt>if (dst.y > 0)</dt>
<dd>pc = [matching BGNFOR instruction] + 1</dd>
</dl>
<p>endif</p>
<p>Note: The destination must be a loop register.</p>
<p>Considered for cleanup / removal.</p>
</blockquote>
<p>ENDREP - End Repeat</p>
<blockquote>
TBD</blockquote>
<p>PUSHA - Push Address Register On Stack</p>
<blockquote>
<p>push(src.x)
push(src.y)
push(src.z)
push(src.w)</p>
<p>Considered for cleanup / removal.</p>
</blockquote>
<p>POPA - Pop Address Register From Stack</p>
<blockquote>
<p>dst.w = pop()
dst.z = pop()
dst.y = pop()
dst.x = pop()</p>
<p>Considered for cleanup / removal.</p>
</blockquote>
</div>
<div class="section" id="from-gl-nv-gpu-program4">
<h3>From GL_NV_gpu_program4<a class="headerlink" href="#from-gl-nv-gpu-program4" title="Permalink to this headline">¶</a></h3>
<p>Support for these opcodes indicated by a special pipe capability bit (TBD).</p>
<p>CEIL - Ceiling</p>
<div class="math">
<p><img src="_images/math/03e47c613e946131569cb8ab9b88ae7b31a7a436.png" alt="dst.x = \lceil src.x\rceil
dst.y = \lceil src.y\rceil
dst.z = \lceil src.z\rceil
dst.w = \lceil src.w\rceil" /></p>
</div><p>I2F - Integer To Float</p>
<div class="math">
<p><img src="_images/math/fa38e14d5e8d8fcf15c70890e66ae5727443e531.png" alt="dst.x = (float) src.x
dst.y = (float) src.y
dst.z = (float) src.z
dst.w = (float) src.w" /></p>
</div><p>NOT - Bitwise Not</p>
<div class="math">
<p><img src="_images/math/ae28f3acd0883602c612198d7bcd7fc277972f31.png" alt="dst.x = ~src.x
dst.y = ~src.y
dst.z = ~src.z
dst.w = ~src.w" /></p>
</div><p>TRUNC - Truncate</p>
<p>XXX how is this different from floor?</p>
<div class="math">
<p><img src="_images/math/4a413dd124842171577a13c5de2f45c92f1a0c59.png" alt="dst.x = trunc(src.x)
dst.y = trunc(src.y)
dst.z = trunc(src.z)
dst.w = trunc(src.w)" /></p>
</div><p>SHL - Shift Left</p>
<div class="math">
<p><img src="_images/math/6d8f34db37f5d0909f568cbd49dbb9bbd376629d.png" alt="dst.x = src0.x << src1.x
dst.y = src0.y << src1.x
dst.z = src0.z << src1.x
dst.w = src0.w << src1.x" /></p>
</div><p>SHR - Shift Right</p>
<div class="math">
<p><img src="_images/math/8bb711dcf8af2b6a34bd4cb19311c1c2c445ef5e.png" alt="dst.x = src0.x >> src1.x
dst.y = src0.y >> src1.x
dst.z = src0.z >> src1.x
dst.w = src0.w >> src1.x" /></p>
</div><p>AND - Bitwise And</p>
<div class="math">
<p><img src="_images/math/a37f2da4dd31c01e7c3afd0adab9bdf27c9d4805.png" alt="dst.x = src0.x & src1.x
dst.y = src0.y & src1.y
dst.z = src0.z & src1.z
dst.w = src0.w & src1.w" /></p>
</div><p>OR - Bitwise Or</p>
<div class="math">
<p><img src="_images/math/84549dcb2fc79ba332fa86d8b6bdac239d32097f.png" alt="dst.x = src0.x | src1.x
dst.y = src0.y | src1.y
dst.z = src0.z | src1.z
dst.w = src0.w | src1.w" /></p>
</div><p>MOD - Modulus</p>
<div class="math">
<p><img src="_images/math/10d8720201a3a554b1610687157a80fae1871f6d.png" alt="dst.x = src0.x \bmod src1.x
dst.y = src0.y \bmod src1.y
dst.z = src0.z \bmod src1.z
dst.w = src0.w \bmod src1.w" /></p>
</div><p>XOR - Bitwise Xor</p>
<div class="math">
<p><img src="_images/math/0f7e82c35f1b87f2d11da3fbc639085a54a5e7ec.png" alt="dst.x = src0.x ^ src1.x
dst.y = src0.y ^ src1.y
dst.z = src0.z ^ src1.z
dst.w = src0.w ^ src1.w" /></p>
</div><p>SAD - Sum Of Absolute Differences</p>
<div class="math">
<p><img src="_images/math/a4a04906e15ff687e62dcad0046baa9ae05eabb5.png" alt="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" /></p>
</div><p>TXF - Texel Fetch</p>
<blockquote>
TBD</blockquote>
<p>TXQ - Texture Size Query</p>
<blockquote>
TBD</blockquote>
<p>CONT - Continue</p>
<blockquote>
TBD</blockquote>
</div>
<div class="section" id="from-gl-nv-geometry-program4">
<h3>From GL_NV_geometry_program4<a class="headerlink" href="#from-gl-nv-geometry-program4" title="Permalink to this headline">¶</a></h3>
<p>EMIT - Emit</p>
<blockquote>
TBD</blockquote>
<p>ENDPRIM - End Primitive</p>
<blockquote>
TBD</blockquote>
</div>
<div class="section" id="from-glsl">
<h3>From GLSL<a class="headerlink" href="#from-glsl" title="Permalink to this headline">¶</a></h3>
<p>BGNLOOP - Begin a Loop</p>
<blockquote>
TBD</blockquote>
<p>BGNSUB - Begin Subroutine</p>
<blockquote>
TBD</blockquote>
<p>ENDLOOP - End a Loop</p>
<blockquote>
TBD</blockquote>
<p>ENDSUB - End Subroutine</p>
<blockquote>
TBD</blockquote>
<p>NOP - No Operation</p>
<blockquote>
Do nothing.</blockquote>
<p>NRM4 - 4-component Vector Normalise</p>
<div class="math">
<p><img src="_images/math/740c183de3654a7e7ee772a640badd3b2844da81.png" alt="dst.x = \frac{src.x}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
dst.y = \frac{src.y}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
dst.z = \frac{src.z}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}
dst.w = \frac{src.w}{src.x \times src.x + src.y \times src.y + src.z \times src.z + src.w \times src.w}" /></p>
</div></div>
<div class="section" id="ps-2-x">
<h3>ps_2_x<a class="headerlink" href="#ps-2-x" title="Permalink to this headline">¶</a></h3>
<p>CALLNZ - Subroutine Call If Not Zero</p>
<blockquote>
TBD</blockquote>
<p>IFC - If</p>
<blockquote>
TBD</blockquote>
<p>BREAKC - Break Conditional</p>
<blockquote>
TBD</blockquote>
</div>
</div>
<div class="section" id="explanation-of-symbols-used">
<h2>Explanation of symbols used<a class="headerlink" href="#explanation-of-symbols-used" title="Permalink to this headline">¶</a></h2>
<div class="section" id="functions">
<h3>Functions<a class="headerlink" href="#functions" title="Permalink to this headline">¶</a></h3>
<blockquote>
<p><img class="math" src="_images/math/49428192d366caf373c0af3c3261687f12b4c883.png" alt="|x|"/> Absolute value of <cite>x</cite>.</p>
<p><img class="math" src="_images/math/1a7cd7095a9b123f81967d8d3b14d1e02b0174e7.png" alt="\lceil x \rceil"/> Ceiling of <cite>x</cite>.</p>
<dl class="docutils">
<dt>clamp(x,y,z) Clamp x between y and z.</dt>
<dd>(x < y) ? y : (x > z) ? z : x</dd>
</dl>
<p><img class="math" src="_images/math/441416e660d25335f27e55334ac2a06e51541c97.png" alt="\lfloor x\rfloor"/> Floor of <cite>x</cite>.</p>
<p><img class="math" src="_images/math/1ce288a883e98c3d1027d27f6246e7d3fdc4d78c.png" alt="\log_2{x}"/> Logarithm of <cite>x</cite>, base 2.</p>
<dl class="docutils">
<dt>max(x,y) Maximum of x and y.</dt>
<dd>(x > y) ? x : y</dd>
<dt>min(x,y) Minimum of x and y.</dt>
<dd>(x < y) ? x : y</dd>
</dl>
<p>partialx(x) Derivative of x relative to fragment’s X.</p>
<p>partialy(x) Derivative of x relative to fragment’s Y.</p>
<p>pop() Pop from stack.</p>
<p><img class="math" src="_images/math/8f9af910fe749481919573c0dd2b132118f19d19.png" alt="x^y"/> <cite>x</cite> to the power <cite>y</cite>.</p>
<p>push(x) Push x on stack.</p>
<p>round(x) Round x.</p>
<p>trunc(x) Truncate x.</p>
</blockquote>
</div>
<div class="section" id="keywords">
<h3>Keywords<a class="headerlink" href="#keywords" title="Permalink to this headline">¶</a></h3>
<blockquote>
<p>discard Discard fragment.</p>
<p>dst First destination register.</p>
<p>dst0 First destination register.</p>
<p>pc Program counter.</p>
<p>src First source register.</p>
<p>src0 First source register.</p>
<p>src1 Second source register.</p>
<p>src2 Third source register.</p>
<p>target Label of target instruction.</p>
</blockquote>
</div>
</div>
<div class="section" id="other-tokens">
<h2>Other tokens<a class="headerlink" href="#other-tokens" title="Permalink to this headline">¶</a></h2>
<div class="section" id="declaration-semantic">
<h3>Declaration Semantic<a class="headerlink" href="#declaration-semantic" title="Permalink to this headline">¶</a></h3>
<blockquote>
<p>Follows Declaration token if Semantic bit is set.</p>
<p>Since its purpose is to link a shader with other stages of the pipeline,
it is valid to follow only those Declaration tokens that declare a register
either in INPUT or OUTPUT file.</p>
<p>SemanticName field contains the semantic name of the register being declared.
There is no default value.</p>
<p>SemanticIndex is an optional subscript that can be used to distinguish
different register declarations with the same semantic name. The default value
is 0.</p>
<p>The meanings of the individual semantic names are explained in the following
sections.</p>
</blockquote>
<div class="section" id="tgsi-semantic-position">
<h4>TGSI_SEMANTIC_POSITION<a class="headerlink" href="#tgsi-semantic-position" title="Permalink to this headline">¶</a></h4>
<p>Position, sometimes known as HPOS or WPOS for historical reasons, is the
location of the vertex in space, in <tt class="docutils literal"><span class="pre">(x,</span> <span class="pre">y,</span> <span class="pre">z,</span> <span class="pre">w)</span></tt> format. <tt class="docutils literal"><span class="pre">x</span></tt>, <tt class="docutils literal"><span class="pre">y</span></tt>, and <tt class="docutils literal"><span class="pre">z</span></tt>
are the Cartesian coordinates, and <tt class="docutils literal"><span class="pre">w</span></tt> is the homogenous coordinate and used
for the perspective divide, if enabled.</p>
<p>As a vertex shader output, position should be scaled to the viewport. When
used in fragment shaders, position will —</p>
<p>XXX — wait a minute. Should position be in [0,1] for x and y?</p>
<p>XXX additionally, is there a way to configure the perspective divide? it’s
accelerated on most chipsets AFAIK...</p>
<p>Position, if not specified, usually defaults to <tt class="docutils literal"><span class="pre">(0,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt>, and can
be partially specified as <tt class="docutils literal"><span class="pre">(x,</span> <span class="pre">y,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt> or <tt class="docutils literal"><span class="pre">(x,</span> <span class="pre">y,</span> <span class="pre">z,</span> <span class="pre">1)</span></tt>.</p>
<p>XXX usually? can we solidify that?</p>
</div>
<div class="section" id="tgsi-semantic-color">
<h4>TGSI_SEMANTIC_COLOR<a class="headerlink" href="#tgsi-semantic-color" title="Permalink to this headline">¶</a></h4>
<p>Colors are used to, well, color the primitives. Colors are always in
<tt class="docutils literal"><span class="pre">(r,</span> <span class="pre">g,</span> <span class="pre">b,</span> <span class="pre">a)</span></tt> format.</p>
<p>If alpha is not specified, it defaults to 1.</p>
</div>
<div class="section" id="tgsi-semantic-bcolor">
<h4>TGSI_SEMANTIC_BCOLOR<a class="headerlink" href="#tgsi-semantic-bcolor" title="Permalink to this headline">¶</a></h4>
<p>Back-facing colors are only used for back-facing polygons, and are only valid
in vertex shader outputs. After rasterization, all polygons are front-facing
and COLOR and BCOLOR end up occupying the same slots in the fragment, so
all BCOLORs effectively become regular COLORs in the fragment shader.</p>
</div>
<div class="section" id="tgsi-semantic-fog">
<h4>TGSI_SEMANTIC_FOG<a class="headerlink" href="#tgsi-semantic-fog" title="Permalink to this headline">¶</a></h4>
<p>The fog coordinate historically has been used to replace the depth coordinate
for generation of fog in dedicated fog blocks. Gallium, however, does not use
dedicated fog acceleration, placing it entirely in the fragment shader
instead.</p>
<p>The fog coordinate should be written in <tt class="docutils literal"><span class="pre">(f,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt> format. Only the first
component matters when writing from the vertex shader; the driver will ensure
that the coordinate is in this format when used as a fragment shader input.</p>
</div>
<div class="section" id="tgsi-semantic-psize">
<h4>TGSI_SEMANTIC_PSIZE<a class="headerlink" href="#tgsi-semantic-psize" title="Permalink to this headline">¶</a></h4>
<p>PSIZE, or point size, is used to specify point sizes per-vertex. It should
be in <tt class="docutils literal"><span class="pre">(p,</span> <span class="pre">n,</span> <span class="pre">x,</span> <span class="pre">f)</span></tt> format, where <tt class="docutils literal"><span class="pre">p</span></tt> is the point size, <tt class="docutils literal"><span class="pre">n</span></tt> is the minimum
size, <tt class="docutils literal"><span class="pre">x</span></tt> is the maximum size, and <tt class="docutils literal"><span class="pre">f</span></tt> is the fade threshold.</p>
<p>XXX this is arb_vp. is this what we actually do? should double-check...</p>
<p>When using this semantic, be sure to set the appropriate state in the
<a class="reference external" href="cso/rasterizer.html#rasterizer"><em>Rasterizer</em></a> first.</p>
</div>
<div class="section" id="tgsi-semantic-generic">
<h4>TGSI_SEMANTIC_GENERIC<a class="headerlink" href="#tgsi-semantic-generic" title="Permalink to this headline">¶</a></h4>
<p>Generic semantics are nearly always used for texture coordinate attributes,
in <tt class="docutils literal"><span class="pre">(s,</span> <span class="pre">t,</span> <span class="pre">r,</span> <span class="pre">q)</span></tt> format. <tt class="docutils literal"><span class="pre">t</span></tt> and <tt class="docutils literal"><span class="pre">r</span></tt> may be unused for certain kinds
of lookups, and <tt class="docutils literal"><span class="pre">q</span></tt> is the level-of-detail bias for biased sampling.</p>
<p>These attributes are called “generic” because they may be used for anything
else, including parameters, texture generation information, or anything that
can be stored inside a four-component vector.</p>
</div>
<div class="section" id="tgsi-semantic-normal">
<h4>TGSI_SEMANTIC_NORMAL<a class="headerlink" href="#tgsi-semantic-normal" title="Permalink to this headline">¶</a></h4>
<p>XXX no clue.</p>
</div>
<div class="section" id="tgsi-semantic-face">
<h4>TGSI_SEMANTIC_FACE<a class="headerlink" href="#tgsi-semantic-face" title="Permalink to this headline">¶</a></h4>
<p>FACE is the facing bit, to store the facing information for the fragment
shader. <tt class="docutils literal"><span class="pre">(f,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">1)</span></tt> is the format. The first component will be positive
when the fragment is front-facing, and negative when the component is
back-facing.</p>
</div>
<div class="section" id="tgsi-semantic-edgeflag">
<h4>TGSI_SEMANTIC_EDGEFLAG<a class="headerlink" href="#tgsi-semantic-edgeflag" title="Permalink to this headline">¶</a></h4>
<p>XXX no clue</p>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
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<h3><a href="index.html">Table Of Contents</a></h3>
<ul>
<li><a class="reference external" href="">TGSI</a><ul>
<li><a class="reference external" href="#instruction-set">Instruction Set</a><ul>
<li><a class="reference external" href="#from-gl-nv-vertex-program">From GL_NV_vertex_program</a></li>
<li><a class="reference external" href="#from-gl-nv-vertex-program2">From GL_NV_vertex_program2</a></li>
<li><a class="reference external" href="#from-gl-nv-gpu-program4">From GL_NV_gpu_program4</a></li>
<li><a class="reference external" href="#from-gl-nv-geometry-program4">From GL_NV_geometry_program4</a></li>
<li><a class="reference external" href="#from-glsl">From GLSL</a></li>
<li><a class="reference external" href="#ps-2-x">ps_2_x</a></li>
</ul>
</li>
<li><a class="reference external" href="#explanation-of-symbols-used">Explanation of symbols used</a><ul>
<li><a class="reference external" href="#functions">Functions</a></li>
<li><a class="reference external" href="#keywords">Keywords</a></li>
</ul>
</li>
<li><a class="reference external" href="#other-tokens">Other tokens</a><ul>
<li><a class="reference external" href="#declaration-semantic">Declaration Semantic</a><ul>
<li><a class="reference external" href="#tgsi-semantic-position">TGSI_SEMANTIC_POSITION</a></li>
<li><a class="reference external" href="#tgsi-semantic-color">TGSI_SEMANTIC_COLOR</a></li>
<li><a class="reference external" href="#tgsi-semantic-bcolor">TGSI_SEMANTIC_BCOLOR</a></li>
<li><a class="reference external" href="#tgsi-semantic-fog">TGSI_SEMANTIC_FOG</a></li>
<li><a class="reference external" href="#tgsi-semantic-psize">TGSI_SEMANTIC_PSIZE</a></li>
<li><a class="reference external" href="#tgsi-semantic-generic">TGSI_SEMANTIC_GENERIC</a></li>
<li><a class="reference external" href="#tgsi-semantic-normal">TGSI_SEMANTIC_NORMAL</a></li>
<li><a class="reference external" href="#tgsi-semantic-face">TGSI_SEMANTIC_FACE</a></li>
<li><a class="reference external" href="#tgsi-semantic-edgeflag">TGSI_SEMANTIC_EDGEFLAG</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
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