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-rw-r--r--src/gallium/docs/source/tgsi.rst189
1 files changed, 121 insertions, 68 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index 411dce856a..e588c5b7bd 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -26,9 +26,11 @@ each of the components of *dst*. When this happens, the result is said to be
Instruction Set
---------------
-From GL_NV_vertex_program
+Core ISA
^^^^^^^^^^^^^^^^^^^^^^^^^
+These opcodes are guaranteed to be available regardless of the driver being
+used.
.. opcode:: ARL - Address Register Load
@@ -637,10 +639,6 @@ This instruction replicates its result.
Considered for removal.
-From GL_NV_vertex_program2
-^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-
.. opcode:: ARA - Address Register Add
TBD
@@ -827,11 +825,14 @@ This instruction replicates its result.
Considered for removal.
-From GL_NV_gpu_program4
+Compute ISA
^^^^^^^^^^^^^^^^^^^^^^^^
+These opcodes are primarily provided for special-use computational shaders.
Support for these opcodes indicated by a special pipe capability bit (TBD).
+XXX so let's discuss it, yeah?
+
.. opcode:: CEIL - Ceiling
.. math::
@@ -989,10 +990,17 @@ Support for these opcodes indicated by a special pipe capability bit (TBD).
TBD
+.. note::
+
+ Support for CONT is determined by a special capability bit,
+ ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.
+
-From GL_NV_geometry_program4
+Geometry ISA
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+These opcodes are only supported in geometry shaders; they have no meaning
+in any other type of shader.
.. opcode:: EMIT - Emit
@@ -1004,9 +1012,11 @@ From GL_NV_geometry_program4
TBD
-From GLSL
+GLSL ISA
^^^^^^^^^^
+These opcodes are part of :term:`GLSL`'s opcode set. Support for these
+opcodes is determined by a special capability bit, ``GLSL``.
.. opcode:: BGNLOOP - Begin a Loop
@@ -1045,6 +1055,7 @@ This instruction replicates its result.
ps_2_x
^^^^^^^^^^^^
+XXX wait what
.. opcode:: CALLNZ - Subroutine Call If Not Zero
@@ -1062,10 +1073,15 @@ ps_2_x
.. _doubleopcodes:
-Double Opcodes
+Double ISA
^^^^^^^^^^^^^^^
-.. opcode:: DADD - Add Double
+The double-precision opcodes reinterpret four-component vectors into
+two-component vectors with doubled precision in each component.
+
+Support for these opcodes is XXX undecided. :T
+
+.. opcode:: DADD - Add
.. math::
@@ -1074,7 +1090,7 @@ Double Opcodes
dst.zw = src0.zw + src1.zw
-.. opcode:: DDIV - Divide Double
+.. opcode:: DDIV - Divide
.. math::
@@ -1082,7 +1098,7 @@ Double Opcodes
dst.zw = src0.zw / src1.zw
-.. opcode:: DSEQ - Set Double on Equal
+.. opcode:: DSEQ - Set on Equal
.. math::
@@ -1090,7 +1106,7 @@ Double Opcodes
dst.zw = src0.zw == src1.zw ? 1.0F : 0.0F
-.. opcode:: DSLT - Set Double on Less than
+.. opcode:: DSLT - Set on Less than
.. math::
@@ -1098,7 +1114,7 @@ Double Opcodes
dst.zw = src0.zw < src1.zw ? 1.0F : 0.0F
-.. opcode:: DFRAC - Double Fraction
+.. opcode:: DFRAC - Fraction
.. math::
@@ -1107,23 +1123,33 @@ Double Opcodes
dst.zw = src.zw - \lfloor src.zw\rfloor
-.. opcode:: DFRACEXP - Convert Double Number to Fractional and Integral Components
+.. opcode:: DFRACEXP - Convert Number to Fractional and Integral Components
+
+Like the ``frexp()`` routine in many math libraries, this opcode stores the
+exponent of its source to ``dst0``, and the significand to ``dst1``, such that
+:math:`dst1 \times 2^{dst0} = src` .
.. math::
- dst0.xy = frexp(src.xy, dst1.xy)
+ dst0.xy = exp(src.xy)
+
+ dst1.xy = frac(src.xy)
+
+ dst0.zw = exp(src.zw)
- dst0.zw = frexp(src.zw, dst1.zw)
+ dst1.zw = frac(src.zw)
-.. opcode:: DLDEXP - Multiple Double Number by Integral Power of 2
+.. opcode:: DLDEXP - Multiply Number by Integral Power of 2
+
+This opcode is the inverse of :opcode:`DFRACEXP`.
.. math::
- dst.xy = ldexp(src0.xy, src1.xy)
+ dst.xy = src0.xy \times 2^{src1.xy}
- dst.zw = ldexp(src0.zw, src1.zw)
+ dst.zw = src0.zw \times 2^{src1.zw}
-.. opcode:: DMIN - Minimum Double
+.. opcode:: DMIN - Minimum
.. math::
@@ -1131,7 +1157,7 @@ Double Opcodes
dst.zw = min(src0.zw, src1.zw)
-.. opcode:: DMAX - Maximum Double
+.. opcode:: DMAX - Maximum
.. math::
@@ -1139,7 +1165,7 @@ Double Opcodes
dst.zw = max(src0.zw, src1.zw)
-.. opcode:: DMUL - Multiply Double
+.. opcode:: DMUL - Multiply
.. math::
@@ -1148,7 +1174,7 @@ Double Opcodes
dst.zw = src0.zw \times src1.zw
-.. opcode:: DMAD - Multiply And Add Doubles
+.. opcode:: DMAD - Multiply And Add
.. math::
@@ -1157,7 +1183,7 @@ Double Opcodes
dst.zw = src0.zw \times src1.zw + src2.zw
-.. opcode:: DRCP - Reciprocal Double
+.. opcode:: DRCP - Reciprocal
.. math::
@@ -1165,7 +1191,7 @@ Double Opcodes
dst.zw = \frac{1}{src.zw}
-.. opcode:: DSQRT - Square root double
+.. opcode:: DSQRT - Square Root
.. math::
@@ -1260,6 +1286,8 @@ wrapping rules.
Declaration Semantic
^^^^^^^^^^^^^^^^^^^^^^^^
+ Vertex and fragment shader input and output registers may be labeled
+ with semantic information consisting of a name and index.
Follows Declaration token if Semantic bit is set.
@@ -1280,90 +1308,115 @@ Declaration Semantic
TGSI_SEMANTIC_POSITION
""""""""""""""""""""""
-Position, sometimes known as HPOS or WPOS for historical reasons, is the
-location of the vertex in space, in ``(x, y, z, w)`` format. ``x``, ``y``, and ``z``
-are the Cartesian coordinates, and ``w`` is the homogenous coordinate and used
-for the perspective divide, if enabled.
+For vertex shaders, TGSI_SEMANTIC_POSITION indicates the vertex shader
+output register which contains the homogeneous vertex position in the clip
+space coordinate system. After clipping, the X, Y and Z components of the
+vertex will be divided by the W value to get normalized device coordinates.
-As a vertex shader output, position should be scaled to the viewport. When
-used in fragment shaders, position will be in window coordinates. The convention
-used depends on the FS_COORD_ORIGIN and FS_COORD_PIXEL_CENTER properties.
+For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
+fragment shader input contains the fragment's window position. The X
+component starts at zero and always increases from left to right.
+The Y component starts at zero and always increases but Y=0 may either
+indicate the top of the window or the bottom depending on the fragment
+coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
+The Z coordinate ranges from 0 to 1 to represent depth from the front
+to the back of the Z buffer. The W component contains the reciprocol
+of the interpolated vertex position W component.
-XXX additionally, is there a way to configure the perspective divide? it's
-accelerated on most chipsets AFAIK...
+Fragment shaders may also declare an output register with
+TGSI_SEMANTIC_POSITION. Only the Z component is writable. This allows
+the fragment shader to change the fragment's Z position.
-Position, if not specified, usually defaults to ``(0, 0, 0, 1)``, and can
-be partially specified as ``(x, y, 0, 1)`` or ``(x, y, z, 1)``.
-XXX usually? can we solidify that?
TGSI_SEMANTIC_COLOR
"""""""""""""""""""
-Colors are used to, well, color the primitives. Colors are always in
-``(r, g, b, a)`` format.
+For vertex shader outputs or fragment shader inputs/outputs, this
+label indicates that the resister contains an R,G,B,A color.
+
+Several shader inputs/outputs may contain colors so the semantic index
+is used to distinguish them. For example, color[0] may be the diffuse
+color while color[1] may be the specular color.
+
+This label is needed so that the flat/smooth shading can be applied
+to the right interpolants during rasterization.
+
-If alpha is not specified, it defaults to 1.
TGSI_SEMANTIC_BCOLOR
""""""""""""""""""""
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.
+and COLOR and BCOLOR end up occupying the same slots in the fragment shader,
+so all BCOLORs effectively become regular COLORs in the fragment shader.
+
TGSI_SEMANTIC_FOG
"""""""""""""""""
-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.
+Vertex shader inputs and outputs and fragment shader inputs may be
+labeled with TGSI_SEMANTIC_FOG to indicate that the register contains
+a fog coordinate in the form (F, 0, 0, 1). Typically, the fragment
+shader will use the fog coordinate to compute a fog blend factor which
+is used to blend the normal fragment color with a constant fog color.
+
+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.
-The fog coordinate should be written in ``(f, 0, 0, 1)`` 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.
TGSI_SEMANTIC_PSIZE
"""""""""""""""""""
-PSIZE, or point size, is used to specify point sizes per-vertex. It should
-be in ``(s, 0, 0, 1)`` format, where ``s`` is the (possibly clamped) point size.
-Only the first component matters when writing from the vertex shader.
+Vertex shader input and output registers may be labeled with
+TGIS_SEMANTIC_PSIZE to indicate that the register contains a point size
+in the form (S, 0, 0, 1). The point size controls the width or diameter
+of points for rasterization. This label cannot be used in fragment
+shaders.
When using this semantic, be sure to set the appropriate state in the
:ref:`rasterizer` first.
+
TGSI_SEMANTIC_GENERIC
"""""""""""""""""""""
-Generic semantics are nearly always used for texture coordinate attributes,
-in ``(s, t, r, q)`` format. ``t`` and ``r`` may be unused for certain kinds
-of lookups, and ``q`` is the level-of-detail bias for biased sampling.
+All vertex/fragment shader inputs/outputs not labeled with any other
+semantic label can be considered to be generic attributes. Typical
+uses of generic inputs/outputs are texcoords and user-defined values.
-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.
TGSI_SEMANTIC_NORMAL
""""""""""""""""""""
-Vertex normal; could be used to implement per-pixel lighting for legacy APIs
-that allow mixing fixed-function and programmable stages.
+Indicates that a vertex shader input is a normal vector. This is
+typically only used for legacy graphics APIs.
+
TGSI_SEMANTIC_FACE
""""""""""""""""""
-FACE is the facing bit, to store the facing information for the fragment
-shader. ``(f, 0, 0, 1)`` is the format. The first component will be positive
-when the fragment is front-facing, and negative when the component is
-back-facing.
+This label applies to fragment shader inputs only and indicates that
+the register contains front/back-face information of the form (F, 0,
+0, 1). The first component will be positive when the fragment belongs
+to a front-facing polygon, and negative when the fragment belongs to a
+back-facing polygon.
+
TGSI_SEMANTIC_EDGEFLAG
""""""""""""""""""""""
-XXX no clue
+For vertex shaders, this sematic label indicates that an input or
+output is a boolean edge flag. The register layout is [F, x, x, x]
+where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
+simply copies the edge flag input to the edgeflag output.
+
+Edge flags are used to control which lines or points are actually
+drawn when the polygon mode converts triangles/quads/polygons into
+points or lines.
+
Properties
@@ -1420,9 +1473,9 @@ well.
+--------------------+--------------+--------------------+--------------+
| Texture Components | Gallium | OpenGL | Direct3D 9 |
+====================+==============+====================+==============+
-| R | XXX TBD | (r, 0, 0, 1) | (r, 1, 1, 1) |
+| R | (r, 0, 0, 1) | (r, 0, 0, 1) | (r, 1, 1, 1) |
+--------------------+--------------+--------------------+--------------+
-| RG | XXX TBD | (r, g, 0, 1) | (r, g, 1, 1) |
+| RG | (r, g, 0, 1) | (r, g, 0, 1) | (r, g, 1, 1) |
+--------------------+--------------+--------------------+--------------+
| RGB | (r, g, b, 1) | (r, g, b, 1) | (r, g, b, 1) |
+--------------------+--------------+--------------------+--------------+