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