summaryrefslogtreecommitdiff
path: root/src/gallium/docs/source/tgsi.rst
blob: 65a669d8cfaaa9c71f677e83fa2562611d733e53 (plain)
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
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
TGSI
====

TGSI, Tungsten Graphics Shader Infrastructure, 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.

Instruction Set
---------------

From GL_NV_vertex_program
^^^^^^^^^^^^^^^^^^^^^^^^^


ARL - Address Register Load

.. math::

  dst.x = \lfloor src.x\rfloor

  dst.y = \lfloor src.y\rfloor

  dst.z = \lfloor src.z\rfloor

  dst.w = \lfloor src.w\rfloor


MOV - Move

.. math::

  dst.x = src.x

  dst.y = src.y

  dst.z = src.z

  dst.w = src.w


LIT - Light Coefficients

.. math::

  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


RCP - Reciprocal

.. math::

  dst.x = \frac{1}{src.x}

  dst.y = \frac{1}{src.x}

  dst.z = \frac{1}{src.x}

  dst.w = \frac{1}{src.x}


RSQ - Reciprocal Square Root

.. math::

  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|}}


EXP - Approximate Exponential Base 2

.. math::

  dst.x = 2^{\lfloor src.x\rfloor}

  dst.y = src.x - \lfloor src.x\rfloor

  dst.z = 2^{src.x}

  dst.w = 1


LOG - Approximate Logarithm Base 2

.. math::

  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


MUL - Multiply

.. math::

  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


ADD - Add

.. math::

  dst.x = src0.x + src1.x

  dst.y = src0.y + src1.y

  dst.z = src0.z + src1.z

  dst.w = src0.w + src1.w


DP3 - 3-component Dot Product

.. math::

  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


DP4 - 4-component Dot Product

.. math::

  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


DST - Distance Vector

.. math::

  dst.x = 1

  dst.y = src0.y \times src1.y

  dst.z = src0.z

  dst.w = src1.w


MIN - Minimum

.. math::

  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)


MAX - Maximum

.. math::

  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)


SLT - Set On Less Than

.. math::

  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


SGE - Set On Greater Equal Than

.. math::

  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


MAD - Multiply And Add

.. math::

  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


SUB - Subtract

.. math::

  dst.x = src0.x - src1.x

  dst.y = src0.y - src1.y

  dst.z = src0.z - src1.z

  dst.w = src0.w - src1.w


LRP - Linear Interpolate

.. math::

  dst.x = src0.x \times src1.x + (1 - src0.x) \times src2.x

  dst.y = src0.y \times src1.y + (1 - src0.y) \times src2.y

  dst.z = src0.z \times src1.z + (1 - src0.z) \times src2.z

  dst.w = src0.w \times src1.w + (1 - src0.w) \times src2.w


CND - Condition

.. math::

  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


DP2A - 2-component Dot Product And Add

.. math::

  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


FRAC - Fraction

.. math::

  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


CLAMP - Clamp

.. math::

  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)


FLR - Floor

This is identical to ARL.

.. math::

  dst.x = \lfloor src.x\rfloor

  dst.y = \lfloor src.y\rfloor

  dst.z = \lfloor src.z\rfloor

  dst.w = \lfloor src.w\rfloor


ROUND - Round

.. math::

  dst.x = round(src.x)

  dst.y = round(src.y)

  dst.z = round(src.z)

  dst.w = round(src.w)


EX2 - Exponential Base 2

.. math::

  dst.x = 2^{src.x}

  dst.y = 2^{src.x}

  dst.z = 2^{src.x}

  dst.w = 2^{src.x}


LG2 - Logarithm Base 2

.. math::

  dst.x = \log_2{src.x}

  dst.y = \log_2{src.x}

  dst.z = \log_2{src.x}

  dst.w = \log_2{src.x}


POW - Power

.. math::

  dst.x = src0.x^{src1.x}

  dst.y = src0.x^{src1.x}

  dst.z = src0.x^{src1.x}

  dst.w = src0.x^{src1.x}

XPD - Cross Product

.. math::

  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


ABS - Absolute

.. math::

  dst.x = |src.x|

  dst.y = |src.y|

  dst.z = |src.z|

  dst.w = |src.w|


RCC - Reciprocal Clamped

XXX cleanup on aisle three

.. math::

  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)


DPH - Homogeneous Dot Product

.. math::

  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


COS - Cosine

.. math::

  dst.x = \cos{src.x}

  dst.y = \cos{src.x}

  dst.z = \cos{src.x}

  dst.w = \cos{src.x}


DDX - Derivative Relative To X

.. math::

  dst.x = partialx(src.x)

  dst.y = partialx(src.y)

  dst.z = partialx(src.z)

  dst.w = partialx(src.w)


DDY - Derivative Relative To Y

.. math::

  dst.x = partialy(src.x)

  dst.y = partialy(src.y)

  dst.z = partialy(src.z)

  dst.w = partialy(src.w)


KILP - Predicated Discard

  discard


PK2H - Pack Two 16-bit Floats

  TBD


PK2US - Pack Two Unsigned 16-bit Scalars

  TBD


PK4B - Pack Four Signed 8-bit Scalars

  TBD


PK4UB - Pack Four Unsigned 8-bit Scalars

  TBD


RFL - Reflection Vector

.. math::

  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

Considered for removal.


SEQ - Set On Equal

.. math::

  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


SFL - Set On False

.. math::

  dst.x = 0

  dst.y = 0

  dst.z = 0

  dst.w = 0

Considered for removal.

SGT - Set On Greater Than

.. math::

  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


SIN - Sine

.. math::

  dst.x = \sin{src.x}

  dst.y = \sin{src.x}

  dst.z = \sin{src.x}

  dst.w = \sin{src.x}


SLE - Set On Less Equal Than

.. math::

  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


SNE - Set On Not Equal

.. math::

  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


STR - Set On True

.. math::

  dst.x = 1

  dst.y = 1

  dst.z = 1

  dst.w = 1


TEX - Texture Lookup

  TBD


TXD - Texture Lookup with Derivatives

  TBD


TXP - Projective Texture Lookup

  TBD


UP2H - Unpack Two 16-Bit Floats

  TBD

  Considered for removal.

UP2US - Unpack Two Unsigned 16-Bit Scalars

  TBD

  Considered for removal.

UP4B - Unpack Four Signed 8-Bit Values

  TBD

  Considered for removal.

UP4UB - Unpack Four Unsigned 8-Bit Scalars

  TBD

  Considered for removal.

X2D - 2D Coordinate Transformation

.. math::

  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

Considered for removal.


From GL_NV_vertex_program2
^^^^^^^^^^^^^^^^^^^^^^^^^^


ARA - Address Register Add

  TBD

  Considered for removal.

ARR - Address Register Load With Round

.. math::

  dst.x = round(src.x)

  dst.y = round(src.y)

  dst.z = round(src.z)

  dst.w = round(src.w)


BRA - Branch

  pc = target

  Considered for removal.

CAL - Subroutine Call

  push(pc)
  pc = target


RET - Subroutine Call Return

  pc = pop()

  Potential restrictions:  
  * Only occurs at end of function.

SSG - Set Sign

.. math::

  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


CMP - Compare

.. math::

  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


KIL - Conditional Discard

.. math::

  if (src.x < 0 || src.y < 0 || src.z < 0 || src.w < 0)
    discard
  endif


SCS - Sine Cosine

.. math::

  dst.x = \cos{src.x}

  dst.y = \sin{src.x}

  dst.z = 0

  dst.y = 1


TXB - Texture Lookup With Bias

  TBD


NRM - 3-component Vector Normalise

.. math::

  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


DIV - Divide

.. math::

  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}


DP2 - 2-component Dot Product

.. math::

  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


TXL - Texture Lookup With LOD

  TBD


BRK - Break

  TBD


IF - If

  TBD


BGNFOR - Begin a For-Loop

  dst.x = floor(src.x)
  dst.y = floor(src.y)
  dst.z = floor(src.z)

  if (dst.y <= 0)
    pc = [matching ENDFOR] + 1
  endif

  Note: The destination must be a loop register.
        The source must be a constant register.

  Considered for cleanup / removal.


REP - Repeat

  TBD


ELSE - Else

  TBD


ENDIF - End If

  TBD


ENDFOR - End a For-Loop

  dst.x = dst.x + dst.z
  dst.y = dst.y - 1.0

  if (dst.y > 0)
    pc = [matching BGNFOR instruction] + 1
  endif

  Note: The destination must be a loop register.

  Considered for cleanup / removal.

ENDREP - End Repeat

  TBD


PUSHA - Push Address Register On Stack

  push(src.x)
  push(src.y)
  push(src.z)
  push(src.w)

  Considered for cleanup / removal.

POPA - Pop Address Register From Stack

  dst.w = pop()
  dst.z = pop()
  dst.y = pop()
  dst.x = pop()

  Considered for cleanup / removal.


From GL_NV_gpu_program4
^^^^^^^^^^^^^^^^^^^^^^^^

Support for these opcodes indicated by a special pipe capability bit (TBD).

CEIL - Ceiling

.. math::

  dst.x = \lceil src.x\rceil

  dst.y = \lceil src.y\rceil

  dst.z = \lceil src.z\rceil

  dst.w = \lceil src.w\rceil


I2F - Integer To Float

.. math::

  dst.x = (float) src.x

  dst.y = (float) src.y

  dst.z = (float) src.z

  dst.w = (float) src.w


NOT - Bitwise Not

.. math::

  dst.x = ~src.x

  dst.y = ~src.y

  dst.z = ~src.z

  dst.w = ~src.w


TRUNC - Truncate

.. math::

  dst.x = trunc(src.x)

  dst.y = trunc(src.y)

  dst.z = trunc(src.z)

  dst.w = trunc(src.w)


SHL - Shift Left

.. math::

  dst.x = src0.x << src1.x

  dst.y = src0.y << src1.x

  dst.z = src0.z << src1.x

  dst.w = src0.w << src1.x


SHR - Shift Right

.. math::

  dst.x = src0.x >> src1.x

  dst.y = src0.y >> src1.x

  dst.z = src0.z >> src1.x

  dst.w = src0.w >> src1.x


AND - Bitwise And

.. math::

  dst.x = src0.x & src1.x

  dst.y = src0.y & src1.y

  dst.z = src0.z & src1.z

  dst.w = src0.w & src1.w


OR - Bitwise Or

.. math::

  dst.x = src0.x | src1.x

  dst.y = src0.y | src1.y

  dst.z = src0.z | src1.z

  dst.w = src0.w | src1.w


MOD - Modulus

.. math::

  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


XOR - Bitwise Xor

.. math::

  dst.x = src0.x \oplus src1.x

  dst.y = src0.y \oplus src1.y

  dst.z = src0.z \oplus src1.z

  dst.w = src0.w \oplus src1.w


SAD - Sum Of Absolute Differences

.. math::

  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


TXF - Texel Fetch

  TBD


TXQ - Texture Size Query

  TBD


CONT - Continue

  TBD


From GL_NV_geometry_program4
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


EMIT - Emit

  TBD


ENDPRIM - End Primitive

  TBD


From GLSL
^^^^^^^^^^


BGNLOOP - Begin a Loop

  TBD


BGNSUB - Begin Subroutine

  TBD


ENDLOOP - End a Loop

  TBD


ENDSUB - End Subroutine

  TBD


NOP - No Operation

  Do nothing.


NRM4 - 4-component Vector Normalise

.. math::

  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}


ps_2_x
^^^^^^^^^^^^


CALLNZ - Subroutine Call If Not Zero

  TBD


IFC - If

  TBD


BREAKC - Break Conditional

  TBD


Explanation of symbols used
------------------------------


Functions
^^^^^^^^^^^^^^


  :math:`|x|`       Absolute value of `x`.

  :math:`\lceil x \rceil` Ceiling of `x`.

  clamp(x,y,z)      Clamp x between y and z.
                    (x < y) ? y : (x > z) ? z : x

  :math:`\lfloor x\rfloor` Floor of `x`.

  :math:`\log_2{x}` Logarithm of `x`, base 2.

  max(x,y)          Maximum of x and y.
                    (x > y) ? x : y

  min(x,y)          Minimum of x and y.
                    (x < y) ? x : y

  partialx(x)       Derivative of x relative to fragment's X.

  partialy(x)       Derivative of x relative to fragment's Y.

  pop()             Pop from stack.

  :math:`x^y`       `x` to the power `y`.

  push(x)           Push x on stack.

  round(x)          Round x.

  trunc(x)          Truncate x, i.e. drop the fraction bits.


Keywords
^^^^^^^^^^^^^


  discard           Discard fragment.

  dst               First destination register.

  dst0              First destination register.

  pc                Program counter.

  src               First source register.

  src0              First source register.

  src1              Second source register.

  src2              Third source register.

  target            Label of target instruction.


Other tokens
---------------


Declaration Semantic
^^^^^^^^^^^^^^^^^^^^^^^^


  Follows Declaration token if Semantic bit is set.

  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.

  SemanticName field contains the semantic name of the register being declared.
  There is no default value.

  SemanticIndex is an optional subscript that can be used to distinguish
  different register declarations with the same semantic name. The default value
  is 0.

  The meanings of the individual semantic names are explained in the following
  sections.

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.

As a vertex shader output, position should be scaled to the viewport. When
used in fragment shaders, position will ---

XXX --- wait a minute. Should position be in [0,1] for x and y?

XXX additionally, is there a way to configure the perspective divide? it's
accelerated on most chipsets AFAIK...

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.

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.

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.

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 ``(p, n, x, f)`` format, where ``p`` is the point size, ``n`` is the minimum
size, ``x`` is the maximum size, and ``f`` is the fade threshold.

XXX this is arb_vp. is this what we actually do? should double-check...

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.

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.

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.

TGSI_SEMANTIC_EDGEFLAG
""""""""""""""""""""""

XXX no clue