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.

Basics
------

All TGSI instructions, known as *opcodes*, operate on arbitrary-precision
floating-point four-component vectors. An opcode may have up to one
destination register, known as *dst*, and between zero and three source
registers, called *src0* through *src2*, or simply *src* if there is only
one.

Some instructions, like :opcode:`I2F`, permit re-interpretation of vector
components as integers. Other instructions permit using registers as
two-component vectors with double precision; see :ref:`doubleopcodes`.

When an instruction has a scalar result, the result is usually copied into
each of the components of *dst*. When this happens, the result is said to be
*replicated* to *dst*. :opcode:`RCP` is one such instruction.

Source Modifiers
^^^^^^^^^^^^^^^^

TGSI supports 32-bit negate and absolute value modifiers on floating-point
inputs, and 32-bit integer negates on some drivers.  The negate applies after
absolute value if both are present.

The type of an input can be found by ``tgsi_opcode_infer_src_type()``, and
TGSI_OPCODE_MOV and the second and third operands of TGSI_OPCODE_UCMP (which
return TGSI_TYPE_UNTYPED) are also considered floats for the purpose of source
modifiers.


Other Modifiers
^^^^^^^^^^^^^^^

The saturate modifier clamps 32-bit destination stores to [0.0, 1.0].

For arithmetic instruction having a precise modifier certain optimizations
which may alter the result are disallowed. Example: *add(mul(a,b),c)* can't be
optimized to TGSI_OPCODE_MAD, because some hardware only supports the fused
MAD instruction.

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

Core ISA
^^^^^^^^^^^^^^^^^^^^^^^^^

These opcodes are guaranteed to be available regardless of the driver being
used.

.. opcode:: ARL - Address Register Load

   .. math::

      dst.x = (int) \lfloor src.x\rfloor

      dst.y = (int) \lfloor src.y\rfloor

      dst.z = (int) \lfloor src.z\rfloor

      dst.w = (int) \lfloor src.w\rfloor


.. opcode:: MOV - Move

   .. math::

      dst.x = src.x

      dst.y = src.y

      dst.z = src.z

      dst.w = src.w


.. opcode:: LIT - Light Coefficients

   .. math::

      dst.x = 1

      dst.y = max(src.x, 0)

      dst.z =
      \left\{
      \begin{array}{ c l }
         max(src.y, 0)^{clamp(src.w, -128, 128)} & \quad \textrm{if } src.x \gt 0 \\
         0                                       & \quad \textrm{otherwise}
      \end{array}
      \right.

      dst.w = 1


.. opcode:: RCP - Reciprocal

   This instruction replicates its result.

   .. math::

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


.. opcode:: RSQ - Reciprocal Square Root

   This instruction replicates its result. The results are undefined for *src* <= 0.

   .. math::

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


.. opcode:: SQRT - Square Root

   This instruction replicates its result. The results are undefined for *src* < 0.

   .. math::

      dst = {\sqrt{src.x}}


.. opcode:: 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


.. opcode:: 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


.. opcode:: 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


.. opcode:: 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


.. opcode:: DP3 - 3-component Dot Product

   This instruction replicates its result.

   .. math::

      \begin{aligned}
      dst = & src0.x \times src1.x +\\
            & src0.y \times src1.y +\\
            & src0.z \times src1.z
      \end{aligned}


.. opcode:: DP4 - 4-component Dot Product

   This instruction replicates its result.

   .. math::

      \begin{aligned}
      dst = & src0.x \times src1.x +\\
            & src0.y \times src1.y +\\
            & src0.z \times src1.z +\\
            & src0.w \times src1.w
      \end{aligned}


.. opcode:: DST - Distance Vector

   .. math::

      dst.x &= 1\\
      dst.y &= src0.y \times src1.y\\
      dst.z &= src0.z\\
      dst.w &= src1.w


.. opcode:: 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)


.. opcode:: 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)


.. opcode:: SLT - Set On Less Than

   .. math::

      dst.x = (src0.x < src1.x) ? 1.0F : 0.0F

      dst.y = (src0.y < src1.y) ? 1.0F : 0.0F

      dst.z = (src0.z < src1.z) ? 1.0F : 0.0F

      dst.w = (src0.w < src1.w) ? 1.0F : 0.0F


.. opcode:: SGE - Set On Greater Equal Than

   .. math::

      dst.x = (src0.x >= src1.x) ? 1.0F : 0.0F

      dst.y = (src0.y >= src1.y) ? 1.0F : 0.0F

      dst.z = (src0.z >= src1.z) ? 1.0F : 0.0F

      dst.w = (src0.w >= src1.w) ? 1.0F : 0.0F


.. opcode:: MAD - Multiply And Add

   Perform a * b + c. The implementation is free to decide whether there is an
   intermediate rounding step or not.

   .. 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


.. opcode:: 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


.. opcode:: FMA - Fused Multiply-Add

   Perform a * b + c with no intermediate rounding step.

   .. 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


.. opcode:: FRC - 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


.. opcode:: FLR - Floor

   .. 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


.. opcode:: ROUND - Round

   .. math::

      dst.x = round(src.x)

      dst.y = round(src.y)

      dst.z = round(src.z)

      dst.w = round(src.w)


.. opcode:: EX2 - Exponential Base 2

   This instruction replicates its result.

   .. math::

      dst = 2^{src.x}


.. opcode:: LG2 - Logarithm Base 2

   This instruction replicates its result.

   .. math::

      dst = \log_2{src.x}


.. opcode:: POW - Power

   This instruction replicates its result.

   .. math::

      dst = src0.x^{src1.x}


.. opcode:: LDEXP - Multiply Number by Integral Power of 2

   *src1* is an integer.

   .. math::

      dst.x = src0.x * 2^{src1.x}

      dst.y = src0.y * 2^{src1.y}

      dst.z = src0.z * 2^{src1.z}

      dst.w = src0.w * 2^{src1.w}


.. opcode:: COS - Cosine

   This instruction replicates its result.

   .. math::

      dst = \cos{src.x}


.. opcode:: DDX, DDX_FINE - Derivative Relative To X

   The fine variant is only used when ``PIPE_CAP_FS_FINE_DERIVATIVE`` is
   advertised. When it is, the fine version guarantees one derivative per
   row while DDX is allowed to be the same for the entire 2x2 quad.

   .. math::

      dst.x = partialx(src.x)

      dst.y = partialx(src.y)

      dst.z = partialx(src.z)

      dst.w = partialx(src.w)


.. opcode:: DDY, DDY_FINE - Derivative Relative To Y

   The fine variant is only used when ``PIPE_CAP_FS_FINE_DERIVATIVE`` is
   advertised. When it is, the fine version guarantees one derivative per
   column while DDY is allowed to be the same for the entire 2x2 quad.

   .. math::

      dst.x = partialy(src.x)

      dst.y = partialy(src.y)

      dst.z = partialy(src.z)

      dst.w = partialy(src.w)


.. opcode:: PK2H - Pack Two 16-bit Floats

   This instruction replicates its result.

   .. math::

      \begin{aligned}
      dst = & f32\_to\_f16(src.x) | \\
          ( & f32\_to\_f16(src.y) \ll 16)
      \end{aligned}

.. opcode:: PK2US - Pack Two Unsigned 16-bit Scalars

   This instruction replicates its result.

   .. math::

      \begin{aligned}
      dst = & f32\_to\_unorm16(src.x) | \\
          ( & f32\_to\_unorm16(src.y) \ll 16)
      \end{aligned}


.. opcode:: PK4B - Pack Four Signed 8-bit Scalars

   This instruction replicates its result.

   .. math::

      \begin{aligned}
      dst = & f32\_to\_snorm8(src.x) | \\
          ( & f32\_to\_snorm8(src.y) \ll 8) | \\
          ( & f32\_to\_snorm8(src.z) \ll 16) | \\
          ( & f32\_to\_snorm8(src.w) \ll 24)
      \end{aligned}


.. opcode:: PK4UB - Pack Four Unsigned 8-bit Scalars

   This instruction replicates its result.

   .. math::

      \begin{aligned}
      dst = & f32\_to\_unorm8(src.x) | \\
          ( & f32\_to\_unorm8(src.y) \ll 8) | \\
          ( & f32\_to\_unorm8(src.z) \ll 16) | \\
          ( & f32\_to\_unorm8(src.w) \ll 24)
      \end{aligned}


.. opcode:: SEQ - Set On Equal

   .. math::

      dst.x = (src0.x == src1.x) ? 1.0F : 0.0F

      dst.y = (src0.y == src1.y) ? 1.0F : 0.0F

      dst.z = (src0.z == src1.z) ? 1.0F : 0.0F

      dst.w = (src0.w == src1.w) ? 1.0F : 0.0F


.. opcode:: SGT - Set On Greater Than

   .. math::

      dst.x = (src0.x > src1.x) ? 1.0F : 0.0F

      dst.y = (src0.y > src1.y) ? 1.0F : 0.0F

      dst.z = (src0.z > src1.z) ? 1.0F : 0.0F

      dst.w = (src0.w > src1.w) ? 1.0F : 0.0F


.. opcode:: SIN - Sine

   This instruction replicates its result.

   .. math::

      dst = \sin{src.x}


.. opcode:: SLE - Set On Less Equal Than

   .. math::

      dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F

      dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F

      dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F

      dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F


.. opcode:: SNE - Set On Not Equal

   .. math::

      dst.x = (src0.x != src1.x) ? 1.0F : 0.0F

      dst.y = (src0.y != src1.y) ? 1.0F : 0.0F

      dst.z = (src0.z != src1.z) ? 1.0F : 0.0F

      dst.w = (src0.w != src1.w) ? 1.0F : 0.0F


.. opcode:: TEX - Texture Lookup

   for array textures *src0.y* contains the slice for 1D,
   and *src0.z* contain the slice for 2D.

   for shadow textures with no arrays (and not cube map),
   *src0.z* contains the reference value.

   for shadow textures with arrays, *src0.z* contains
   the reference value for 1D arrays, and *src0.w* contains
   the reference value for 2D arrays and cube maps.

   for cube map array shadow textures, the reference value
   cannot be passed in *src0.w*, and TEX2 must be used instead.

   .. math::

      coord = src0

      shadow\_ref = src0.z \textrm{ or } src0.w \textrm{ (optional)}

      unit = src1

      dst = texture\_sample(unit, coord, shadow\_ref)


.. opcode:: TEX2 - Texture Lookup (for shadow cube map arrays only)

   this is the same as TEX, but uses another reg to encode the
   reference value.

   .. math::

      coord = src0

      shadow\_ref = src1.x

      unit = src2

      dst = texture\_sample(unit, coord, shadow\_ref)


.. opcode:: TXD - Texture Lookup with Derivatives

   .. math::

      coord = src0

      ddx = src1

      ddy = src2

      unit = src3

      dst = texture\_sample\_deriv(unit, coord, ddx, ddy)


.. opcode:: TXP - Projective Texture Lookup

   .. math::

      coord.x = src0.x / src0.w

      coord.y = src0.y / src0.w

      coord.z = src0.z / src0.w

      coord.w = src0.w

      unit = src1

      dst = texture\_sample(unit, coord)


.. opcode:: UP2H - Unpack Two 16-Bit Floats

   .. math::

      dst.x = f16\_to\_f32(src0.x \& 0xffff)

      dst.y = f16\_to\_f32(src0.x \gg 16)

      dst.z = f16\_to\_f32(src0.x \& 0xffff)

      dst.w = f16\_to\_f32(src0.x \gg 16)

   .. note::

      Considered for removal.

.. opcode:: UP2US - Unpack Two Unsigned 16-Bit Scalars

   TBD

   .. note::

      Considered for removal.

.. opcode:: UP4B - Unpack Four Signed 8-Bit Values

   TBD

   .. note::

      Considered for removal.

.. opcode:: UP4UB - Unpack Four Unsigned 8-Bit Scalars

   TBD

   .. note::

      Considered for removal.


.. opcode:: ARR - Address Register Load With Round

   .. math::

      dst.x = (int) round(src.x)

      dst.y = (int) round(src.y)

      dst.z = (int) round(src.z)

      dst.w = (int) round(src.w)


.. opcode:: 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


.. opcode:: 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


.. opcode:: KILL_IF - Conditional Discard

   Conditional discard.  Allowed in fragment shaders only.

   Pseudocode::

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


.. opcode:: KILL - Discard

   Unconditional discard.  Allowed in fragment shaders only.


.. opcode:: DEMOTE - Demote Invocation to a Helper

   This demotes the current invocation to a helper, but continues
   execution (while KILL may or may not terminate the
   invocation). After this runs, all the usual helper invocation rules
   apply about discarding buffer and render target writes. This is
   useful for having accurate derivatives in the other invocations
   which have not been demoted.

   Allowed in fragment shaders only.


.. opcode:: READ_HELPER - Reads Invocation Helper Status

   This is identical to ``TGSI_SEMANTIC_HELPER_INVOCATION``, except
   this will read the current value, which might change as a result of
   a ``DEMOTE`` instruction.

   Allowed in fragment shaders only.


.. opcode:: TXB - Texture Lookup With Bias

   for cube map array textures and shadow cube maps, the bias value
   cannot be passed in *src0.w*, and TXB2 must be used instead.

   if the target is a shadow texture, the reference value is always
   in *src.z* (this prevents shadow 3d and shadow 2d arrays from
   using this instruction, but this is not needed).

   .. math::

      coord.x = src0.x

      coord.y = src0.y

      coord.z = src0.z

      coord.w = none

      bias = src0.w

      unit = src1

      dst = texture\_sample(unit, coord, bias)


.. opcode:: TXB2 - Texture Lookup With Bias (some cube maps only)

   this is the same as TXB, but uses another reg to encode the
   LOD bias value for cube map arrays and shadow cube maps.
   Presumably shadow 2d arrays and shadow 3d targets could use
   this encoding too, but this is not legal.

   if the target is a shadow cube map array, the reference value is in
   *src1.y*.

   .. math::

      coord = src0

      bias = src1.x

      unit = src2

      dst = texture\_sample(unit, coord, bias)


.. opcode:: 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}


.. opcode:: DP2 - 2-component Dot Product

   This instruction replicates its result.

   .. math::

      \begin{aligned}
      dst = & src0.x \times src1.x + \\
            & src0.y \times src1.y
      \end{aligned}

.. opcode:: TEX_LZ - Texture Lookup With LOD = 0

   This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
   pipe_sampler_view::u.tex.first_level and pipe_sampler_state::min_lod.
   There is no way to override those two in shaders.

   .. math::

      coord.x = src0.x

      coord.y = src0.y

      coord.z = src0.z

      coord.w = none

      lod = 0

      unit = src1

      dst = texture\_sample(unit, coord, lod)


.. opcode:: TXL - Texture Lookup With explicit LOD

   for cube map array textures, the explicit LOD value
   cannot be passed in *src0.w*, and TXL2 must be used instead.

   if the target is a shadow texture, the reference value is always
   in *src.z* (this prevents shadow 3d / 2d array / cube targets from
   using this instruction, but this is not needed).

   .. math::

      coord.x = src0.x

      coord.y = src0.y

      coord.z = src0.z

      coord.w = none

      lod = src0.w

      unit = src1

      dst = texture\_sample(unit, coord, lod)


.. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)

   this is the same as TXL, but uses another reg to encode the
   explicit LOD value.
   Presumably shadow 3d / 2d array / cube targets could use
   this encoding too, but this is not legal.

   if the target is a shadow cube map array, the reference value is in
   *src1.y*.

   .. math::

      coord = src0

      lod = src1.x

      unit = src2

      dst = texture\_sample(unit, coord, lod)


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 doesn't look like most of the opcodes really belong here.

.. opcode:: 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


.. opcode:: TRUNC - Truncate

   .. math::

      dst.x = trunc(src.x)

      dst.y = trunc(src.y)

      dst.z = trunc(src.z)

      dst.w = trunc(src.w)


.. opcode:: 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


.. opcode:: UARL - Integer Address Register Load

   Moves the contents of the source register, assumed to be an integer, into the
   destination register, which is assumed to be an address (ADDR) register.


.. opcode:: TXF - Texel Fetch

   As per :ext:`GL_NV_gpu_program4`, extract a single texel from a specified
   texture image or PIPE_BUFFER resource. The source sampler may not be a
   CUBE or SHADOW.  *src0* is a
   four-component signed integer vector used to identify the single texel
   accessed. 3 components + level.  If the texture is multisampled, then
   the fourth component indicates the sample, not the mipmap level.
   Just like texture instructions, an optional
   offset vector is provided, which is subject to various driver restrictions
   (regarding range, source of offsets). This instruction ignores the sampler
   state.

   TXF(uint_vec coord, int_vec offset).


.. opcode:: TXQ - Texture Size Query

   As per :ext:`GL_NV_gpu_program4`, retrieve the dimensions of the texture
   depending on   the target. For 1D (width), 2D/RECT/CUBE (width, height),
   3D (width, height, depth), 1D array (width, layers), 2D array (width,
   height, layers).  Also return the number of accessible levels
   (last_level - first_level + 1) in W.

   For components which don't return a resource dimension, their value
   is undefined.

   .. math::

      lod = src0.x

      dst.x = texture\_width(unit, lod)

      dst.y = texture\_height(unit, lod)

      dst.z = texture\_depth(unit, lod)

      dst.w = texture\_levels(unit)


.. opcode:: TXQS - Texture Samples Query

   This retrieves the number of samples in the texture, and stores it
   into the x component as an unsigned integer. The other components are
   undefined.  If the texture is not multisampled, this function returns
   (1, undef, undef, undef).

   .. math::

      dst.x = texture\_samples(unit)


.. opcode:: TG4 - Texture Gather

   As per :ext:`GL_ARB_texture_gather`, gathers the four texels to be used in a
   bi-linear   filtering operation and packs them into a single register.
   Only works with 2D, 2D array, cubemaps, and cubemaps arrays.  For 2D
   textures, only the addressing modes of the sampler and the top level of any
   mip pyramid are used. Set W to zero.  It behaves like the TEX instruction,
   but a filtered sample is not generated. The four samples that contribute to
   filtering are placed into XYZW in clockwise order, starting with the (u,v)
   texture coordinate delta at the following locations (-, +), (+, +), (+, -),
   (-, -), where the magnitude of the deltas are half a texel.

   PIPE_CAP_TEXTURE_SM5 enhances this instruction to support shadow per-sample
   depth compares, single component selection, and a non-constant offset. It
   doesn't allow support for the GL independent offset to get i0,j0. This would
   require another CAP is HW can do it natively. For now we lower that before
   TGSI.

   PIPE_CAP_TGSI_TG4_COMPONENT_IN_SWIZZLE changes the encoding so that component
   is stored in the sampler source swizzle x.

   (without TGSI_TG4_COMPONENT_IN_SWIZZLE)

   .. math::

      coord = src0

      component = src1

      dst = texture\_gather4 (unit, coord, component)

   (with TGSI_TG4_COMPONENT_IN_SWIZZLE)

   .. math::

      coord = src0

      dst = texture\_gather4 (unit, coord)

      \text{component is encoded in sampler swizzle.}

   (with SM5 - cube array shadow)

   .. math::

      coord = src0

      compare = src1

      dst = texture\_gather (uint, coord, compare)

.. opcode:: LODQ - level of detail query

   Compute the LOD information that the texture pipe would use to access the
   texture. The Y component contains the computed LOD lambda_prime. The X
   component contains the LOD that will be accessed, based on min/max LODs
   and mipmap filters.

   .. math::

      coord = src0

      dst.xy = lodq(uint, coord);

.. opcode:: CLOCK - retrieve the current shader time

   Invoking this instruction multiple times in the same shader should
   cause monotonically increasing values to be returned. The values
   are implicitly 64-bit, so if fewer than 64 bits of precision are
   available, to provide expected wraparound semantics, the value
   should be shifted up so that the most significant bit of the time
   is the most significant bit of the 64-bit value.

   .. math::

      dst.xy = clock()


Integer ISA
^^^^^^^^^^^^^^^^^^^^^^^^
These opcodes are used for integer operations.
Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)


.. opcode:: I2F - Signed Integer To Float

   Rounding is unspecified (round to nearest even suggested).

   .. math::

      dst.x = (float) src.x

      dst.y = (float) src.y

      dst.z = (float) src.z

      dst.w = (float) src.w


.. opcode:: U2F - Unsigned Integer To Float

   Rounding is unspecified (round to nearest even suggested).

   .. math::

      dst.x = (float) src.x

      dst.y = (float) src.y

      dst.z = (float) src.z

      dst.w = (float) src.w


.. opcode:: F2I - Float to Signed Integer

   Rounding is towards zero (truncate).
   Values outside signed range (including NaNs) produce undefined results.

   .. math::

      dst.x = (int) src.x

      dst.y = (int) src.y

      dst.z = (int) src.z

      dst.w = (int) src.w


.. opcode:: F2U - Float to Unsigned Integer

   Rounding is towards zero (truncate).
   Values outside unsigned range (including NaNs) produce undefined results.

   .. math::

      dst.x = (unsigned) src.x

      dst.y = (unsigned) src.y

      dst.z = (unsigned) src.z

      dst.w = (unsigned) src.w


.. opcode:: UADD - Integer Add

   This instruction works the same for signed and unsigned integers.
   The low 32bit of the result is returned.

   .. 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


.. opcode:: UMAD - Integer Multiply And Add

   This instruction works the same for signed and unsigned integers.
   The multiplication returns the low 32bit (as does the result itself).

   .. 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


.. opcode:: UMUL - Integer Multiply

   This instruction works the same for signed and unsigned integers.
   The low 32bit of the result is returned.

   .. 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


.. opcode:: IMUL_HI - Signed Integer Multiply High Bits

   The high 32bits of the multiplication of 2 signed integers are returned.

   .. math::

      dst.x = (src0.x \times src1.x) \gg 32

      dst.y = (src0.y \times src1.y) \gg 32

      dst.z = (src0.z \times src1.z) \gg 32

      dst.w = (src0.w \times src1.w) \gg 32


.. opcode:: UMUL_HI - Unsigned Integer Multiply High Bits

   The high 32bits of the multiplication of 2 unsigned integers are returned.

   .. math::

      dst.x = (src0.x \times src1.x) \gg 32

      dst.y = (src0.y \times src1.y) \gg 32

      dst.z = (src0.z \times src1.z) \gg 32

      dst.w = (src0.w \times src1.w) \gg 32


.. opcode:: IDIV - Signed Integer Division

   TBD: behavior for division by zero.

   .. 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}


.. opcode:: UDIV - Unsigned Integer Division

   For division by zero, ``0xffffffff`` is returned.

   .. 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}


.. opcode:: UMOD - Unsigned Integer Remainder

   If *src1* is zero, ``0xffffffff`` is returned.

   .. 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


.. opcode:: NOT - Bitwise Not

   .. math::

      dst.x = \sim src.x

      dst.y = \sim src.y

      dst.z = \sim src.z

      dst.w = \sim src.w


.. opcode:: 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


.. opcode:: 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


.. opcode:: 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


.. opcode:: IMAX - Maximum of Signed Integers

   .. 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)


.. opcode:: UMAX - Maximum of Unsigned Integers

   .. 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)


.. opcode:: IMIN - Minimum of Signed Integers

   .. 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)


.. opcode:: UMIN - Minimum of Unsigned Integers

   .. 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)


.. opcode:: SHL - Shift Left

   The shift count is masked with ``0x1f`` before the shift is applied.

   .. math::

      dst.x = src0.x \ll (0x1f \& src1.x)

      dst.y = src0.y \ll (0x1f \& src1.y)

      dst.z = src0.z \ll (0x1f \& src1.z)

      dst.w = src0.w \ll (0x1f \& src1.w)


.. opcode:: ISHR - Arithmetic Shift Right (of Signed Integer)

   The shift count is masked with ``0x1f`` before the shift is applied.

   .. math::

      dst.x = src0.x \gg (0x1f \& src1.x)

      dst.y = src0.y \gg (0x1f \& src1.y)

      dst.z = src0.z \gg (0x1f \& src1.z)

      dst.w = src0.w \gg (0x1f \& src1.w)


.. opcode:: USHR - Logical Shift Right

   The shift count is masked with ``0x1f`` before the shift is applied.

   .. math::

      dst.x = src0.x \gg (unsigned) (0x1f \& src1.x)

      dst.y = src0.y \gg (unsigned) (0x1f \& src1.y)

      dst.z = src0.z \gg (unsigned) (0x1f \& src1.z)

      dst.w = src0.w \gg (unsigned) (0x1f \& src1.w)


.. opcode:: UCMP - Integer Conditional Move

   .. 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



.. opcode:: ISSG - Integer Set Sign

   .. math::

      dst.x = (src0.x < 0) ? -1 : (src0.x > 0) ? 1 : 0

      dst.y = (src0.y < 0) ? -1 : (src0.y > 0) ? 1 : 0

      dst.z = (src0.z < 0) ? -1 : (src0.z > 0) ? 1 : 0

      dst.w = (src0.w < 0) ? -1 : (src0.w > 0) ? 1 : 0



.. opcode:: FSLT - Float Set On Less Than (ordered)

   Same comparison as SLT but returns integer instead of 1.0/0.0 float

   .. math::

      dst.x = (src0.x < src1.x) ? \sim 0 : 0

      dst.y = (src0.y < src1.y) ? \sim 0 : 0

      dst.z = (src0.z < src1.z) ? \sim 0 : 0

      dst.w = (src0.w < src1.w) ? \sim 0 : 0


.. opcode:: ISLT - Signed Integer Set On Less Than

   .. math::

      dst.x = (src0.x < src1.x) ? \sim 0 : 0

      dst.y = (src0.y < src1.y) ? \sim 0 : 0

      dst.z = (src0.z < src1.z) ? \sim 0 : 0

      dst.w = (src0.w < src1.w) ? \sim 0 : 0


.. opcode:: USLT - Unsigned Integer Set On Less Than

   .. math::

      dst.x = (src0.x < src1.x) ? \sim 0 : 0

      dst.y = (src0.y < src1.y) ? \sim 0 : 0

      dst.z = (src0.z < src1.z) ? \sim 0 : 0

      dst.w = (src0.w < src1.w) ? \sim 0 : 0


.. opcode:: FSGE - Float Set On Greater Equal Than (ordered)

   Same comparison as SGE but returns integer instead of 1.0/0.0 float

   .. math::

      dst.x = (src0.x >= src1.x) ? \sim 0 : 0

      dst.y = (src0.y >= src1.y) ? \sim 0 : 0

      dst.z = (src0.z >= src1.z) ? \sim 0 : 0

      dst.w = (src0.w >= src1.w) ? \sim 0 : 0


.. opcode:: ISGE - Signed Integer Set On Greater Equal Than

   .. math::

      dst.x = (src0.x >= src1.x) ? \sim 0 : 0

      dst.y = (src0.y >= src1.y) ? \sim 0 : 0

      dst.z = (src0.z >= src1.z) ? \sim 0 : 0

      dst.w = (src0.w >= src1.w) ? \sim 0 : 0


.. opcode:: USGE - Unsigned Integer Set On Greater Equal Than

   .. math::

      dst.x = (src0.x >= src1.x) ? \sim 0 : 0

      dst.y = (src0.y >= src1.y) ? \sim 0 : 0

      dst.z = (src0.z >= src1.z) ? \sim 0 : 0

      dst.w = (src0.w >= src1.w) ? \sim 0 : 0


.. opcode:: FSEQ - Float Set On Equal (ordered)

   Same comparison as SEQ but returns integer instead of 1.0/0.0 float

   .. math::

      dst.x = (src0.x == src1.x) ? \sim 0 : 0

      dst.y = (src0.y == src1.y) ? \sim 0 : 0

      dst.z = (src0.z == src1.z) ? \sim 0 : 0

      dst.w = (src0.w == src1.w) ? \sim 0 : 0


.. opcode:: USEQ - Integer Set On Equal

   .. math::

      dst.x = (src0.x == src1.x) ? \sim 0 : 0

      dst.y = (src0.y == src1.y) ? \sim 0 : 0

      dst.z = (src0.z == src1.z) ? \sim 0 : 0

      dst.w = (src0.w == src1.w) ? \sim 0 : 0


.. opcode:: FSNE - Float Set On Not Equal (unordered)

   Same comparison as SNE but returns integer instead of 1.0/0.0 float

   .. math::

      dst.x = (src0.x != src1.x) ? \sim 0 : 0

      dst.y = (src0.y != src1.y) ? \sim 0 : 0

      dst.z = (src0.z != src1.z) ? \sim 0 : 0

      dst.w = (src0.w != src1.w) ? \sim 0 : 0


.. opcode:: USNE - Integer Set On Not Equal

   .. math::

      dst.x = (src0.x != src1.x) ? \sim 0 : 0

      dst.y = (src0.y != src1.y) ? \sim 0 : 0

      dst.z = (src0.z != src1.z) ? \sim 0 : 0

      dst.w = (src0.w != src1.w) ? \sim 0 : 0


.. opcode:: INEG - Integer Negate

  Two's complement.

   .. math::

      dst.x = -src.x

      dst.y = -src.y

      dst.z = -src.z

      dst.w = -src.w


.. opcode:: IABS - Integer Absolute Value

   .. math::

      dst.x = |src.x|

      dst.y = |src.y|

      dst.z = |src.z|

      dst.w = |src.w|

Bitwise ISA
^^^^^^^^^^^
These opcodes are used for bit-level manipulation of integers.

.. opcode:: IBFE - Signed Bitfield Extract

   Like GLSL bitfieldExtract. Extracts a set of bits from the input, and
   sign-extends them if the high bit of the extracted window is set.

   Pseudocode::

      def ibfe(value, offset, bits):
         if offset < 0 or bits < 0 or offset + bits > 32:
            return undefined
         if bits == 0: return 0
         # Note: >> sign-extends
         return (value << (32 - offset - bits)) >> (32 - bits)

.. opcode:: UBFE - Unsigned Bitfield Extract

   Like GLSL bitfieldExtract. Extracts a set of bits from the input, without
   any sign-extension.

   Pseudocode::

      def ubfe(value, offset, bits):
         if offset < 0 or bits < 0 or offset + bits > 32:
            return undefined
         if bits == 0: return 0
         # Note: >> does not sign-extend
         return (value << (32 - offset - bits)) >> (32 - bits)

.. opcode:: BFI - Bitfield Insert

   Like GLSL bitfieldInsert. Replaces a bit region of 'base' with the low bits
   of 'insert'.

   Pseudocode::

      def bfi(base, insert, offset, bits):
         if offset < 0 or bits < 0 or offset + bits > 32:
            return undefined
         # << defined such that mask == ~0 when bits == 32, offset == 0
         mask = ((1 << bits) - 1) << offset
         return ((insert << offset) & mask) | (base & ~mask)

.. opcode:: BREV - Bitfield Reverse

   See SM5 instruction BFREV. Reverses the bits of the argument.

.. opcode:: POPC - Population Count

   See SM5 instruction COUNTBITS. Counts the number of set bits in the argument.

.. opcode:: LSB - Index of lowest set bit

   See SM5 instruction FIRSTBIT_LO. Computes the 0-based index of the first set
   bit of the argument. Returns -1 if none are set.

.. opcode:: IMSB - Index of highest non-sign bit

   See SM5 instruction FIRSTBIT_SHI. Computes the 0-based index of the highest
   non-sign bit of the argument (i.e. highest 0 bit for negative numbers,
   highest 1 bit for positive numbers). Returns -1 if all bits are the same
   (i.e. for inputs 0 and -1).

.. opcode:: UMSB - Index of highest set bit

   See SM5 instruction FIRSTBIT_HI. Computes the 0-based index of the highest
   set bit of the argument. Returns -1 if none are set.

Geometry ISA
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

These opcodes are only supported in geometry shaders; they have no meaning
in any other type of shader.

.. opcode:: EMIT - Emit

   Generate a new vertex for the current primitive into the specified vertex
   stream using the values in the output registers.


.. opcode:: ENDPRIM - End Primitive

   Complete the current primitive in the specified vertex stream (consisting of
   the emitted vertices), and start a new one.


GLSL ISA
^^^^^^^^^^

These opcodes are part of :term:`GLSL`'s opcode set. Support for these
opcodes is determined by a special capability bit, ``GLSL``.
Some require glsl version 1.30 (UIF/SWITCH/CASE/DEFAULT/ENDSWITCH).

.. opcode:: CAL - Subroutine Call

   Pseudocode::

      push(pc)
      pc = target


.. opcode:: RET - Subroutine Call Return

   Pseudocode::

      pc = pop()


.. opcode:: CONT - Continue

   Unconditionally moves the point of execution to the instruction after the
   last BGNLOOP. The instruction must appear within a BGNLOOP/ENDLOOP.

.. note::

   Support for CONT is determined by a special capability bit,
   ``TGSI_CONT_SUPPORTED``. See :ref:`Screen` for more information.


.. opcode:: BGNLOOP - Begin a Loop

   Start a loop. Must have a matching ENDLOOP.


.. opcode:: BGNSUB - Begin Subroutine

   Starts definition of a subroutine. Must have a matching ENDSUB.


.. opcode:: ENDLOOP - End a Loop

   End a loop started with BGNLOOP.


.. opcode:: ENDSUB - End Subroutine

   Ends definition of a subroutine.


.. opcode:: NOP - No Operation

   Do nothing.


.. opcode:: BRK - Break

   Unconditionally moves the point of execution to the instruction after the
   next ENDLOOP or ENDSWITCH. The instruction must appear within a
   BGNLOOP/ENDLOOP or SWITCH/ENDSWITCH.


.. opcode:: IF - Float If

   Start an IF ... ELSE .. ENDIF block.  Condition evaluates to true if

      *src0.x* != 0.0

   where *src0.x* is interpreted as a floating point register.


.. opcode:: UIF - Bitwise If

   Start an UIF ... ELSE .. ENDIF block. Condition evaluates to true if

      *src0.x* != 0

   where *src0.x* is interpreted as an integer register.


.. opcode:: ELSE - Else

   Starts an else block, after an IF or UIF statement.


.. opcode:: ENDIF - End If

   Ends an IF or UIF block.


.. opcode:: SWITCH - Switch

   Starts a C-style switch expression. The switch consists of one or multiple
   CASE statements, and at most one DEFAULT statement. Execution of a statement
   ends when a BRK is hit, but just like in C falling through to other cases
   without a break is allowed. Similarly, DEFAULT label is allowed anywhere not
   just as last statement, and fallthrough is allowed into/from it.
   CASE *src* arguments are evaluated at bit level against the SWITCH *src* argument.

   Example::

      SWITCH src[0].x
      CASE src[0].x
      (some instructions here)
      (optional BRK here)
      DEFAULT
      (some instructions here)
      (optional BRK here)
      CASE src[0].x
      (some instructions here)
      (optional BRK here)
      ENDSWITCH


.. opcode:: CASE - Switch case

   This represents a switch case label. The *src* arg must be an integer immediate.


.. opcode:: DEFAULT - Switch default

   This represents the default case in the switch, which is taken if no other
   case matches.


.. opcode:: ENDSWITCH - End of switch

   Ends a switch expression.


Interpolation ISA
^^^^^^^^^^^^^^^^^

The interpolation instructions allow an input to be interpolated in a
different way than its declaration. This corresponds to the GLSL 4.00
interpolateAt* functions. The first argument of each of these must come from
``TGSI_FILE_INPUT``.

.. opcode:: INTERP_CENTROID - Interpolate at the centroid

   Interpolates the varying specified by *src0* at the centroid

.. opcode:: INTERP_SAMPLE - Interpolate at the specified sample

   Interpolates the varying specified by *src0* at the sample id
   specified by *src1.x* (interpreted as an integer)

.. opcode:: INTERP_OFFSET - Interpolate at the specified offset

   Interpolates the varying specified by *src0* at the offset *src1.xy*
   from the pixel center (interpreted as floats)


.. _doubleopcodes:

Double ISA
^^^^^^^^^^^^^^^

The double-precision opcodes reinterpret four-component vectors into
two-component vectors with doubled precision in each component.

.. opcode:: DABS - Absolute

   .. math::

      dst.xy = |src0.xy|

      dst.zw = |src0.zw|

.. opcode:: DADD - Add

   .. math::

      dst.xy = src0.xy + src1.xy

      dst.zw = src0.zw + src1.zw

.. opcode:: DSEQ - Set on Equal

   .. math::

      dst.x = src0.xy == src1.xy ? \sim 0 : 0

      dst.z = src0.zw == src1.zw ? \sim 0 : 0

.. opcode:: DSNE - Set on Not Equal

   .. math::

      dst.x = src0.xy != src1.xy ? \sim 0 : 0

      dst.z = src0.zw != src1.zw ? \sim 0 : 0

.. opcode:: DSLT - Set on Less than

   .. math::

      dst.x = src0.xy < src1.xy ? \sim 0 : 0

      dst.z = src0.zw < src1.zw ? \sim 0 : 0

.. opcode:: DSGE - Set on Greater equal

   .. math::

      dst.x = src0.xy >= src1.xy ? \sim 0 : 0

      dst.z = src0.zw >= src1.zw ? \sim 0 : 0

.. opcode:: DFRAC - Fraction

   .. math::

      dst.xy = src.xy - \lfloor src.xy\rfloor

      dst.zw = src.zw - \lfloor src.zw\rfloor

.. opcode:: DTRUNC - Truncate

   .. math::

      dst.xy = trunc(src.xy)

      dst.zw = trunc(src.zw)

.. opcode:: DCEIL - Ceiling

   .. math::

      dst.xy = \lceil src.xy\rceil

      dst.zw = \lceil src.zw\rceil

.. opcode:: DFLR - Floor

   .. math::

      dst.xy = \lfloor src.xy\rfloor

      dst.zw = \lfloor src.zw\rfloor

.. opcode:: DROUND - Fraction

   .. math::

      dst.xy = round(src.xy)

      dst.zw = round(src.zw)

.. opcode:: DSSG - Set Sign

   .. math::

      dst.xy = (src.xy > 0) ? 1.0 : (src.xy < 0) ? -1.0 : 0.0

      dst.zw = (src.zw > 0) ? 1.0 : (src.zw < 0) ? -1.0 : 0.0

.. opcode:: DLDEXP - Multiply Number by Integral Power of 2

   This opcode is the inverse of frexp. The second
   source is an integer.

   .. math::

      dst.xy = src0.xy \times 2^{src1.x}

      dst.zw = src0.zw \times 2^{src1.z}

.. opcode:: DMIN - Minimum

   .. math::

      dst.xy = min(src0.xy, src1.xy)

      dst.zw = min(src0.zw, src1.zw)

.. opcode:: DMAX - Maximum

   .. math::

      dst.xy = max(src0.xy, src1.xy)

      dst.zw = max(src0.zw, src1.zw)

.. opcode:: DMUL - Multiply

   .. math::

      dst.xy = src0.xy \times src1.xy

      dst.zw = src0.zw \times src1.zw


.. opcode:: DMAD - Multiply And Add

   .. math::

      dst.xy = src0.xy \times src1.xy + src2.xy

      dst.zw = src0.zw \times src1.zw + src2.zw


.. opcode:: DFMA - Fused Multiply-Add

   Perform a * b + c with no intermediate rounding step.

   .. math::

      dst.xy = src0.xy \times src1.xy + src2.xy

      dst.zw = src0.zw \times src1.zw + src2.zw


.. opcode:: DDIV - Divide

   .. math::

      dst.xy = \frac{src0.xy}{src1.xy}

      dst.zw = \frac{src0.zw}{src1.zw}


.. opcode:: DRCP - Reciprocal

   .. math::

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

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

.. opcode:: DSQRT - Square Root

   .. math::

      dst.xy = \sqrt{src.xy}

      dst.zw = \sqrt{src.zw}

.. opcode:: DRSQ - Reciprocal Square Root

   .. math::

      dst.xy = \frac{1}{\sqrt{src.xy}}

      dst.zw = \frac{1}{\sqrt{src.zw}}

.. opcode:: F2D - Float to Double

   .. math::

      dst.xy = double(src0.x)

      dst.zw = double(src0.y)

.. opcode:: D2F - Double to Float

   .. math::

      dst.x = float(src0.xy)

      dst.y = float(src0.zw)

.. opcode:: I2D - Int to Double

   .. math::

      dst.xy = double(src0.x)

      dst.zw = double(src0.y)

.. opcode:: D2I - Double to Int

   .. math::

      dst.x = int(src0.xy)

      dst.y = int(src0.zw)

.. opcode:: U2D - Unsigned Int to Double

   .. math::

      dst.xy = double(src0.x)

      dst.zw = double(src0.y)

.. opcode:: D2U - Double to Unsigned Int

   .. math::

      dst.x = unsigned(src0.xy)

      dst.y = unsigned(src0.zw)

64-bit Integer ISA
^^^^^^^^^^^^^^^^^^

The 64-bit integer opcodes reinterpret four-component vectors into
two-component vectors with 64-bits in each component.

.. opcode:: I64ABS - 64-bit Integer Absolute Value

   .. math::

      dst.xy = |src0.xy|

      dst.zw = |src0.zw|

.. opcode:: I64NEG - 64-bit Integer Negate

   Two's complement.

   .. math::

      dst.xy = -src.xy

      dst.zw = -src.zw

.. opcode:: I64SSG - 64-bit Integer Set Sign

   .. math::

      dst.xy = (src0.xy < 0) ? -1 : (src0.xy > 0) ? 1 : 0

      dst.zw = (src0.zw < 0) ? -1 : (src0.zw > 0) ? 1 : 0

.. opcode:: U64ADD - 64-bit Integer Add

   .. math::

      dst.xy = src0.xy + src1.xy

      dst.zw = src0.zw + src1.zw

.. opcode:: U64MUL - 64-bit Integer Multiply

   .. math::

      dst.xy = src0.xy * src1.xy

      dst.zw = src0.zw * src1.zw

.. opcode:: U64SEQ - 64-bit Integer Set on Equal

   .. math::

      dst.x = src0.xy == src1.xy ? \sim 0 : 0

      dst.z = src0.zw == src1.zw ? \sim 0 : 0

.. opcode:: U64SNE - 64-bit Integer Set on Not Equal

   .. math::

      dst.x = src0.xy != src1.xy ? \sim 0 : 0

      dst.z = src0.zw != src1.zw ? \sim 0 : 0

.. opcode:: U64SLT - 64-bit Unsigned Integer Set on Less Than

   .. math::

      dst.x = src0.xy < src1.xy ? \sim 0 : 0

      dst.z = src0.zw < src1.zw ? \sim 0 : 0

.. opcode:: U64SGE - 64-bit Unsigned Integer Set on Greater Equal

   .. math::

      dst.x = src0.xy >= src1.xy ? \sim 0 : 0

      dst.z = src0.zw >= src1.zw ? \sim 0 : 0

.. opcode:: I64SLT - 64-bit Signed Integer Set on Less Than

   .. math::

      dst.x = src0.xy < src1.xy ? \sim 0 : 0

      dst.z = src0.zw < src1.zw ? \sim 0 : 0

.. opcode:: I64SGE - 64-bit Signed Integer Set on Greater Equal

   .. math::

      dst.x = src0.xy >= src1.xy ? \sim 0 : 0

      dst.z = src0.zw >= src1.zw ? \sim 0 : 0

.. opcode:: I64MIN - Minimum of 64-bit Signed Integers

   .. math::

      dst.xy = min(src0.xy, src1.xy)

      dst.zw = min(src0.zw, src1.zw)

.. opcode:: U64MIN - Minimum of 64-bit Unsigned Integers

   .. math::

      dst.xy = min(src0.xy, src1.xy)

      dst.zw = min(src0.zw, src1.zw)

.. opcode:: I64MAX - Maximum of 64-bit Signed Integers

   .. math::

      dst.xy = max(src0.xy, src1.xy)

      dst.zw = max(src0.zw, src1.zw)

.. opcode:: U64MAX - Maximum of 64-bit Unsigned Integers

   .. math::

      dst.xy = max(src0.xy, src1.xy)

      dst.zw = max(src0.zw, src1.zw)

.. opcode:: U64SHL - Shift Left 64-bit Unsigned Integer

   The shift count is masked with ``0x3f`` before the shift is applied.

   .. math::

      dst.xy = src0.xy \ll (0x3f \& src1.x)

      dst.zw = src0.zw \ll (0x3f \& src1.y)

.. opcode:: I64SHR - Arithmetic Shift Right (of 64-bit Signed Integer)

   The shift count is masked with ``0x3f`` before the shift is applied.

   .. math::

      dst.xy = src0.xy \gg (0x3f \& src1.x)

      dst.zw = src0.zw \gg (0x3f \& src1.y)

.. opcode:: U64SHR - Logical Shift Right (of 64-bit Unsigned Integer)

   The shift count is masked with ``0x3f`` before the shift is applied.

   .. math::

      dst.xy = src0.xy \gg (unsigned) (0x3f \& src1.x)

      dst.zw = src0.zw \gg (unsigned) (0x3f \& src1.y)

.. opcode:: I64DIV - 64-bit Signed Integer Division

   .. math::

      dst.xy = \frac{src0.xy}{src1.xy}

      dst.zw = \frac{src0.zw}{src1.zw}

.. opcode:: U64DIV - 64-bit Unsigned Integer Division

   .. math::

      dst.xy = \frac{src0.xy}{src1.xy}

      dst.zw = \frac{src0.zw}{src1.zw}

.. opcode:: U64MOD - 64-bit Unsigned Integer Remainder

   .. math::

      dst.xy = src0.xy \bmod src1.xy

      dst.zw = src0.zw \bmod src1.zw

.. opcode:: I64MOD - 64-bit Signed Integer Remainder

   .. math::

      dst.xy = src0.xy \bmod src1.xy

      dst.zw = src0.zw \bmod src1.zw

.. opcode:: F2U64 - Float to 64-bit Unsigned Int

   .. math::

      dst.xy = (uint64_t) src0.x

      dst.zw = (uint64_t) src0.y

.. opcode:: F2I64 - Float to 64-bit Int

   .. math::

      dst.xy = (int64_t) src0.x

      dst.zw = (int64_t) src0.y

.. opcode:: U2I64 - Unsigned Integer to 64-bit Integer

   This is a zero extension.

   .. math::

      dst.xy = (int64_t) src0.x

      dst.zw = (int64_t) src0.y

.. opcode:: I2I64 - Signed Integer to 64-bit Integer

   This is a sign extension.

   .. math::

      dst.xy = (int64_t) src0.x

      dst.zw = (int64_t) src0.y

.. opcode:: D2U64 - Double to 64-bit Unsigned Int

   .. math::

      dst.xy = (uint64_t) src0.xy

      dst.zw = (uint64_t) src0.zw

.. opcode:: D2I64 - Double to 64-bit Int

   .. math::

      dst.xy = (int64_t) src0.xy

      dst.zw = (int64_t) src0.zw

.. opcode:: U642F - 64-bit unsigned integer to float

   .. math::

      dst.x = (float) src0.xy

      dst.y = (float) src0.zw

.. opcode:: I642F - 64-bit Int to Float

   .. math::

      dst.x = (float) src0.xy

      dst.y = (float) src0.zw

.. opcode:: U642D - 64-bit unsigned integer to double

   .. math::

      dst.xy = (double) src0.xy

      dst.zw = (double) src0.zw

.. opcode:: I642D - 64-bit Int to double

   .. math::

      dst.xy = (double) src0.xy

      dst.zw = (double) src0.zw

.. _samplingopcodes:

Resource Sampling Opcodes
^^^^^^^^^^^^^^^^^^^^^^^^^

Those opcodes follow very closely semantics of the respective Direct3D
instructions. If in doubt double check Direct3D documentation.
Note that the swizzle on SVIEW (src1) determines texel swizzling
after lookup.

.. opcode:: SAMPLE

   Using provided address, sample data from the specified texture using the
   filtering mode identified by the given sampler. The source data may come from
   any resource type other than buffers.

   Syntax: ``SAMPLE dst, address, sampler_view, sampler``

   Example: ``SAMPLE TEMP[0], TEMP[1], SVIEW[0], SAMP[0]``

.. opcode:: SAMPLE_I

   Simplified alternative to the SAMPLE instruction.  Using the provided
   integer address, SAMPLE_I fetches data from the specified sampler view
   without any filtering.  The source data may come from any resource type
   other than CUBE.

   Syntax: ``SAMPLE_I dst, address, sampler_view``

   Example: ``SAMPLE_I TEMP[0], TEMP[1], SVIEW[0]``

   The 'address' is specified as unsigned integers. If the 'address' is out of
   range [0...(# texels - 1)] the result of the fetch is always 0 in all
   components.  As such the instruction doesn't honor address wrap modes, in
   cases where that behavior is desirable 'SAMPLE' instruction should be used.
   address.w always provides an unsigned integer mipmap level. If the value is
   out of the range then the instruction always returns 0 in all components.
   address.yz are ignored for buffers and 1d textures.  address.z is ignored
   for 1d texture arrays and 2d textures.

   For 1D texture arrays address.y provides the array index (also as unsigned
   integer). If the value is out of the range of available array indices
   [0... (array size - 1)] then the opcode always returns 0 in all components.
   For 2D texture arrays address.z provides the array index, otherwise it
   exhibits the same behavior as in the case for 1D texture arrays.  The exact
   semantics of the source address are presented in the table below:

   +---------------------------+----+-----+-----+---------+
   | resource type             | X  |  Y  |  Z  |    W    |
   +===========================+====+=====+=====+=========+
   | ``PIPE_BUFFER``           | x  |     |     | ignored |
   +---------------------------+----+-----+-----+---------+
   | ``PIPE_TEXTURE_1D``       | x  |     |     |   mpl   |
   +---------------------------+----+-----+-----+---------+
   | ``PIPE_TEXTURE_2D``       | x  |  y  |     |   mpl   |
   +---------------------------+----+-----+-----+---------+
   | ``PIPE_TEXTURE_3D``       | x  |  y  |  z  |   mpl   |
   +---------------------------+----+-----+-----+---------+
   | ``PIPE_TEXTURE_RECT``     | x  |  y  |     |   mpl   |
   +---------------------------+----+-----+-----+---------+
   | ``PIPE_TEXTURE_CUBE``     | not allowed as source    |
   +---------------------------+----+-----+-----+---------+
   | ``PIPE_TEXTURE_1D_ARRAY`` | x  | idx |     |   mpl   |
   +---------------------------+----+-----+-----+---------+
   | ``PIPE_TEXTURE_2D_ARRAY`` | x  |  y  | idx |   mpl   |
   +---------------------------+----+-----+-----+---------+

   Where 'mpl' is a mipmap level and 'idx' is the array index.

.. opcode:: SAMPLE_I_MS

   Just like SAMPLE_I but allows fetch data from multi-sampled surfaces.

   Syntax: ``SAMPLE_I_MS dst, address, sampler_view, sample``

.. opcode:: SAMPLE_B

   Just like the SAMPLE instruction with the exception that an additional bias
   is applied to the level of detail computed as part of the instruction
   execution.

   Syntax: ``SAMPLE_B dst, address, sampler_view, sampler, lod_bias``

   Example: ``SAMPLE_B TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``

.. opcode:: SAMPLE_C

   Similar to the SAMPLE instruction but it performs a comparison filter. The
   operands to SAMPLE_C are identical to SAMPLE, except that there is an
   additional float32 operand, reference value, which must be a register with
   single-component, or a scalar literal.  SAMPLE_C makes the hardware use the
   current samplers compare_func (in pipe_sampler_state) to compare reference
   value against the red component value for the source resource at each texel
   that the currently configured texture filter covers based on the provided
   coordinates.

   Syntax: ``SAMPLE_C dst, address, sampler_view.r, sampler, ref_value``

   Example: ``SAMPLE_C TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``

.. opcode:: SAMPLE_C_LZ

   Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands
   for level-zero.

   Syntax: ``SAMPLE_C_LZ dst, address, sampler_view.r, sampler, ref_value``

   Example: ``SAMPLE_C_LZ TEMP[0], TEMP[1], SVIEW[0].r, SAMP[0], TEMP[2].x``


.. opcode:: SAMPLE_D

   SAMPLE_D is identical to the SAMPLE opcode except that the derivatives for
   the source address in the x direction and the y direction are provided by
   extra parameters.

   Syntax: ``SAMPLE_D dst, address, sampler_view, sampler, der_x, der_y``

   Example: ``SAMPLE_D TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2], TEMP[3]``

.. opcode:: SAMPLE_L

   SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided
   directly as a scalar value, representing no anisotropy.

   Syntax: ``SAMPLE_L dst, address, sampler_view, sampler, explicit_lod``

   Example: ``SAMPLE_L TEMP[0], TEMP[1], SVIEW[0], SAMP[0], TEMP[2].x``

.. opcode:: GATHER4

   Gathers the four texels to be used in a bi-linear filtering operation and
   packs them into a single register.  Only works with 2D, 2D array, cubemaps,
   and cubemaps arrays.  For 2D textures, only the addressing modes of the
   sampler and the top level of any mip pyramid are used. Set W to zero.  It
   behaves like the SAMPLE instruction, but a filtered sample is not
   generated. The four samples that contribute to filtering are placed into
   XYZW in counter-clockwise order, starting with the (u,v) texture coordinate
   delta at the following locations (-, +), (+, +), (+, -), (-, -), where the
   magnitude of the deltas are half a texel.


.. opcode:: SVIEWINFO

   Query the dimensions of a given sampler view.  dst receives width, height,
   depth or array size and number of mipmap levels as int4. The dst can have a
   writemask which will specify what info is the caller interested in.

   Syntax: ``SVIEWINFO dst, src_mip_level, sampler_view``

   Example: ``SVIEWINFO TEMP[0], TEMP[1].x, SVIEW[0]``

   src_mip_level is an unsigned integer scalar. If it's out of range then
   returns 0 for width, height and depth/array size but the total number of
   mipmap is still returned correctly for the given sampler view.  The returned
   width, height and depth values are for the mipmap level selected by the
   src_mip_level and are in the number of texels.  For 1d texture array width
   is in dst.x, array size is in dst.y and dst.z is 0. The number of mipmaps is
   still in dst.w.  In contrast to d3d10 resinfo, there's no way in the TGSI
   instruction encoding to specify the return type (float/rcpfloat/uint), hence
   always using uint. Also, unlike the SAMPLE instructions, the swizzle on src1
   resinfo allowing swizzling dst values is ignored (due to the interaction
   with rcpfloat modifier which requires some swizzle handling in the state
   tracker anyway).

.. opcode:: SAMPLE_POS

   Query the position of a sample in the given resource or render target
   when per-sample fragment shading is in effect.

   Syntax: ``SAMPLE_POS dst, source, sample_index``

   dst receives float4 (x, y, undef, undef) indicated where the sample is
   located. Sample locations are in the range [0, 1] where 0.5 is the center
   of the fragment.

   source is either a sampler view (to indicate a shader resource) or temp
   register (to indicate the render target).  The source register may have
   an optional swizzle to apply to the returned result

   sample_index is an integer scalar indicating which sample position is to
   be queried.

   If per-sample shading is not in effect or the source resource or render
   target is not multisampled, the result is (0.5, 0.5, undef, undef).

   NOTE: no driver has implemented this opcode yet (and no gallium frontend
   emits it).  This information is subject to change.

.. opcode:: SAMPLE_INFO

   Query the number of samples in a multisampled resource or render target.

   Syntax: ``SAMPLE_INFO dst, source``

   dst receives int4 (n, 0, 0, 0) where n is the number of samples in a
   resource or the render target.

   source is either a sampler view (to indicate a shader resource) or temp
   register (to indicate the render target).  The source register may have
   an optional swizzle to apply to the returned result

   If per-sample shading is not in effect or the source resource or render
   target is not multisampled, the result is (1, 0, 0, 0).

   NOTE: no driver has implemented this opcode yet (and no gallium frontend
   emits it).  This information is subject to change.

.. opcode:: LOD - level of detail

   Same syntax as the SAMPLE opcode but instead of performing an actual
   texture lookup/filter, return the computed LOD information that the
   texture pipe would use to access the texture. The Y component contains
   the computed LOD lambda_prime. The X component contains the LOD that will
   be accessed, based on min/max lod's and mipmap filters.
   The Z and W components are set to 0.

   Syntax: ``LOD dst, address, sampler_view, sampler``


.. _resourceopcodes:

Resource Access Opcodes
^^^^^^^^^^^^^^^^^^^^^^^

For these opcodes, the resource can be a BUFFER, IMAGE, or MEMORY.

.. opcode:: LOAD - Fetch data from a shader buffer or image

   Syntax: ``LOAD dst, resource, address``

   Example: ``LOAD TEMP[0], BUFFER[0], TEMP[1]``

   Using the provided integer address, LOAD fetches data from the
   specified buffer or texture without any filtering.

   The 'address' is specified as a vector of unsigned integers.  If the
   'address' is out of range the result is unspecified.

   Only the first mipmap level of a resource can be read from using this
   instruction.

   For 1D or 2D texture arrays, the array index is provided as an
   unsigned integer in address.y or address.z, respectively.  address.yz
   are ignored for buffers and 1D textures.  address.z is ignored for 1D
   texture arrays and 2D textures.  address.w is always ignored.

   A swizzle suffix may be added to the resource argument this will
   cause the resource data to be swizzled accordingly.

.. opcode:: STORE - Write data to a shader resource

   Syntax: ``STORE resource, address, src``

   Example: ``STORE BUFFER[0], TEMP[0], TEMP[1]``

   Using the provided integer address, STORE writes data to the
   specified buffer or texture.

   The 'address' is specified as a vector of unsigned integers.  If the
   'address' is out of range the result is unspecified.

   Only the first mipmap level of a resource can be written to using
   this instruction.

   For 1D or 2D texture arrays, the array index is provided as an
   unsigned integer in address.y or address.z, respectively.
   address.yz are ignored for buffers and 1D textures.  address.z is
   ignored for 1D texture arrays and 2D textures.  address.w is always
   ignored.

.. opcode:: RESQ - Query information about a resource

   Syntax: ``RESQ dst, resource``

   Example: ``RESQ TEMP[0], BUFFER[0]``

   Returns information about the buffer or image resource. For buffer
   resources, the size (in bytes) is returned in the x component. For
   image resources, .xyz will contain the width/height/layers of the
   image, while .w will contain the number of samples for multi-sampled
   images.

.. opcode:: FBFETCH - Load data from framebuffer

   Syntax: ``FBFETCH dst, output``

   Example: ``FBFETCH TEMP[0], OUT[0]``

   This is only valid on ``COLOR`` semantic outputs. Returns the color
   of the current position in the framebuffer from before this fragment
   shader invocation. May return the same value from multiple calls for
   a particular output within a single invocation. Note that result may
   be undefined if a fragment is drawn multiple times without a blend
   barrier in between.


.. _bindlessopcodes:

Bindless Opcodes
^^^^^^^^^^^^^^^^

These opcodes are for working with bindless sampler or image handles and
require PIPE_CAP_BINDLESS_TEXTURE.

.. opcode:: IMG2HND - Get a bindless handle for a image

   Syntax: ``IMG2HND dst, image``

   Example: ``IMG2HND TEMP[0], IMAGE[0]``

   Sets 'dst' to a bindless handle for 'image'.

.. opcode:: SAMP2HND - Get a bindless handle for a sampler

   Syntax: ``SAMP2HND dst, sampler``

   Example: ``SAMP2HND TEMP[0], SAMP[0]``

   Sets 'dst' to a bindless handle for 'sampler'.


.. _threadsyncopcodes:

Inter-thread synchronization opcodes
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

These opcodes are intended for communication between threads running
within the same compute grid.  For now they're only valid in compute
programs.

.. opcode:: BARRIER - Thread group barrier

   ``BARRIER``

   This opcode suspends the execution of the current thread until all
   the remaining threads in the working group reach the same point of
   the program.  Results are unspecified if any of the remaining
   threads terminates or never reaches an executed BARRIER instruction.

.. opcode:: MEMBAR - Memory barrier

   ``MEMBAR type``

   This opcode waits for the completion of all memory accesses based on
   the type passed in. The type is an immediate bitfield with the following
   meaning:

   Bit 0: Shader storage buffers
   Bit 1: Atomic buffers
   Bit 2: Images
   Bit 3: Shared memory
   Bit 4: Thread group

   These may be passed in in any combination. An implementation is free to not
   distinguish between these as it sees fit. However these map to all the
   possibilities made available by GLSL.

.. _atomopcodes:

Atomic opcodes
^^^^^^^^^^^^^^

These opcodes provide atomic variants of some common arithmetic and
logical operations.  In this context atomicity means that another
concurrent memory access operation that affects the same memory
location is guaranteed to be performed strictly before or after the
entire execution of the atomic operation. The resource may be a BUFFER,
IMAGE, HWATOMIC, or MEMORY.  In the case of an image, the offset works
the same as for ``LOAD`` and ``STORE``, specified above. For atomic
counters, the offset is an immediate index to the base HW atomic
counter for this operation.
These atomic operations may only be used with 32-bit integer image formats.

.. opcode:: ATOMUADD - Atomic integer addition

   Syntax: ``ATOMUADD dst, resource, offset, src``

   Example: ``ATOMUADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = dst_x + src_x


.. opcode:: ATOMFADD - Atomic floating point addition

   Syntax: ``ATOMFADD dst, resource, offset, src``

   Example: ``ATOMFADD TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = dst_x + src_x


.. opcode:: ATOMXCHG - Atomic exchange

   Syntax: ``ATOMXCHG dst, resource, offset, src``

   Example: ``ATOMXCHG TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = src_x


.. opcode:: ATOMCAS - Atomic compare-and-exchange

   Syntax: ``ATOMCAS dst, resource, offset, cmp, src``

   Example: ``ATOMCAS TEMP[0], BUFFER[0], TEMP[1], TEMP[2], TEMP[3]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = (dst_x == cmp_x ? src_x : dst_x)


.. opcode:: ATOMAND - Atomic bitwise And

   Syntax: ``ATOMAND dst, resource, offset, src``

   Example: ``ATOMAND TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = dst_x \& src_x


.. opcode:: ATOMOR - Atomic bitwise Or

   Syntax: ``ATOMOR dst, resource, offset, src``

   Example: ``ATOMOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = dst_x | src_x


.. opcode:: ATOMXOR - Atomic bitwise Xor

   Syntax: ``ATOMXOR dst, resource, offset, src``

   Example: ``ATOMXOR TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = dst_x \oplus src_x


.. opcode:: ATOMUMIN - Atomic unsigned minimum

   Syntax: ``ATOMUMIN dst, resource, offset, src``

   Example: ``ATOMUMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = (dst_x < src_x ? dst_x : src_x)


.. opcode:: ATOMUMAX - Atomic unsigned maximum

   Syntax: ``ATOMUMAX dst, resource, offset, src``

   Example: ``ATOMUMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = (dst_x > src_x ? dst_x : src_x)


.. opcode:: ATOMIMIN - Atomic signed minimum

   Syntax: ``ATOMIMIN dst, resource, offset, src``

   Example: ``ATOMIMIN TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = (dst_x < src_x ? dst_x : src_x)


.. opcode:: ATOMIMAX - Atomic signed maximum

   Syntax: ``ATOMIMAX dst, resource, offset, src``

   Example: ``ATOMIMAX TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] = (dst_x > src_x ? dst_x : src_x)


.. opcode:: ATOMINC_WRAP - Atomic increment + wrap around

   Syntax: ``ATOMINC_WRAP dst, resource, offset, src``

   Example: ``ATOMINC_WRAP TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset] + 1

      resource[offset] = dst_x <= src_x ? dst_x : 0


.. opcode:: ATOMDEC_WRAP - Atomic decrement + wrap around

   Syntax: ``ATOMDEC_WRAP dst, resource, offset, src``

   Example: ``ATOMDEC_WRAP TEMP[0], BUFFER[0], TEMP[1], TEMP[2]``

   The following operation is performed atomically:

   .. math::

      dst_x = resource[offset]

      resource[offset] =
      \left\{
      \begin{array}{ c l }
         dst_x - 1 & \quad \textrm{if } dst_x \gt 0 \textrm{ and } dst_x \lt src_x \\
         0         & \quad \textrm{otherwise}
      \end{array}
      \right.

.. _interlaneopcodes:

Inter-lane opcodes
^^^^^^^^^^^^^^^^^^

These opcodes reduce the given value across the shader invocations
running in the current SIMD group. Every thread in the subgroup will receive
the same result. The BALLOT operations accept a single-channel argument that
is treated as a boolean and produce a 64-bit value.

.. opcode:: VOTE_ANY - Value is set in any of the active invocations

   Syntax: ``VOTE_ANY dst, value``

   Example: ``VOTE_ANY TEMP[0].x, TEMP[1].x``


.. opcode:: VOTE_ALL - Value is set in all of the active invocations

   Syntax: ``VOTE_ALL dst, value``

   Example: ``VOTE_ALL TEMP[0].x, TEMP[1].x``


.. opcode:: VOTE_EQ - Value is the same in all of the active invocations

   Syntax: ``VOTE_EQ dst, value``

   Example: ``VOTE_EQ TEMP[0].x, TEMP[1].x``


.. opcode:: BALLOT - Lanemask of whether the value is set in each active
            invocation

   Syntax: ``BALLOT dst, value``

   Example: ``BALLOT TEMP[0].xy, TEMP[1].x``

   When the argument is a constant true, this produces a bitmask of active
   invocations. In fragment shaders, this can include helper invocations
   (invocations whose outputs and writes to memory are discarded, but which
   are used to compute derivatives).


.. opcode:: READ_FIRST - Broadcast the value from the first active
            invocation to all active lanes

   Syntax: ``READ_FIRST dst, value``

   Example: ``READ_FIRST TEMP[0], TEMP[1]``


.. opcode:: READ_INVOC - Retrieve the value from the given invocation
            (need not be uniform)

   Syntax: ``READ_INVOC dst, value, invocation``

   Example: ``READ_INVOC TEMP[0].xy, TEMP[1].xy, TEMP[2].x``

   invocation.x controls the invocation number to read from for all channels.
   The invocation number must be the same across all active invocations in a
   sub-group; otherwise, the results are undefined.


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.

   pc                Program counter.

   target            Label of target instruction.


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


Declaration
^^^^^^^^^^^


Declares a register that is will be referenced as an operand in Instruction
tokens.

File field contains register file that is being declared and is one
of TGSI_FILE.

UsageMask field specifies which of the register components can be accessed
and is one of TGSI_WRITEMASK.

The Local flag specifies that a given value isn't intended for
subroutine parameter passing and, as a result, the implementation
isn't required to give any guarantees of it being preserved across
subroutine boundaries.  As it's merely a compiler hint, the
implementation is free to ignore it.

If Dimension flag is set to 1, a Declaration Dimension token follows.

If Semantic flag is set to 1, a Declaration Semantic token follows.

If Interpolate flag is set to 1, a Declaration Interpolate token follows.

If file is TGSI_FILE_RESOURCE, a Declaration Resource token follows.

If Array flag is set to 1, a Declaration Array token follows.

Array Declaration
^^^^^^^^^^^^^^^^^^^^^^^^

Declarations can optional have an ArrayID attribute which can be referred by
indirect addressing operands. An ArrayID of zero is reserved and treated as
if no ArrayID is specified.

If an indirect addressing operand refers to a specific declaration by using
an ArrayID only the registers in this declaration are guaranteed to be
accessed, accessing any register outside this declaration results in undefined
behavior. Note that for compatibility the effective index is zero-based and
not relative to the specified declaration

If no ArrayID is specified with an indirect addressing operand the whole
register file might be accessed by this operand. This is strongly discouraged
and will prevent packing of scalar/vec2 arrays and effective alias analysis.
This is only legal for TEMP and CONST register files.

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.

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
""""""""""""""""""""""

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.

For fragment shaders, TGSI_SEMANTIC_POSITION is used to indicate that
fragment shader input (or system value, depending on which one is
supported by the driver) 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 interpolated
reciprocal of the vertex position W component (corresponding to gl_Fragcoord,
but unlike d3d10 which interpolates the same 1/w but then gives back
the reciprocal of the interpolated value).

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.



TGSI_SEMANTIC_COLOR
"""""""""""""""""""

For vertex shader outputs or fragment shader inputs/outputs, this
label indicates that the register 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.



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 shader,
so all BCOLORs effectively become regular COLORs in the fragment shader.


TGSI_SEMANTIC_FOG
"""""""""""""""""

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.  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.  But fog coord really is just an ordinary vec4
register like regular semantics.


TGSI_SEMANTIC_PSIZE
"""""""""""""""""""

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_TEXCOORD
""""""""""""""""""""""

Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !

Vertex shader outputs and fragment shader inputs may be labeled with
this semantic to make them replaceable by sprite coordinates via the
sprite_coord_enable state in the :ref:`rasterizer`.
The semantic index permitted with this semantic is limited to <= 7.

If the driver does not support TEXCOORD, sprite coordinate replacement
applies to inputs with the GENERIC semantic instead.

The intended use case for this semantic is gl_TexCoord.


TGSI_SEMANTIC_PCOORD
""""""""""""""""""""

Only available if PIPE_CAP_TGSI_TEXCOORD is exposed !

Fragment shader inputs may be labeled with TGSI_SEMANTIC_PCOORD to indicate
that the register contains sprite coordinates in the form (x, y, 0, 1), if
the current primitive is a point and point sprites are enabled. Otherwise,
the contents of the register are undefined.

The intended use case for this semantic is gl_PointCoord.


TGSI_SEMANTIC_GENERIC
"""""""""""""""""""""

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.


TGSI_SEMANTIC_NORMAL
""""""""""""""""""""

Indicates that a vertex shader input is a normal vector.  This is
typically only used for legacy graphics APIs.


TGSI_SEMANTIC_FACE
""""""""""""""""""

This label applies to fragment shader inputs (or system values,
depending on which one is supported by the driver) and indicates that
the register contains front/back-face information.

If it is an input, it will be a floating-point vector in the form (F, 0, 0, 1),
where F will be positive when the fragment belongs to a front-facing polygon,
and negative when the fragment belongs to a back-facing polygon.

If it is a system value, it will be an integer vector in the form (F, 0, 0, 1),
where F is ``0xffffffff`` when the fragment belongs to a front-facing polygon
and ``0`` when the fragment belongs to a back-facing polygon.


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

For vertex shaders, this semantic 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 edge flag 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.


TGSI_SEMANTIC_STENCIL
"""""""""""""""""""""

For fragment shaders, this semantic label indicates that an output
is a writable stencil reference value. Only the Y component is writable.
This allows the fragment shader to change the fragments stencil reference
value.


TGSI_SEMANTIC_VIEWPORT_INDEX
""""""""""""""""""""""""""""

For geometry shaders, this semantic label indicates that an output
contains the index of the viewport (and scissor) to use.
This is an integer value, and only the X component is used.

If PIPE_CAP_VS_LAYER_VIEWPORT or PIPE_CAP_TES_LAYER_VIEWPORT is
supported, then this semantic label can also be used in vertex or
tessellation evaluation shaders, respectively. Only the value written in the
last vertex processing stage is used.


TGSI_SEMANTIC_LAYER
"""""""""""""""""""

For geometry shaders, this semantic label indicates that an output
contains the layer value to use for the color and depth/stencil surfaces.
This is an integer value, and only the X component is used.
(Also known as rendertarget array index.)

If PIPE_CAP_VS_LAYER_VIEWPORT or PIPE_CAP_TES_LAYER_VIEWPORT is
supported, then this semantic label can also be used in vertex or
tessellation evaluation shaders, respectively. Only the value written in the
last vertex processing stage is used.


TGSI_SEMANTIC_CLIPDIST
""""""""""""""""""""""

Note this covers clipping and culling distances.

When components of vertex elements are identified this way, these
values are each assumed to be a float32 signed distance to a plane.

For clip distances:
Primitive setup only invokes rasterization on pixels for which
the interpolated plane distances are >= 0.

For cull distances:
Primitives will be completely discarded if the plane distance
for all of the vertices in the primitive are < 0.
If a vertex has a cull distance of NaN, that vertex counts as "out"
(as if its < 0);

Multiple clip/cull planes can be implemented simultaneously, by
annotating multiple components of one or more vertex elements with
the above specified semantic.
The limits on both clip and cull distances are bound
by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_COUNT define which defines
the maximum number of components that can be used to hold the
distances and by the PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT
which specifies the maximum number of registers which can be
annotated with those semantics.
The properties NUM_CLIPDIST_ENABLED and NUM_CULLDIST_ENABLED
are used to divide up the 2 x vec4 space between clipping and culling.

TGSI_SEMANTIC_SAMPLEID
""""""""""""""""""""""

For fragment shaders, this semantic label indicates that a system value
contains the current sample id (i.e. gl_SampleID) as an unsigned int.
Only the X component is used.  If per-sample shading is not enabled,
the result is (0, undef, undef, undef).

Note that if the fragment shader uses this system value, the fragment
shader is automatically executed at per sample frequency.

TGSI_SEMANTIC_SAMPLEPOS
"""""""""""""""""""""""

For fragment shaders, this semantic label indicates that a system
value contains the current sample's position as float4(x, y, undef, undef)
in the render target (i.e.  gl_SamplePosition) when per-fragment shading
is in effect.  Position values are in the range [0, 1] where 0.5 is
the center of the fragment.

Note that if the fragment shader uses this system value, the fragment
shader is automatically executed at per sample frequency.

TGSI_SEMANTIC_SAMPLEMASK
""""""""""""""""""""""""

For fragment shaders, this semantic label can be applied to either a
shader system value input or output.

For a system value, the sample mask indicates the set of samples covered by
the current primitive.  If MSAA is not enabled, the value is (1, 0, 0, 0).

For an output, the sample mask is used to disable further sample processing.

For both, the register type is uint[4] but only the X component is used
(i.e. gl_SampleMask[0]). Each bit corresponds to one sample position (up
to 32x MSAA is supported).

TGSI_SEMANTIC_INVOCATIONID
""""""""""""""""""""""""""

For geometry shaders, this semantic label indicates that a system value
contains the current invocation id (i.e. gl_InvocationID).
This is an integer value, and only the X component is used.

TGSI_SEMANTIC_INSTANCEID
""""""""""""""""""""""""

For vertex shaders, this semantic label indicates that a system value contains
the current instance id (i.e. gl_InstanceID). It does not include the base
instance. This is an integer value, and only the X component is used.

TGSI_SEMANTIC_VERTEXID
""""""""""""""""""""""

For vertex shaders, this semantic label indicates that a system value contains
the current vertex id (i.e. gl_VertexID). It does (unlike in d3d10) include the
base vertex. This is an integer value, and only the X component is used.

TGSI_SEMANTIC_VERTEXID_NOBASE
"""""""""""""""""""""""""""""""

For vertex shaders, this semantic label indicates that a system value contains
the current vertex id without including the base vertex (this corresponds to
d3d10 vertex id, so TGSI_SEMANTIC_VERTEXID_NOBASE + TGSI_SEMANTIC_BASEVERTEX
== TGSI_SEMANTIC_VERTEXID). This is an integer value, and only the X component
is used.

TGSI_SEMANTIC_BASEVERTEX
""""""""""""""""""""""""

For vertex shaders, this semantic label indicates that a system value contains
the base vertex (i.e. gl_BaseVertex). Note that for non-indexed draw calls,
this contains the first (or start) value instead.
This is an integer value, and only the X component is used.

TGSI_SEMANTIC_PRIMID
""""""""""""""""""""

For geometry and fragment shaders, this semantic label indicates the value
contains the primitive id (i.e. gl_PrimitiveID). This is an integer value,
and only the X component is used.
FIXME: This right now can be either a ordinary input or a system value...


TGSI_SEMANTIC_PATCH
"""""""""""""""""""

For tessellation evaluation/control shaders, this semantic label indicates a
generic per-patch attribute. Such semantics will not implicitly be per-vertex
arrays.

TGSI_SEMANTIC_TESSCOORD
"""""""""""""""""""""""

For tessellation evaluation shaders, this semantic label indicates the
coordinates of the vertex being processed. This is available in XYZ; W is
undefined.

TGSI_SEMANTIC_TESSOUTER
"""""""""""""""""""""""

For tessellation evaluation/control shaders, this semantic label indicates the
outer tessellation levels of the patch. Isoline tessellation will only have XY
defined, triangle will have XYZ and quads will have XYZW defined. This
corresponds to gl_TessLevelOuter.

TGSI_SEMANTIC_TESSINNER
"""""""""""""""""""""""

For tessellation evaluation/control shaders, this semantic label indicates the
inner tessellation levels of the patch. The X value is only defined for
triangle tessellation, while quads will have XY defined. This is entirely
undefined for isoline tessellation.

TGSI_SEMANTIC_VERTICESIN
""""""""""""""""""""""""

For tessellation evaluation/control shaders, this semantic label indicates the
number of vertices provided in the input patch. Only the X value is defined.

TGSI_SEMANTIC_HELPER_INVOCATION
"""""""""""""""""""""""""""""""

For fragment shaders, this semantic indicates whether the current
invocation is covered or not. Helper invocations are created in order
to properly compute derivatives, however it may be desirable to skip
some of the logic in those cases. See ``gl_HelperInvocation`` documentation.

TGSI_SEMANTIC_BASEINSTANCE
""""""""""""""""""""""""""

For vertex shaders, the base instance argument supplied for this
draw. This is an integer value, and only the X component is used.

TGSI_SEMANTIC_DRAWID
""""""""""""""""""""

For vertex shaders, the zero-based index of the current draw in a
``glMultiDraw*`` invocation. This is an integer value, and only the X
component is used.


TGSI_SEMANTIC_WORK_DIM
""""""""""""""""""""""

For compute shaders started via OpenCL this retrieves the work_dim
parameter to the clEnqueueNDRangeKernel call with which the shader
was started.


TGSI_SEMANTIC_GRID_SIZE
"""""""""""""""""""""""

For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
of a grid of thread blocks.


TGSI_SEMANTIC_BLOCK_ID
""""""""""""""""""""""

For compute shaders, this semantic indicates the (x, y, z) coordinates of the
current block inside of the grid.


TGSI_SEMANTIC_BLOCK_SIZE
""""""""""""""""""""""""

For compute shaders, this semantic indicates the maximum (x, y, z) dimensions
of a block in threads.


TGSI_SEMANTIC_THREAD_ID
"""""""""""""""""""""""

For compute shaders, this semantic indicates the (x, y, z) coordinates of the
current thread inside of the block.


TGSI_SEMANTIC_SUBGROUP_SIZE
"""""""""""""""""""""""""""

This semantic indicates the subgroup size for the current invocation. This is
an integer of at most 64, as it indicates the width of lanemasks. It does not
depend on the number of invocations that are active.


TGSI_SEMANTIC_SUBGROUP_INVOCATION
"""""""""""""""""""""""""""""""""

The index of the current invocation within its subgroup.


TGSI_SEMANTIC_SUBGROUP_EQ_MASK
""""""""""""""""""""""""""""""

A bit mask of ``bit index == TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
``1 << subgroup_invocation`` in arbitrary precision arithmetic.


TGSI_SEMANTIC_SUBGROUP_GE_MASK
""""""""""""""""""""""""""""""

A bit mask of ``bit index >= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
``((1 << (subgroup_size - subgroup_invocation)) - 1) << subgroup_invocation``
in arbitrary precision arithmetic.


TGSI_SEMANTIC_SUBGROUP_GT_MASK
""""""""""""""""""""""""""""""

A bit mask of ``bit index > TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
``((1 << (subgroup_size - subgroup_invocation - 1)) - 1) << (subgroup_invocation + 1)``
in arbitrary precision arithmetic.


TGSI_SEMANTIC_SUBGROUP_LE_MASK
""""""""""""""""""""""""""""""

A bit mask of ``bit index <= TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
``(1 << (subgroup_invocation + 1)) - 1`` in arbitrary precision arithmetic.


TGSI_SEMANTIC_SUBGROUP_LT_MASK
""""""""""""""""""""""""""""""

A bit mask of ``bit index < TGSI_SEMANTIC_SUBGROUP_INVOCATION``, i.e.
``(1 << subgroup_invocation) - 1`` in arbitrary precision arithmetic.


TGSI_SEMANTIC_VIEWPORT_MASK
"""""""""""""""""""""""""""

A bit mask of viewports to broadcast the current primitive to. See
:ext:`GL_NV_viewport_array2` for more details.


TGSI_SEMANTIC_TESS_DEFAULT_OUTER_LEVEL
""""""""""""""""""""""""""""""""""""""

A system value equal to the default_outer_level array set via set_tess_level.


TGSI_SEMANTIC_TESS_DEFAULT_INNER_LEVEL
""""""""""""""""""""""""""""""""""""""

A system value equal to the default_inner_level array set via set_tess_level.


Declaration Interpolate
^^^^^^^^^^^^^^^^^^^^^^^

This token is only valid for fragment shader INPUT declarations.

The Interpolate field specifies the way input is being interpolated by
the rasterizer and is one of TGSI_INTERPOLATE_*.

The Location field specifies the location inside the pixel that the
interpolation should be done at, one of ``TGSI_INTERPOLATE_LOC_*``. Note that
when per-sample shading is enabled, the implementation may choose to
interpolate at the sample irrespective of the Location field.


Declaration Sampler View
^^^^^^^^^^^^^^^^^^^^^^^^

Follows Declaration token if file is TGSI_FILE_SAMPLER_VIEW.

DCL SVIEW[#], resource, type(s)

Declares a shader input sampler view and assigns it to a SVIEW[#]
register.

resource can be one of BUFFER, 1D, 2D, 3D, 1D_ARRAY and 2D_ARRAY.

type must be 1 or 4 entries (if specifying on a per-component
level) out of UNORM, SNORM, SINT, UINT and FLOAT.

For TEX\* style texture sample opcodes (as opposed to SAMPLE\* opcodes
which take an explicit SVIEW[#] source register), there may be optionally
SVIEW[#] declarations.  In this case, the SVIEW index is implied by the
SAMP index, and there must be a corresponding SVIEW[#] declaration for
each SAMP[#] declaration.  Drivers are free to ignore this if they wish.
But note in particular that some drivers need to know the sampler type
(float/int/unsigned) in order to generate the correct code, so cases
where integer textures are sampled, SVIEW[#] declarations should be
used.

NOTE: It is NOT legal to mix SAMPLE\* style opcodes and TEX\* opcodes
in the same shader.

Declaration Resource
^^^^^^^^^^^^^^^^^^^^

Follows Declaration token if file is TGSI_FILE_RESOURCE.

DCL RES[#], resource [, WR] [, RAW]

Declares a shader input resource and assigns it to a RES[#]
register.

resource can be one of BUFFER, 1D, 2D, 3D, CUBE, 1D_ARRAY and
2D_ARRAY.

If the RAW keyword is not specified, the texture data will be
subject to conversion, swizzling and scaling as required to yield
the specified data type from the physical data format of the bound
resource.

If the RAW keyword is specified, no channel conversion will be
performed: the values read for each of the channels (X,Y,Z,W) will
correspond to consecutive words in the same order and format
they're found in memory.  No element-to-address conversion will be
performed either: the value of the provided X coordinate will be
interpreted in byte units instead of texel units.  The result of
accessing a misaligned address is undefined.

Usage of the STORE opcode is only allowed if the WR (writable) flag
is set.

Hardware Atomic Register File
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Hardware atomics are declared as a 2D array with an optional array id.

The first member of the dimension is the buffer resource the atomic
is located in.
The second member is a range into the buffer resource, either for
one or multiple counters. If this is an array, the declaration will have
an unique array id.

Each counter is 4 bytes in size, and index and ranges are in counters not bytes.
DCL HWATOMIC[0][0]
DCL HWATOMIC[0][1]

This declares two atomics, one at the start of the buffer and one in the
second 4 bytes.

DCL HWATOMIC[0][0]
DCL HWATOMIC[1][0]
DCL HWATOMIC[1][1..3], ARRAY(1)

This declares 5 atomics, one in buffer 0 at 0,
one in buffer 1 at 0, and an array of 3 atomics in
the buffer 1, starting at 1.

Properties
^^^^^^^^^^^^^^^^^^^^^^^^

Properties are general directives that apply to the whole TGSI program.

FS_COORD_ORIGIN
"""""""""""""""

Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin.
The default value is UPPER_LEFT.

If UPPER_LEFT, the position will be (0,0) at the upper left corner and
increase downward and rightward.
If LOWER_LEFT, the position will be (0,0) at the lower left corner and
increase upward and rightward.

OpenGL defaults to LOWER_LEFT, and is configurable with the
:ext:`GL_ARB_fragment_coord_conventions` extension.

DirectX 9/10 use UPPER_LEFT.

FS_COORD_PIXEL_CENTER
"""""""""""""""""""""

Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention.
The default value is HALF_INTEGER.

If HALF_INTEGER, the fractional part of the position will be 0.5
If INTEGER, the fractional part of the position will be 0.0

Note that this does not affect the set of fragments generated by
rasterization, which is instead controlled by half_pixel_center in the
rasterizer.

OpenGL defaults to HALF_INTEGER, and is configurable with the
:ext:`GL_ARB_fragment_coord_conventions` extension.

DirectX 9 uses INTEGER.
DirectX 10 uses HALF_INTEGER.

FS_COLOR0_WRITES_ALL_CBUFS
""""""""""""""""""""""""""
Specifies that writes to the fragment shader color 0 are replicated to all
bound cbufs. This facilitates OpenGL's fragColor output vs fragData[0] where
fragData is directed to a single color buffer, but fragColor is broadcast.

VS_PROHIBIT_UCPS
""""""""""""""""""""""""""
If this property is set on the program bound to the shader stage before the
fragment shader, user clip planes should have no effect (be disabled) even if
that shader does not write to any clip distance outputs and the rasterizer's
clip_plane_enable is non-zero.
This property is only supported by drivers that also support shader clip
distance outputs.
This is useful for APIs that don't have UCPs and where clip distances written
by a shader cannot be disabled.

GS_INVOCATIONS
""""""""""""""

Specifies the number of times a geometry shader should be executed for each
input primitive. Each invocation will have a different
TGSI_SEMANTIC_INVOCATIONID system value set. If not specified, assumed to
be 1.

VS_WINDOW_SPACE_POSITION
""""""""""""""""""""""""""
If this property is set on the vertex shader, the TGSI_SEMANTIC_POSITION output
is assumed to contain window space coordinates.
Division of X,Y,Z by W and the viewport transformation are disabled, and 1/W is
directly taken from the 4-th component of the shader output.
Naturally, clipping is not performed on window coordinates either.
The effect of this property is undefined if a geometry or tessellation shader
are in use.

TCS_VERTICES_OUT
""""""""""""""""

The number of vertices written by the tessellation control shader. This
effectively defines the patch input size of the tessellation evaluation shader
as well.

TES_PRIM_MODE
"""""""""""""

This sets the tessellation primitive mode, one of ``MESA_PRIM_TRIANGLES``,
``MESA_PRIM_QUADS``, or ``MESA_PRIM_LINES``. (Unlike in GL, there is no
separate isolines settings, the regular lines is assumed to mean isolines.)

TES_SPACING
"""""""""""

This sets the spacing mode of the tessellation generator, one of
``PIPE_TESS_SPACING_*``.

TES_VERTEX_ORDER_CW
"""""""""""""""""""

This sets the vertex order to be clockwise if the value is 1, or
counter-clockwise if set to 0.

TES_POINT_MODE
""""""""""""""

If set to a non-zero value, this turns on point mode for the tessellator,
which means that points will be generated instead of primitives.

NUM_CLIPDIST_ENABLED
""""""""""""""""""""

How many clip distance scalar outputs are enabled.

NUM_CULLDIST_ENABLED
""""""""""""""""""""

How many cull distance scalar outputs are enabled.

FS_EARLY_DEPTH_STENCIL
""""""""""""""""""""""

Whether depth test, stencil test, and occlusion query should run before
the fragment shader (regardless of fragment shader side effects). Corresponds
to GLSL early_fragment_tests.

NEXT_SHADER
"""""""""""

Which shader stage will MOST LIKELY follow after this shader when the shader
is bound. This is only a hint to the driver and doesn't have to be precise.
Only set for VS and TES.

CS_FIXED_BLOCK_WIDTH / HEIGHT / DEPTH
"""""""""""""""""""""""""""""""""""""

Threads per block in each dimension, if known at compile time. If the block size
is known all three should be at least 1. If it is unknown they should all be set
to 0 or not set.

LEGACY_MATH_RULES
"""""""""""""""""

The MUL TGSI operation (FP32 multiplication) will return 0 if either
of the operands are equal to 0. That means that 0 * Inf = 0. This
should be set the same way for an entire pipeline. Note that this
applies not only to the literal MUL TGSI opcode, but all FP32
multiplications implied by other operations, such as MAD, FMA, DP2,
DP3, DP4, DST, LOG, LRP, and possibly others. If there is a
mismatch between shaders, then it is unspecified whether this behavior
will be enabled.

FS_POST_DEPTH_COVERAGE
""""""""""""""""""""""

When enabled, the input for TGSI_SEMANTIC_SAMPLEMASK will exclude samples
that have failed the depth/stencil tests. This is only valid when
FS_EARLY_DEPTH_STENCIL is also specified.

LAYER_VIEWPORT_RELATIVE
"""""""""""""""""""""""

When enabled, the TGSI_SEMATNIC_LAYER output value is relative to the
current viewport. This is especially useful in conjunction with
TGSI_SEMANTIC_VIEWPORT_MASK.


Texture Sampling and Texture Formats
------------------------------------

This table shows how texture image components are returned as (x,y,z,w) tuples
by TGSI texture instructions, such as :opcode:`TEX`, :opcode:`TXD`, and
:opcode:`TXP`. For reference, OpenGL and Direct3D conventions are shown as
well.

+--------------------+--------------+--------------------+--------------+
| Texture Components | Gallium      | OpenGL             | Direct3D 9   |
+====================+==============+====================+==============+
| R                  | (r, 0, 0, 1) | (r, 0, 0, 1)       | (r, 1, 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) |
+--------------------+--------------+--------------------+--------------+
| RGBA               | (r, g, b, a) | (r, g, b, a)       | (r, g, b, a) |
+--------------------+--------------+--------------------+--------------+
| A                  | (0, 0, 0, a) | (0, 0, 0, a)       | (0, 0, 0, a) |
+--------------------+--------------+--------------------+--------------+
| L                  | (l, l, l, 1) | (l, l, l, 1)       | (l, l, l, 1) |
+--------------------+--------------+--------------------+--------------+
| LA                 | (l, l, l, a) | (l, l, l, a)       | (l, l, l, a) |
+--------------------+--------------+--------------------+--------------+
| I                  | (i, i, i, i) | (i, i, i, i)       | N/A          |
+--------------------+--------------+--------------------+--------------+
| UV                 | XXX TBD      | (0, 0, 0, 1)       | (u, v, 1, 1) |
|                    |              | [#envmap-bumpmap]_ |              |
+--------------------+--------------+--------------------+--------------+
| Z                  | (z, z, z, z) | (z, z, z, 1)       | (0, z, 0, 1) |
|                    |              | [#depth-tex-mode]_ |              |
+--------------------+--------------+--------------------+--------------+
| S                  | (s, s, s, s) | unknown            | unknown      |
+--------------------+--------------+--------------------+--------------+

.. [#envmap-bumpmap] https://registry.khronos.org/OpenGL/extensions/ATI/ATI_envmap_bumpmap.txt
.. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
   or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.
