GPU/Shader Instruction Set

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Overview

A compiled shader binary is comprised of two parts : the main instruction sequence and the operand descriptor table. These are both sent to the GPU around the same time but using separate GPU Commands. Instructions (such as format 1 instruction) may reference operand descriptors. When such is the case, the operand descriptor ID is the offset, in words, of the descriptor within the table. Both instructions and descriptors are coded in little endian. A basic implementation of the following specification can be found at [1] Please note that this page is being written as the instruction set is reverse engineered; as such it may very well contain mistakes.

Instruction formats

Format 1 : (used for register instructions)

Offset Size (bits) Description
0x0 0x5 Operand descriptor ID (DESC)
0x5 0x7 Source 1 register (SRC2)
0xC 0x7 Source 2 register (SRC1)
0x13 0x7 Destination register (DST)
0x1A 0x6 Opcode

Format 2 : (used for flow control instructions)

Offset Size Description
0x0 0x8 Number of instructions ? (NUM)
0x8 0x10? Destination offset (DST)
0x1A 0x6 Opcode

Instructions

Opcode Format Name Description
0x00 1 ADD Adds two vectors component by component; DST[i] = SRC1[i]+SRC2[i] for all i (modulo destination component masking)
0x01 1 DP3 Computes dot product on 3-component vectors; DST = SRC1.SRC2
0x02 1 DP4 Computes dot product on 4-component vectors; DST = SRC1.SRC2
0x08 1 MUL Multiplies two vectors component by component; DST[i] = SRC1[i].SRC2[i] for all i (modulo destination component masking)
0x09 1 MAX Takes the max of two vectors, component by component; DST[i] = MAX(SRC1[i], SRC2[i]) for all i (modulo destination component masking)
0x0A 1 MIN Takes the max of two vectors, component by component; DST[i] = MIN(SRC1[i], SRC2[i]) for all i (modulo destination component masking)
0x13 1 MOV Moves value from one register to another; DST = SRC1
0x24 2 CALL Jumps to DST and executes NUM instructions
0x21 1 END2 ?
0x22 1 END1 ?

Operand descriptors

Offset Size Description
0x0 0x4 Destination component mask. Bit 3 = x, 2 = y, 1 = z, 0 = w.
0x5 0x8 Source 1 component selector
0x14 0x8 Source 2 component selector
0x1F 0x1 Flag

Component selector :

Offset Size Description
0x0 0x2 Component 3 value
0x2 0x2 Component 2 value
0x4 0x2 Component 1 value
0x6 0x2 Component 0 value
Value Component
0x0 x
0x1 y
0x2 z
0x3 w

The component selector enables swizzling. For example, component selector 0x1B is equivalent to .xyzw, while 0x55 is equivalent to .yyyy.

Registers

It is not yet fully understood how registers are organized. It does however seem that registers are separated into various banks, some RO, some WO and some RW. Because of this separation, a given register ID may not refer to the same register value when it is used as SRC or as DST.

Attribute (input, RO) registers are located within the 0x0-0x10 range. What data they are fed is specified by the CPU. Output (WO) registers are also located within the 0x0-0x10 range. What data they are contain is specified by the CPU. Registers within the 0x20-0x40 ranges seem to be RW. They contain uniforms, such as matrix data.

It appears that SRC1 and SRC2 operands don't map to registers in the same way. SRC1 is mapped to RO input registers (attributes and uniforms), while SRC2 is mapped to RW register and some RO input registers (attributes). DST is mapped to WO output registers and RW registers. As such, a register written to by an instruction cannot be referenced by SRC1, but it can be referenced by SRC2.

It appears that writing twice to the same output register can cause problems, such as the GPU hanging.