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- <HTML>
-
- <TITLE>Shading Language Support</TITLE>
-
- <link rel="stylesheet" type="text/css" href="mesa.css"></head>
-
- <BODY>
-
- <H1>Shading Language Support</H1>
-
- <p>
- This page describes the features and status of Mesa's support for the
- <a href="http://opengl.org/documentation/glsl/" target="_parent">
- OpenGL Shading Language</a>.
- </p>
-
- <p>
- Contents
- </p>
- <ul>
- <li><a href="#envvars">Environment variables</a>
- <li><a href="#120">GLSL 1.20 support</a>
- <li><a href="#unsup">Unsupported Features</a>
- <li><a href="#notes">Implementation Notes</a>
- <li><a href="#hints">Programming Hints</a>
- <li><a href="#standalone">Stand-alone GLSL Compiler</a>
- <li><a href="#implementation">Compiler Implementation</a>
- <li><a href="#validation">Compiler Validation</a>
- </ul>
-
-
-
- <a name="envvars">
- <h2>Environment Variables</h2>
-
- <p>
- The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
- list of keywords to control some aspects of the GLSL compiler and shader
- execution. These are generally used for debugging.
- </p>
- <ul>
- <li><b>dump</b> - print GLSL shader code to stdout at link time
- <li><b>log</b> - log all GLSL shaders to files.
- The filenames will be "shader_X.vert" or "shader_X.frag" where X
- the shader ID.
- <li><b>nopt</b> - disable compiler optimizations
- <li><b>opt</b> - force compiler optimizations
- <li><b>uniform</b> - print message to stdout when glUniform is called
- <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
- the vertex position with ftransform() and passes through the color and
- texcoord[0] attributes.
- <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
- through the color attribute.
- <li><b>useprog</b> - log glUseProgram calls to stderr
- </ul>
- <p>
- Example: export MESA_GLSL=dump,nopt
- </p>
-
-
- <a name="120">
- <h2>GLSL Version</h2>
-
- <p>
- The GLSL compiler currently supports version 1.20 of the shading language.
- </p>
-
- <p>
- Several GLSL extensions are also supported:
- </p>
- <ul>
- <li>GL_ARB_draw_buffers
- <li>GL_ARB_texture_rectangle
- <li>GL_ARB_fragment_coord_conventions
- <li>GL_EXT_texture_array
- </ul>
-
-
- <a name="unsup">
- <h2>Unsupported Features</h2>
-
- <p>XXX update this section</p>
-
- <p>
- The following features of the shading language are not yet fully supported
- in Mesa:
- </p>
-
- <ul>
- <li>Linking of multiple shaders does not always work. Currently, linking
- is implemented through shader concatenation and re-compiling. This
- doesn't always work because of some #pragma and preprocessor issues.
- <li>gl_ClipVertex
- <li>The gl_Color and gl_SecondaryColor varying vars are interpolated
- without perspective correction
- </ul>
-
- <p>
- All other major features of the shading language should function.
- </p>
-
-
- <a name="notes">
- <h2>Implementation Notes</h2>
-
- <ul>
- <li>Shading language programs are compiled into low-level programs
- very similar to those of GL_ARB_vertex/fragment_program.
- <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
- float[4] registers.
- <li>Float constants and variables are packed so that up to four floats
- can occupy one program parameter/register.
- <li>All function calls are inlined.
- <li>Shaders which use too many registers will not compile.
- <li>The quality of generated code is pretty good, register usage is fair.
- <li>Shader error detection and reporting of errors (InfoLog) is not
- very good yet.
- <li>The ftransform() function doesn't necessarily match the results of
- fixed-function transformation.
- </ul>
-
- <p>
- These issues will be addressed/resolved in the future.
- </p>
-
-
- <a name="hints">
- <h2>Programming Hints</h2>
-
- <ul>
- <li>Use the built-in library functions whenever possible.
- For example, instead of writing this:
- <pre>
- float x = 1.0 / sqrt(y);
- </pre>
- Write this:
- <pre>
- float x = inversesqrt(y);
- </pre>
- </li>
- </ul>
-
-
- <a name="standalone">
- <h2>Stand-alone GLSL Compiler</h2>
-
- <p>
- The stand-alone GLSL compiler program can be used to compile GLSL shaders
- into low-level GPU code.
- </p>
-
- <p>
- This tool is useful for:
- <p>
- <ul>
- <li>Inspecting GPU code to gain insight into compilation
- <li>Generating initial GPU code for subsequent hand-tuning
- <li>Debugging the GLSL compiler itself
- </ul>
-
- <p>
- After building Mesa, the compiler can be found at src/glsl/glsl_compiler
- </p>
-
- <p>
- Here's an example of using the compiler to compile a vertex shader and
- emit GL_ARB_vertex_program-style instructions:
- </p>
- <pre>
- src/glsl/glsl_compiler --dump-ast myshader.vert
- </pre>
-
- Options include
- <ul>
- <li><b>--dump-ast</b> - dump GPU code
- <li><b>--dump-hir</b> - dump high-level IR code
- <li><b>--dump-lir</b> - dump low-level IR code
- <li><b>--link</b> - ???
- </ul>
-
-
-
-
- <a name="implementation">
- <h2>Compiler Implementation</h2>
-
- <p>
- The source code for Mesa's shading language compiler is in the
- <code>src/glsl/</code> directory.
- </p>
-
- <p>
- XXX provide some info about the compiler....
- </p>
-
- <p>
- The final vertex and fragment programs may be interpreted in software
- (see prog_execute.c) or translated into a specific hardware architecture
- (see drivers/dri/i915/i915_fragprog.c for example).
- </p>
-
- <h3>Code Generation Options</h3>
-
- <p>
- Internally, there are several options that control the compiler's code
- generation and instruction selection.
- These options are seen in the gl_shader_state struct and may be set
- by the device driver to indicate its preferences:
-
- <pre>
- struct gl_shader_state
- {
- ...
- /** Driver-selectable options: */
- GLboolean EmitHighLevelInstructions;
- GLboolean EmitCondCodes;
- GLboolean EmitComments;
- };
- </pre>
-
- <ul>
- <li>EmitHighLevelInstructions
- <br>
- This option controls instruction selection for loops and conditionals.
- If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
- instructions will be emitted.
- Otherwise, those constructs will be implemented with BRA instructions.
- </li>
-
- <li>EmitCondCodes
- <br>
- If set, condition codes (ala GL_NV_fragment_program) will be used for
- branching and looping.
- Otherwise, ordinary registers will be used (the IF instruction will
- examine the first operand's X component and do the if-part if non-zero).
- This option is only relevant if EmitHighLevelInstructions is set.
- </li>
-
- <li>EmitComments
- <br>
- If set, instructions will be annoted with comments to help with debugging.
- Extra NOP instructions will also be inserted.
- </br>
-
- </ul>
-
-
- <a name="validation">
- <h2>Compiler Validation</h2>
-
- <p>
- Developers working on the GLSL compiler should test frequently to avoid
- regressions.
- </p>
-
- <p>
- The <a href="http://people.freedesktop.org/~nh/piglit/">Piglit</a> project
- has many GLSL tests and the
- <a href="http://glean.sf.net" target="_parent">Glean</a> glsl1 test
- tests GLSL features.
- </p>
-
- <p>
- The Mesa demos repository also has some good GLSL tests.
- </p>
-
- </BODY>
- </HTML>
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