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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>
 - Last updated on 15 December 2008.
 - </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:
 - </p>
 - <ul>
 - <li>dump - print GLSL shader code to stdout at link time
 - <li>log - log all GLSL shaders to files.
 -     The filenames will be "shader_X.vert" or "shader_X.frag" where X
 -     the shader ID.
 - <li>nopt - disable compiler optimizations
 - <li>opt - force compiler optimizations
 - <li>uniform - print message to stdout when glUniform is called
 - </ul>
 - <p>
 - Example:  export MESA_GLSL=dump,nopt
 - </p>
 - 
 - 
 - <a name="120">
 - <h2>GLSL 1.20 support</h2>
 - 
 - <p>
 - GLSL version 1.20 is supported in Mesa 7.3 and later.
 - Among the features/differences of GLSL 1.20 are:
 - <ul>
 - <li><code>mat2x3, mat2x4</code>, etc. types and functions
 - <li><code>transpose(), outerProduct(), matrixCompMult()</code> functions
 - (but untested)
 - <li>precision qualifiers (lowp, mediump, highp)
 - <li><code>invariant</code> qualifier
 - <li><code>array.length()</code> method
 - <li><code>float[5] a;</code> array syntax
 - <li><code>centroid</code> qualifier
 - <li>unsized array constructors
 - <li>initializers for uniforms
 - <li>const initializers calling built-in functions
 - </ul>
 - 
 - 
 - 
 - <a name="unsup">
 - <h2>Unsupported Features</h2>
 - 
 - <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>Declare <em>in</em> function parameters as <em>const</em> whenever possible.
 -     This improves the efficiency of function inlining.
 - </li>
 - <br>
 - <li>To reduce register usage, declare variables within smaller scopes.
 -     For example, the following code:
 - <pre>
 -     void main()
 -     {
 -        vec4 a1, a2, b1, b2;
 -        gl_Position = expression using a1, a2.
 -        gl_Color = expression using b1, b2;
 -     }
 - </pre>
 -     Can be rewritten as follows to use half as many registers:
 - <pre>
 -     void main()
 -     {
 -        {
 -           vec4 a1, a2;
 -           gl_Position = expression using a1, a2.
 -        }
 -        {
 -           vec4 b1, b2;
 -           gl_Color = expression using b1, b2;
 -        }
 -     }
 - </pre>
 -     Alternately, rather than using several float variables, use
 -     a vec4 instead.  Use swizzling and writemasks to access the
 -     components of the vec4 as floats.
 - </li>
 - <br>
 - <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>
 -    Use ++i when possible as it's more efficient than i++
 - </li>
 - </ul>
 - 
 - 
 - <a name="standalone">
 - <h2>Stand-alone GLSL Compiler</h2>
 - 
 - <p>
 - A unique stand-alone GLSL compiler driver has been added to Mesa.
 - <p>
 - 
 - <p>
 - The stand-alone compiler (like a conventional command-line compiler)
 - is a tool that accepts Shading Language programs and emits low-level
 - GPU programs.
 - </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 glslcompiler can be built by manually running:
 - </p>
 - <pre>
 -     make realclean
 -     make linux
 -     cd src/mesa/drivers/glslcompiler
 -     make
 - </pre>
 - 
 - 
 - <p>
 - Here's an example of using the compiler to compile a vertex shader and
 - emit GL_ARB_vertex_program-style instructions:
 - </p>
 - <pre>
 -     bin/glslcompiler --debug --numbers --fs progs/glsl/CH06-brick.frag.txt
 - </pre>
 - <p>
 - results in:
 - </p>
 - <pre>
 - # Fragment Program/Shader
 -   0: RCP TEMP[4].x, UNIFORM[2].xxxx;
 -   1: RCP TEMP[4].y, UNIFORM[2].yyyy;
 -   2: MUL TEMP[3].xy, VARYING[0], TEMP[4];
 -   3: MOV TEMP[1], TEMP[3];
 -   4: MUL TEMP[0].w, TEMP[1].yyyy, CONST[4].xxxx;
 -   5: FRC TEMP[1].z, TEMP[0].wwww;
 -   6: SGT.C TEMP[0].w, TEMP[1].zzzz, CONST[4].xxxx;
 -   7: IF (NE.wwww); # (if false, goto 9);
 -   8:    ADD TEMP[1].x, TEMP[1].xxxx, CONST[4].xxxx;
 -   9: ENDIF;
 -  10: FRC TEMP[1].xy, TEMP[1];
 -  11: SGT TEMP[2].xy, UNIFORM[3], TEMP[1];
 -  12: MUL TEMP[1].z, TEMP[2].xxxx, TEMP[2].yyyy;
 -  13: LRP TEMP[0], TEMP[1].zzzz, UNIFORM[0], UNIFORM[1];
 -  14: MUL TEMP[0].xyz, TEMP[0], VARYING[1].xxxx;
 -  15: MOV OUTPUT[0].xyz, TEMP[0];
 -  16: MOV OUTPUT[0].w, CONST[4].yyyy;
 -  17: END
 - </pre>
 - 
 - <p>
 - Note that some shading language constructs (such as uniform and varying
 - variables) aren't expressible in ARB or NV-style programs.
 - Therefore, the resulting output is not always legal by definition of
 - those program languages.
 - </p>
 - <p>
 - Also note that this compiler driver is still under development.
 - Over time, the correctness of the GPU programs, with respect to the ARB
 - and NV languagues, should improve.
 - </p>
 - 
 - 
 - 
 - <a name="implementation">
 - <h2>Compiler Implementation</h2>
 - 
 - <p>
 - The source code for Mesa's shading language compiler is in the
 - <code>src/mesa/shader/slang/</code> directory.
 - </p>
 - 
 - <p>
 - The compiler follows a fairly standard design and basically works as follows:
 - </p>
 - <ul>
 - <li>The input string is tokenized (see grammar.c) and parsed
 - (see slang_compiler_*.c) to produce an Abstract Syntax Tree (AST).
 - The nodes in this tree are slang_operation structures
 - (see slang_compile_operation.h).
 - The nodes are decorated with symbol table, scoping and datatype information.
 - <li>The AST is converted into an Intermediate representation (IR) tree
 - (see the slang_codegen.c file).
 - The IR nodes represent basic GPU instructions, like add, dot product,
 - move, etc. 
 - The IR tree is mostly a binary tree, but a few nodes have three or four
 - children.
 - In principle, the IR tree could be executed by doing an in-order traversal.
 - <li>The IR tree is traversed in-order to emit code (see slang_emit.c).
 - This is also when registers are allocated to store variables and temps.
 - <li>In the future, a pattern-matching code generator-generator may be
 - used for code generation.
 - Programs such as L-BURG (Bottom-Up Rewrite Generator) and Twig look for
 - patterns in IR trees, compute weights for subtrees and use the weights
 - to select the best instructions to represent the sub-tree.
 - <li>The emitted GPU instructions (see prog_instruction.h) are stored in a
 - gl_program object (see mtypes.h).
 - <li>When a fragment shader and vertex shader are linked (see slang_link.c)
 - the varying vars are matched up, uniforms are merged, and vertex
 - attributes are resolved (rewriting instructions as needed).
 - </ul>
 - 
 - <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>
 - A <a href="http://glean.sf.net" target="_parent">Glean</a> test has
 - been create to exercise the GLSL compiler.
 - </p>
 - <p>
 - The <em>glsl1</em> test runs over 170 sub-tests to check that the language
 - features and built-in functions work properly.
 - This test should be run frequently while working on the compiler to catch
 - regressions.
 - </p>
 - <p>
 - The test coverage is reasonably broad and complete but additional tests
 - should be added.
 - </p>
 - 
 - 
 - </BODY>
 - </HTML>
 
 
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