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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 26 March 2007.
- </p>
-
- <p>
- Contents
- </p>
- <ul>
- <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 Compiler</a>
- <li><a href="#implementation">Compiler Implementation</a>
- </ul>
-
-
- <a name="unsup">
- <h2>Unsupported Features</h2>
-
- <p>
- The following features of the shading language are not yet supported
- in Mesa:
- </p>
-
- <ul>
- <li>Dereferencing arrays with non-constant indexes
- <li>Comparison of user-defined structs
- <li>Linking of multiple shaders is not supported
- <li>gl_ClipVertex
- </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>There are known memory leaks in the compiler.
- </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>
- </ul>
-
-
- <a name="standalone">
- <h2>Stand-alone 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>
- To build the glslcompiler program (this will be improved someday):
- </p>
- <pre>
- cd src/mesa
- make libmesa.a
- cd 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>
- glslcompiler --arb --linenumbers --vs vertshader.txt
- </pre>
- <p>
- The output may look similar to this:
- </p>
- <pre>
- !!ARBvp1.0
- 0: MOV result.texcoord[0], vertex.texcoord[0];
- 1: DP4 temp0.x, state.matrix.mvp.row[0], vertex.position;
- 2: DP4 temp0.y, state.matrix.mvp.row[1], vertex.position;
- 3: DP4 temp0.z, state.matrix.mvp.row[2], vertex.position;
- 4: DP4 temp0.w, state.matrix.mvp.row[3], vertex.position;
- 5: MOV result.position, temp0;
- 6: 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>
-
-
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- </HTML>
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