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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 28 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>
 - <li><a href="#validation">Compiler Validation</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
 - <li>The derivative functions such as dFdx() are not implemented
 - <li>The inverse trig functions asin(), acos(), and atan() are not implemented
 - <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 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>
 - 
 - 
 - <a name="validation">
 - <h2>Compiler Validation</h2>
 - 
 - <p>
 - A new <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 150 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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