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3<TITLE>Shading Language Support</TITLE>
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9<H1>Shading Language Support</H1>
10
11<p>
12This page describes the features and status of Mesa's support for the
13<a href="http://opengl.org/documentation/glsl/" target="_parent">
14OpenGL Shading Language</a>.
15</p>
16
17<p>
18Last updated on 20 Jan 2007.
19</p>
20
21<h2>Unsupported Features</h2>
22
23<p>
24The following features of the shading language are not yet supported
25in Mesa:
26</p>
27
28<ul>
29<li>Arrays
30<li>Structs
31<li>Linking of multiple shaders is not supported
32<li>Noise functions
33<li>Not all built-in OpenGL state variables are supported yet.
34 Common variables such as gl_ModelViewMatrix and gl_NormalMatrix
35 are supported.
36<li>Integer operations are not fully implemented (most are implemented
37 as floating point).
38</ul>
39
40<p>
41All other major features of the shading language should function.
42</p>
43
44
45<h2>Implementation Notes</h2>
46
47<ul>
48<li>Shading language programs are compiled into low-level programs
49 very similar to those of GL_ARB_vertex/fragment_program.
50<li>All float/int/bool and vector types currently occupy full
51 float[4] registers.
52<li>Float constants are packed so that up to four floats can occupy one
53 program parameter/register.
54<li>All function calls are inlined.
55<li>Shaders which use too many registers will not compile.
56<li>The quality of generated code is pretty good, register usage is fair.
57<li>Shader error detection and reporting of errors (InfoLog) is not
58 very good yet.
59<li>There are massive memory leaks in the compiler.
60</ul>
61
62<p>
63These issues will be addressed/resolved in the future.
64</p>
65
66
67<h2>Programming Hints</h2>
68
69<ul>
70<li>Always declare <em>in</em> function parameters as <em>const</em>.
71 This improves the efficiency of function inlining.
72</li>
73<br>
74<li>To reduce register usage, declare variables within smaller scopes.
75 For example, the following code:
76<pre>
77 void main()
78 {
79 vec4 a1, a2, b1, b2;
80 gl_Position = expression using a1, a2.
81 gl_Color = expression using b1, b2;
82 }
83</pre>
84 Can be rewritten as follows to use half as many registers:
85<pre>
86 void main()
87 {
88 {
89 vec4 a1, a2;
90 gl_Position = expression using a1, a2.
91 }
92 {
93 vec4 b1, b2;
94 gl_Color = expression using b1, b2;
95 }
96 }
97</pre>
98 Alternately, rather than using several float variables, use
99 a vec4 instead. Use swizzling and writemasks to access the
100 components of the vec4 as floats.
101</li>
102<br>
103<li>Use the built-in library functions whenever possible.
104 For example, instead of writing this:
105<pre>
106 float x = 1.0 / sqrt(y);
107</pre>
108 Write this:
109<pre>
110 float x = inversesqrt(y);
111</pre>
112</ul>
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