| Current functionality level: ESSL 3.0 |
| |
| Link Validation |
| + provide input config file for setting limits |
| - also consider spitting out measures of complexity |
| + ensure no static references thrown away |
| - generate static use of object even if the only use is to access the length of its array |
| Cross-stage linking |
| - type consistency check of uniform and ins <-> outs, both variables and blocks, stage-specific arrayness matching |
| - location/binding/index check |
| - mixed es/non-es profiles |
| - statically consumed input not produced by previous stage |
| - give error for sharing a packed block |
| - 1.2: matching initializers for uniforms |
| - 1.3: only statically used built-ins have to be redeclared as flat |
| - 1.5: matching between gl_PerVertex blocks and gl_PerFragment blocks |
| - 1.3: deprecated mixing fixed vertex/fragment stage with programmable fragment/vertex stage. |
| - 4.3: compute shader not combined with any other stages |
| - 4.3: remove cross-version linking restrictions. |
| - 4.3: Allow mismatches in interpolation and auxiliary qualification across stages. |
| - 4.4: A stage contains two different blocks, each with no instance name, where the blocks contain a member with the same name. |
| Intra-stage linking, single shader |
| - limits checking: |
| - number of texture image units |
| - texel offsets (or compile-time?) |
| - number of input/output compononents |
| - tessellation limits |
| - ... |
| + exactly one main |
| + ES 3.0: fragment outputs all have locations, if more than one |
| - ES 3.0: location aliasing/overlap (except desktop vertex shader inputs) |
| - Non ES: binding overlap? |
| - Non ES: gl_TexCoord can only have a max array size of up to gl_MaxTextureCoords |
| + Non ES: geometry shader input array sizes and input layout qualifier declaration |
| - Non ES: read or write to both gl_ClipVertex and gl_ClipDistance |
| - Non ES: write to only one of gl_FragColor, gl_FragData, or user-declared |
| - 1.50: at least one geometry shader says input primitive and at least one says output primitive... |
| - 1.50: at least one geometry shader says max_vertices... |
| - 1.50: geometry shaders: max_vertices must be checked against gl_MaxGeometryOutputVertices (maybe at compile time) |
| + 1.50: origin_upper_left and pixel_center_integer have to match |
| - 4.4: An interface contains two different blocks, each with no instance name, where the blocks contain a member with the same name. |
| - 4.4: component aliasing (except desktop vertex shader inputs) |
| Intra-stage linking, multiple shader |
| + Non ES: type consistency check of uniforms, globals, ins, and outs |
| + Non ES: value checking of global const initializers |
| + Non ES: value checking of uniform initializers |
| + Non ES: location match |
| + recursion for functions |
| - Non ES: block matching |
| - Non ES: component/binding/index/offset match check |
| - Non ES: compute shader layout(local_size_*) matching |
| + mixed es/non-es profiles are an error |
| - Non ES: Even the potential for recursion through subroutine uniforms is an error. |
| - Non ES: matching redeclarations of interface blocks |
| - 1.50: match between all explicit input array sizes and input primitive |
| - 4.3: early_fragment_tests contradictions |
| - 4.3: implicit array sizing is cross shader within a stage |
| - 4.4: overlapping transform/feedback offsets, offset/stride overflow checks, and stride matching |
| - 4.4: If gl_FragCoord is redeclared in any fragment shader in a program, it must be redeclared in all the fragment shaders in that program that have a static use gl_FragCoord |
| |
| Shader Functionality to Implement/Finish |
| ESSL 2.0 (#version 100) |
| + implement non-inductive loop limitation detection |
| + implement non-inductive array accesses limitation detection |
| ESSL 3.0 |
| - "const" compile-time constant propagation in the front-end has to be complete, for all built-in functions |
| GLSL 1.2 |
| + Handle multiple compilation units per stage |
| + Allow initializers on uniform declarations |
| + signature matching takes type conversions into account, ambiguity is an error |
| - bug: allow constructors to contain non-dereferenced arrays? |
| GLSL 1.3 |
| + flat redeclaration of built-in variables |
| - Preprocessor token pasting (##), ## does macro expansion after pasting not before |
| + non-perspective (linear) interpolation (noperspective) |
| + add gl_ClipDistance[] to both vertex and fragment shaders |
| + Deprecated gl_ClipVertex |
| + deprecate almost all built-in state |
| + ftransform() is deprecated |
| + Deprecated built-in vertex inputs (attributes) and some outputs (varyings). |
| GLSL 1.4 (Non-ES) |
| + track as removed in this release, but present in others: |
| + Use of gl_ClipVertex. Use gl_ClipDistance instead. |
| + Built-in vertex shader inputs. |
| + Built-in uniforms except for depth range parameters |
| + Built-in interface between vertex and fragment: gl_TexCoord, gl_FogFragCoord, and all the color values. |
| + Built-in two-sided coloring. |
| + Fixed functionality for a programmable stage. |
| + ftransform(). Use invariant outputs instead. |
| GLSL 1.5 (Non-ES) |
| - Deprecated gl_MaxVaryingComponents |
| + Add new minimum maximums for gl_MaxVertexOutputComponents, gl_MaxGeometryInputComponents, gl_MaxGeometryOutputComponents, and gl_MaxFragmentInputComponents, |
| rather than relying on gl_MaxVaryingComponents. Also, corrected gl_MaxVaryingComponents to be 60 instead of 64. |
| + Added gl_PrimitiveID as an input to fragment shaders. |
| + Added gl_FragCoord qualifiers origin_upper_left, and pixel_center_integer to modify the values returned by gl_FragCoord (and have no affect on any other aspect of the pipeline or language). |
| + including redeclaration of gl_FragCoord that adds nothing |
| - Added support for multi-sample textures through sampler2DMS and sampler2DMSArray support in texelFetch() and textureSize(). |
| + Broadened interface blocks from just uniforms to in and out interfaces as well. |
| + Broaden array usage to include vertex shader inputs (vertex in). |
| + Added geometry shaders. This includes targeting layers in FBO rendering. |
| + geometry shader layouts: they must be declared, telling the system the primitive input and output types and maximum number of vertices. |
| + Added geometry shader constants. |
| + Broaden structure usage to include geometry inputs and geometry outputs. |
| GLSL 4.0 |
| - tessellation control stage and tessellation evaluation stage. Includes barrier() built-in for synchronization. |
| - Polymorphic functions: Run-time selection of what function gets called, through the new keyword subroutine. |
| - 64bit floating point numbers with the new type keyword double. Built-in functions extended for doubles, and new function matching rules are added to both allow implicit conversions when calling a function and preserve most existing function matching once doubles are included. |
| + More implicit conversions |
| + float to double, and similarly for all floating-point vector and matrix types |
| + int to uint, and similarly for all integer vector types |
| + int to double, and similarly for all vectors of integers and doubles. |
| + uint to double, and similarly for all vectors of integers and doubles. |
| - Cube map array textures and texture functions texture(), textureSize(), textureLod(), and textureGrad(). |
| - Sampler arrays can take a variable index now, as long as it's value is uniform for all uses. |
| - Per-sample shading. Including sample input mask gl_SampleMaskIn[] and per-sample interpolation, with explicit interpolation built-ins interpolateAtCentroid(), interpolateAtSample(), and interpolateAtOffset(). |
| - New precise qualifier to disallow optimizations that re-order operations or treat different instances of the same operator with different precision. |
| - Add a fused multiply and add built-in, fma(), in relation to the new precise qualifier. (Because a * b + c will require two operations under new rules for precise.) |
| - Added new built-in floating-point functions |
| - frexp() and ldexp() |
| - packUnorm2x16(), packUnorm4x8(),packSnorm4x8(), and packDouble2x32() |
| - unpackUnorm2x16(), unpackUnorm4x8(),unpackSnorm4x8(), and unpackDouble2x32() |
| - Add new built-in integer functions |
| - uaddCarry() andusubBorrow() |
| - umulExtended() andimulExtended() |
| - bitfieldExtract() andbitfieldInsert() |
| - bitfieldReverse() |
| - bitCount(),findLSB(), andfindMSB() |
| - New built-in to query LOD, textureQueryLod(). |
| - New overloaded function matching algorithm, handling selection from many valid multiple choices. |
| + Texture gather functions that return four texels with a single call. |
| + textureGather() |
| + textureGatherOffset() |
| + textureGatherOffsets() |
| + Add streams out from geometry shader. Output can be directed to streams through |
| + EmitStreamVertex() and EndStreamPrimitive(). |
| GLSL 4.1 |
| - Support for partitioning shaders into multiple programs to provide light-weight mixing of different shader stages. |
| (GL_ARB_separate_shader_objects) |
| - layout qualifiers |
| - redeclaration of input/output blocks |
| - ... |
| - Add 64-bit floating-point attributes for vertex shader inputs. |
| + Support viewport arrays so where the geometry shader selects which viewport array will transform its output. |
| GLSL 4.2 |
| + Move these previously deprecated features to be only in the compatibility profile: |
| + The keyword attribute for vertex shader inputs. (Use in instead.) |
| + The keyword varying for inputs and outputs. (Use in and out instead.) |
| + The original texturing built-in functions. (Use the new forms instead.) |
| + The built-in variables gl_FragColor and gl_FragData. (Use out instead.) |
| + Built-in constants related to these. |
| + Change from ASCII to UTF-8 for the language character set and also allow any characters inside comments (except the byte value 0), |
| including '\'. |
| + Add line-continuation using '\', as in C++. |
| + ES convergence |
| + Clarify that .xyzwxy.xy is illegal, as it temporarily makes a vec6. |
| + Clarify that return statements only accept values (no return of a void function). |
| - Add image types (GL_ARB_shader_image_load_store) |
| + 33 new types, all with image in their name, correspond to the non-shadow texture types |
| + addition of memory qualifiers: coherent,volatile, restrict, readonly, and writeonly |
| - can read/write/modify images from a shader, through new built-in functions |
| - qualifiers can act independently on the opaque shader variable and the backing image, so extra qualifiers can be used to separately qualify these |
| + Variables declared in if and else statements are scoped only to the end of those statements, especially for non-compound statements |
| Note, this is not backward compatible, it may depend on #version. |
| - Allow implicit conversions of return values to the declared type of the function. |
| + The const keyword can be used to declare variables within a function body with initializer expressions that are not constant expressions. |
| + Qualifiers on variable declarations no longer have to follow a strict order. The layout qualifier can be used multiple times, and multiple parameter qualifiers can be used. |
| + Parameter qualifiers can include precision and memory qualifiers. |
| - Add a new atomic_uint type to support atomic counters. Also, add built-in functions for manipulating atomic counters. |
| - atomicCounterIncrement, atomicCounterDecrement, and atomicCounter |
| - Add layout qualifier identifiers binding and offset to bind units to sampler and image variable declarations, atomic counters, and uniform blocks. |
| - Add built-in functions to pack/unpack 16 bit floating-point numbers (ARB_shading_language_pack2f). |
| - packHalf2x16 and unpackHalf2x16 |
| - packSnorm2x16and unpackSnorm2x16 |
| - Add gl_FragDepth layout qualifiers to communicate what kind of changes will be made to gl_FragDepth (GL_AMD_conservative depth). |
| + Add C-style curly brace initializer lists syntax for initializers. Full initialization of aggregates is required when these are used. |
| - Allow .length() to be applied to vectors and matrices, returning the number of components or columns. |
| + Clarify that .length() returns an int type and can be used as a constant integer expression. |
| + Allow swizzle operations on scalars. |
| - Positive signed decimal literals, as well as octal and hexadecimal, can set all 32 bits. This includes setting the sign bit to create a negative value. |
| - Make GLSL consistent with the API regarding user clipping, by no longer referring to gl_Position when gl_ClipVertex is not written. Rather, user clipping becomes undefined. |
| - Clarified that a comma sequence-operator expression cannot be a constant expression. E.g., (2,3) is not allowed, semantically, |
| as a valid constant expression 3, even though it is an expression that will evaluate to 3. |
| + Use vec2 instead of vec3 for coordinate in textureGather*(sampler2DRect,...). |
| + Clarify that textureGatherOffset() can take non-constants for the offsets. |
| GLSL 4.3 |
| - Add shader storage buffer objects, as per the ARB_shader_storage_buffer_object extension. This includes |
| - allowing the last member of a storage buffer block to be an array that does not know its size until render time |
| - read/write memory shared with the application and other shader invocations |
| - adding the std430 layout qualifier for shader storage blocks |
| - Allow .length() on all arrays; returning a compile-time constant or not, depending on how the |
| array is sized, as per the ARB_shader_storage_buffer_object extension. |
| - Be clear that implicit array sizing is only within a stage, not cross stage. |
| - Array clarifications: |
| - All arrays are inherently homogeneous, except for arrays of the new shader storage buffer objects |
| - Arrays of shader storage buffer objects will be dereferenced when the .length() method is used on an unsized array |
| member, so that must a have valid index. |
| - Arrays of other objects (uniform blocks) containing implicitly sized arrays will have the same implicit size for all |
| elements of the array. |
| - Arrays of arrays are now supported, as per the GL_ARB_arrays_of_arrays extension. |
| - Compute shaders are now supported, as per the GL_ARB_compute_shader extension. |
| - Added imageSize() built-ins to query the dimensions of an image. |
| - Define robust out-of-bounds access behavior when enabled, as per the GL_ARB_robust_buffer_access_behavior extension. |
| - All choice of depth or stencil texturing, for a packed depth-stencil texture, as per the |
| GL_ARB_stencil_texturing extension. |
| - Allow explicit locations/indexes to be assigned to uniform variables and subroutines, as per the |
| GL_ARB_explicit_uniform_location extension. |
| - Accept ES GLSL shader #version statements, which will request ES functionality for ES GLSL |
| versions 100 and 300, as per the GL_ARB_ES3_compatibility extension. |
| - Clarify and correct scoping rules to what would normally be expected and what was intended. |
| (Function parameters and body nest inside global space. Loop variables and body nest inside |
| loop scope.) |
| - There are no digraphs (trigraphs were already disallowed). |
| - Remove the CPP difference that it is a compile-time error to use #if or #elif on expressions |
| containing undefined macro names. This reverts back to following expected CPP behavior. |
| - Set both gl_MaxFragmentImageUniformsand gl_MaxCombinedImageUniforms to 8. |
| - Clarify textureSize() for cube map arrays. |
| - For layout qualifiers, |
| - make negative output locations a compile-time error, once integer expressions are allowed in layouts |
| - make indexes outside the range [0,1] a compile-time error. |
| - Add textureQueryLevels() built-ins to query the number of mipmap levels, as per the |
| GL_ARB_texture_query_levels extension. |
| + Make gl_Layer and gl_ViewportIndex also be inputs to the fragment shader, as per the |
| GL_ARB_fragment_layer_viewport extension. |
| - Add more examples and rules to be more specific about the required behavior of the precise |
| qualifier. |
| - Clarify fragment output variables cannot be double precision. |
| - Allow the new shared keyword to be in layout-qualifier-id, allowing backward compatibility |
| with the shared identifier that was previously used. |
| + Added overlooked texture function float textureOffset (sampler2DArrayShadow sampler, vec4 P, vec2 offset [, float bias] ). |
| + Add missing type in grammar, ATOMIC_UINT, and missing qualifiers COHERENT, VOLATILE, RESTRICT, READONLY, and WRITEONLY. |
| - do version checking for the above |
| + Add missing initializer lists to grammar. |
| GLSL 4.4 |
| - Incorporate the ARB_enhanced_layouts extension, which adds |
| - compile-time constant expressions for layout qualifier integers |
| - new offset and align layout qualifiers for control over buffer block layouts |
| - add location layout qualifier for input and output blocks and block members |
| - new componentlayout qualifier for finer-grained layout control of input and output variables and blocks |
| - new xfb_buffer, xfb_stride, and xfb_offsetlayout qualifiers to allow the shader to control |
| transform feedback buffering. |
| + Bug 10530: To be consistent with ES, include sample types as valid in a precision statement. |
| Note the defaults are irrelevant, as precision qualifiers are not required or have any meaning. |
| |