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| <title>Shading Language</title> |
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| |
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| The Mesa 3D Graphics Library |
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| |
| <h1>Shading Language</h1> |
| |
| <p> |
| This page describes the features and status of Mesa's support for the |
| <a href="https://opengl.org/documentation/glsl/"> |
| OpenGL Shading Language</a>. |
| </p> |
| |
| <p> |
| Contents |
| </p> |
| <ul> |
| <li><a href="#envvars">Environment variables</a> |
| <li><a href="#support">GLSL 1.40 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> |
| |
| |
| <h2 id="envvars">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 and shader |
| execution. These are generally used for debugging. |
| </p> |
| <ul> |
| <li><b>dump</b> - print GLSL shader code to stdout at link time |
| <li><b>log</b> - log all GLSL shaders to files. |
| The filenames will be "shader_X.vert" or "shader_X.frag" where X |
| the shader ID. |
| <li><b>cache_info</b> - print debug information about shader cache |
| <li><b>cache_fb</b> - force cached shaders to be ignored and do a full |
| recompile via the fallback path</li> |
| <li><b>uniform</b> - print message to stdout when glUniform is called |
| <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms |
| the vertex position with ftransform() and passes through the color and |
| texcoord[0] attributes. |
| <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes |
| through the color attribute. |
| <li><b>useprog</b> - log glUseProgram calls to stderr |
| <li><b>errors</b> - GLSL compilation and link errors will be reported to stderr. |
| </ul> |
| <p> |
| Example: export MESA_GLSL=dump,nopt |
| </p> |
| |
| <h3 id="replacement">Experimenting with Shader Replacements</h3> |
| <p> |
| Shaders can be dumped and replaced on runtime for debugging purposes. This |
| feature is not currently supported by SCons build. |
| |
| This is controlled via following environment variables: |
| </p> |
| <ul> |
| <li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped |
| <li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read |
| </ul> |
| Note, path set must exist before running for dumping or replacing to work. |
| When both are set, these paths should be different so the dumped shaders do |
| not clobber the replacement shaders. Also, the filenames of the replacement shaders |
| should match the filenames of the corresponding dumped shaders. |
| |
| <h3 id="capture">Capturing Shaders</h3> |
| |
| <p> |
| Setting <b>MESA_SHADER_CAPTURE_PATH</b> to a directory will cause the compiler |
| to write <code>.shader_test</code> files for use with |
| <a href="https://gitlab.freedesktop.org/mesa/shader-db">shader-db</a>, a tool |
| which compiler developers can use to gather statistics about shaders |
| (instructions, cycles, memory accesses, and so on). |
| </p> |
| <p> |
| Notably, this captures linked GLSL shaders - with all stages together - |
| as well as ARB programs. |
| </p> |
| |
| <h2 id="support">GLSL Version</h2> |
| |
| <p> |
| The GLSL compiler currently supports version 3.30 of the shading language. |
| </p> |
| |
| <p> |
| Several GLSL extensions are also supported: |
| </p> |
| <ul> |
| <li>GL_ARB_draw_buffers |
| <li>GL_ARB_fragment_coord_conventions |
| <li>GL_ARB_shader_bit_encoding |
| </ul> |
| |
| |
| <h2 id="unsup">Unsupported Features</h2> |
| |
| <p>XXX update this section</p> |
| |
| <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>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> |
| |
| |
| <h2 id="notes">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> |
| |
| |
| <h2 id="hints">Programming Hints</h2> |
| |
| <ul> |
| <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> |
| </ul> |
| |
| |
| <h2 id="standalone">Stand-alone GLSL Compiler</h2> |
| |
| <p> |
| The stand-alone GLSL compiler program can be used to compile GLSL shaders |
| into low-level GPU code. |
| </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 compiler can be found at src/compiler/glsl/glsl_compiler |
| </p> |
| |
| <p> |
| Here's an example of using the compiler to compile a vertex shader and |
| emit GL_ARB_vertex_program-style instructions: |
| </p> |
| <pre> |
| src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert |
| </pre> |
| |
| Options include |
| <ul> |
| <li><b>--dump-ast</b> - dump GPU code |
| <li><b>--dump-hir</b> - dump high-level IR code |
| <li><b>--dump-lir</b> - dump low-level IR code |
| <li><b>--dump-builder</b> - dump GLSL IR code |
| <li><b>--link</b> - link shaders |
| <li><b>--just-log</b> - display only shader / linker info if exist, |
| without any header or separator |
| <li><b>--version</b> - [Mandatory] define the GLSL version to use |
| </ul> |
| |
| |
| <h2 id="implementation">Compiler Implementation</h2> |
| |
| <p> |
| The source code for Mesa's shading language compiler is in the |
| <code>src/compiler/glsl/</code> directory. |
| </p> |
| |
| <p> |
| XXX provide some info about the compiler.... |
| </p> |
| |
| <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> |
| |
| <h2 id="validation">Compiler Validation</h2> |
| |
| <p> |
| Developers working on the GLSL compiler should test frequently to avoid |
| regressions. |
| </p> |
| |
| <p> |
| The <a href="https://piglit.freedesktop.org/">Piglit</a> project |
| has many GLSL tests. |
| </p> |
| |
| <p> |
| The Mesa demos repository also has some good GLSL tests. |
| </p> |
| |
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