| <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> |
| Contents |
| </p> |
| <ul> |
| <li><a href="#envvars">Environment variables</a> |
| <li><a href="#120">GLSL 1.20 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> |
| |
| |
| |
| <a name="envvars"> |
| <h2>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>nopt</b> - disable compiler optimizations |
| <li><b>opt</b> - force compiler optimizations |
| <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 |
| </ul> |
| <p> |
| Example: export MESA_GLSL=dump,nopt |
| </p> |
| |
| |
| <a name="120"> |
| <h2>GLSL Version</h2> |
| |
| <p> |
| The GLSL compiler currently supports version 1.20 of the shading language. |
| </p> |
| |
| <p> |
| Several GLSL extensions are also supported: |
| </p> |
| <ul> |
| <li>GL_ARB_draw_buffers |
| <li>GL_ARB_texture_rectangle |
| <li>GL_ARB_fragment_coord_conventions |
| <li>GL_EXT_texture_array |
| </ul> |
| |
| |
| <a name="unsup"> |
| <h2>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>gl_ClipVertex |
| <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>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> |
| |
| |
| <a name="standalone"> |
| <h2>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/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/glsl/glsl_compiler --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>--link</b> - ??? |
| </ul> |
| |
| |
| |
| |
| <a name="implementation"> |
| <h2>Compiler Implementation</h2> |
| |
| <p> |
| The source code for Mesa's shading language compiler is in the |
| <code>src/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> |
| |
| <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> |
| Developers working on the GLSL compiler should test frequently to avoid |
| regressions. |
| </p> |
| |
| <p> |
| The <a href="http://people.freedesktop.org/~nh/piglit/">Piglit</a> project |
| has many GLSL tests and the |
| <a href="http://glean.sf.net" target="_parent">Glean</a> glsl1 test |
| tests GLSL features. |
| </p> |
| |
| <p> |
| The Mesa demos repository also has some good GLSL tests. |
| </p> |
| |
| </BODY> |
| </HTML> |