Andreas Boll | ecd5c7c | 2012-06-12 09:05:03 +0200 | [diff] [blame] | 1 | <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> |
| 2 | <html lang="en"> |
| 3 | <head> |
| 4 | <meta http-equiv="content-type" content="text/html; charset=utf-8"> |
| 5 | <title>Shading Language Support</title> |
| 6 | <link rel="stylesheet" type="text/css" href="mesa.css"> |
| 7 | </head> |
| 8 | <body> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 9 | |
Andreas Boll | b5da52a | 2012-09-18 18:57:02 +0200 | [diff] [blame] | 10 | <div class="header"> |
| 11 | <h1>The Mesa 3D Graphics Library</h1> |
| 12 | </div> |
| 13 | |
| 14 | <iframe src="contents.html"></iframe> |
| 15 | <div class="content"> |
| 16 | |
Andreas Boll | ecd5c7c | 2012-06-12 09:05:03 +0200 | [diff] [blame] | 17 | <h1>Shading Language Support</h1> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 18 | |
| 19 | <p> |
| 20 | This page describes the features and status of Mesa's support for the |
Andreas Boll | a73c59b | 2012-09-18 19:31:28 +0200 | [diff] [blame] | 21 | <a href="http://opengl.org/documentation/glsl/"> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 22 | OpenGL Shading Language</a>. |
| 23 | </p> |
| 24 | |
| 25 | <p> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 26 | Contents |
| 27 | </p> |
| 28 | <ul> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 29 | <li><a href="#envvars">Environment variables</a> |
Andreas Boll | d495669 | 2012-10-02 15:35:27 +0200 | [diff] [blame] | 30 | <li><a href="#support">GLSL 1.40 support</a> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 31 | <li><a href="#unsup">Unsupported Features</a> |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 32 | <li><a href="#notes">Implementation Notes</a> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 33 | <li><a href="#hints">Programming Hints</a> |
Brian Paul | 3bfedb7 | 2008-07-17 15:40:10 -0600 | [diff] [blame] | 34 | <li><a href="#standalone">Stand-alone GLSL Compiler</a> |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 35 | <li><a href="#implementation">Compiler Implementation</a> |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 36 | <li><a href="#validation">Compiler Validation</a> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 37 | </ul> |
| 38 | |
| 39 | |
Andreas Boll | cc41888 | 2012-06-12 09:05:33 +0200 | [diff] [blame] | 40 | <h2 id="envvars">Environment Variables</h2> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 41 | |
| 42 | <p> |
| 43 | The <b>MESA_GLSL</b> environment variable can be set to a comma-separated |
Brian Paul | 85fb3e4 | 2009-10-14 11:28:28 -0600 | [diff] [blame] | 44 | list of keywords to control some aspects of the GLSL compiler and shader |
| 45 | execution. These are generally used for debugging. |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 46 | </p> |
| 47 | <ul> |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 48 | <li><b>dump</b> - print GLSL shader code to stdout at link time |
| 49 | <li><b>log</b> - log all GLSL shaders to files. |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 50 | The filenames will be "shader_X.vert" or "shader_X.frag" where X |
| 51 | the shader ID. |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 52 | <li><b>nopt</b> - disable compiler optimizations |
| 53 | <li><b>opt</b> - force compiler optimizations |
| 54 | <li><b>uniform</b> - print message to stdout when glUniform is called |
| 55 | <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms |
Brian Paul | 85fb3e4 | 2009-10-14 11:28:28 -0600 | [diff] [blame] | 56 | the vertex position with ftransform() and passes through the color and |
| 57 | texcoord[0] attributes. |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 58 | <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes |
Brian Paul | 85fb3e4 | 2009-10-14 11:28:28 -0600 | [diff] [blame] | 59 | through the color attribute. |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 60 | <li><b>useprog</b> - log glUseProgram calls to stderr |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 61 | </ul> |
| 62 | <p> |
| 63 | Example: export MESA_GLSL=dump,nopt |
| 64 | </p> |
| 65 | |
Tapani Pälli | 04e201d | 2015-08-31 09:54:23 +0300 | [diff] [blame] | 66 | <p> |
| 67 | Shaders can be dumped and replaced on runtime for debugging purposes. Mesa |
| 68 | needs to be configured with '--with-sha1' to enable this functionality. This |
| 69 | feature is not currently supported by SCons build. |
| 70 | |
| 71 | This is controlled via following environment variables: |
| 72 | <ul> |
| 73 | <li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped |
| 74 | <li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read |
| 75 | </ul> |
| 76 | Note, path set must exist before running for dumping or replacing to work. |
| 77 | When both are set, these paths should be different so the dumped shaders do |
| 78 | not clobber the replacement shaders. |
| 79 | </p> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 80 | |
Andreas Boll | d495669 | 2012-10-02 15:35:27 +0200 | [diff] [blame] | 81 | <h2 id="support">GLSL Version</h2> |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 82 | |
| 83 | <p> |
Chris Forbes | f6159af | 2013-11-24 17:44:06 +1300 | [diff] [blame] | 84 | The GLSL compiler currently supports version 3.30 of the shading language. |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 85 | </p> |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 86 | |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 87 | <p> |
| 88 | Several GLSL extensions are also supported: |
| 89 | </p> |
| 90 | <ul> |
| 91 | <li>GL_ARB_draw_buffers |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 92 | <li>GL_ARB_fragment_coord_conventions |
Andreas Boll | d495669 | 2012-10-02 15:35:27 +0200 | [diff] [blame] | 93 | <li>GL_ARB_shader_bit_encoding |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 94 | </ul> |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 95 | |
| 96 | |
Andreas Boll | cc41888 | 2012-06-12 09:05:33 +0200 | [diff] [blame] | 97 | <h2 id="unsup">Unsupported Features</h2> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 98 | |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 99 | <p>XXX update this section</p> |
| 100 | |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 101 | <p> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 102 | The following features of the shading language are not yet fully supported |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 103 | in Mesa: |
| 104 | </p> |
| 105 | |
| 106 | <ul> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 107 | <li>Linking of multiple shaders does not always work. Currently, linking |
| 108 | is implemented through shader concatenation and re-compiling. This |
| 109 | doesn't always work because of some #pragma and preprocessor issues. |
Brian | 4b1d1b7 | 2007-04-27 15:25:00 -0600 | [diff] [blame] | 110 | <li>The gl_Color and gl_SecondaryColor varying vars are interpolated |
| 111 | without perspective correction |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 112 | </ul> |
| 113 | |
| 114 | <p> |
| 115 | All other major features of the shading language should function. |
| 116 | </p> |
| 117 | |
| 118 | |
Andreas Boll | cc41888 | 2012-06-12 09:05:33 +0200 | [diff] [blame] | 119 | <h2 id="notes">Implementation Notes</h2> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 120 | |
| 121 | <ul> |
| 122 | <li>Shading language programs are compiled into low-level programs |
| 123 | very similar to those of GL_ARB_vertex/fragment_program. |
Brian | bbec2fd | 2007-01-28 12:11:10 -0700 | [diff] [blame] | 124 | <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 125 | float[4] registers. |
Brian | bbec2fd | 2007-01-28 12:11:10 -0700 | [diff] [blame] | 126 | <li>Float constants and variables are packed so that up to four floats |
| 127 | can occupy one program parameter/register. |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 128 | <li>All function calls are inlined. |
| 129 | <li>Shaders which use too many registers will not compile. |
| 130 | <li>The quality of generated code is pretty good, register usage is fair. |
| 131 | <li>Shader error detection and reporting of errors (InfoLog) is not |
| 132 | very good yet. |
Brian | 05e6fd8 | 2007-03-27 16:05:25 -0600 | [diff] [blame] | 133 | <li>The ftransform() function doesn't necessarily match the results of |
| 134 | fixed-function transformation. |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 135 | </ul> |
| 136 | |
| 137 | <p> |
| 138 | These issues will be addressed/resolved in the future. |
| 139 | </p> |
| 140 | |
| 141 | |
Andreas Boll | cc41888 | 2012-06-12 09:05:33 +0200 | [diff] [blame] | 142 | <h2 id="hints">Programming Hints</h2> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 143 | |
| 144 | <ul> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 145 | <li>Use the built-in library functions whenever possible. |
| 146 | For example, instead of writing this: |
| 147 | <pre> |
| 148 | float x = 1.0 / sqrt(y); |
| 149 | </pre> |
| 150 | Write this: |
| 151 | <pre> |
| 152 | float x = inversesqrt(y); |
| 153 | </pre> |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 154 | </li> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 155 | </ul> |
| 156 | |
| 157 | |
Andreas Boll | cc41888 | 2012-06-12 09:05:33 +0200 | [diff] [blame] | 158 | <h2 id="standalone">Stand-alone GLSL Compiler</h2> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 159 | |
| 160 | <p> |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 161 | The stand-alone GLSL compiler program can be used to compile GLSL shaders |
| 162 | into low-level GPU code. |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 163 | </p> |
| 164 | |
| 165 | <p> |
| 166 | This tool is useful for: |
Andreas Boll | df2be22 | 2012-06-12 09:05:22 +0200 | [diff] [blame] | 167 | </p> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 168 | <ul> |
| 169 | <li>Inspecting GPU code to gain insight into compilation |
| 170 | <li>Generating initial GPU code for subsequent hand-tuning |
| 171 | <li>Debugging the GLSL compiler itself |
| 172 | </ul> |
| 173 | |
| 174 | <p> |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 175 | After building Mesa, the compiler can be found at src/glsl/glsl_compiler |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 176 | </p> |
| 177 | |
| 178 | <p> |
| 179 | Here's an example of using the compiler to compile a vertex shader and |
| 180 | emit GL_ARB_vertex_program-style instructions: |
| 181 | </p> |
| 182 | <pre> |
Sam Hocevar | fde4943 | 2011-02-16 17:04:03 -0700 | [diff] [blame] | 183 | src/glsl/glsl_compiler --dump-ast myshader.vert |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 184 | </pre> |
| 185 | |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 186 | Options include |
| 187 | <ul> |
| 188 | <li><b>--dump-ast</b> - dump GPU code |
| 189 | <li><b>--dump-hir</b> - dump high-level IR code |
| 190 | <li><b>--dump-lir</b> - dump low-level IR code |
| 191 | <li><b>--link</b> - ??? |
| 192 | </ul> |
| 193 | |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 194 | |
Andreas Boll | cc41888 | 2012-06-12 09:05:33 +0200 | [diff] [blame] | 195 | <h2 id="implementation">Compiler Implementation</h2> |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 196 | |
| 197 | <p> |
| 198 | The source code for Mesa's shading language compiler is in the |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 199 | <code>src/glsl/</code> directory. |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 200 | </p> |
| 201 | |
| 202 | <p> |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 203 | XXX provide some info about the compiler.... |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 204 | </p> |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 205 | |
| 206 | <p> |
| 207 | The final vertex and fragment programs may be interpreted in software |
| 208 | (see prog_execute.c) or translated into a specific hardware architecture |
| 209 | (see drivers/dri/i915/i915_fragprog.c for example). |
| 210 | </p> |
| 211 | |
Andreas Boll | cc41888 | 2012-06-12 09:05:33 +0200 | [diff] [blame] | 212 | <h2 id="validation">Compiler Validation</h2> |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 213 | |
| 214 | <p> |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 215 | Developers working on the GLSL compiler should test frequently to avoid |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 216 | regressions. |
| 217 | </p> |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 218 | |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 219 | <p> |
Andreas Boll | a73c59b | 2012-09-18 19:31:28 +0200 | [diff] [blame] | 220 | The <a href="http://piglit.freedesktop.org/">Piglit</a> project |
Andreas Boll | d495669 | 2012-10-02 15:35:27 +0200 | [diff] [blame] | 221 | has many GLSL tests. |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 222 | </p> |
| 223 | |
Brian Paul | f3ec111 | 2010-08-24 09:02:05 -0600 | [diff] [blame] | 224 | <p> |
| 225 | The Mesa demos repository also has some good GLSL tests. |
| 226 | </p> |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 227 | |
Andreas Boll | b5da52a | 2012-09-18 18:57:02 +0200 | [diff] [blame] | 228 | </div> |
Andreas Boll | ecd5c7c | 2012-06-12 09:05:03 +0200 | [diff] [blame] | 229 | </body> |
| 230 | </html> |