Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 1 | <HTML> |
| 2 | |
| 3 | <TITLE>Shading Language Support</TITLE> |
| 4 | |
| 5 | <link rel="stylesheet" type="text/css" href="mesa.css"></head> |
| 6 | |
| 7 | <BODY> |
| 8 | |
| 9 | <H1>Shading Language Support</H1> |
| 10 | |
| 11 | <p> |
| 12 | This page describes the features and status of Mesa's support for the |
| 13 | <a href="http://opengl.org/documentation/glsl/" target="_parent"> |
| 14 | OpenGL Shading Language</a>. |
| 15 | </p> |
| 16 | |
| 17 | <p> |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 18 | Last updated on 15 December 2008. |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 19 | </p> |
| 20 | |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 21 | <p> |
| 22 | Contents |
| 23 | </p> |
| 24 | <ul> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 25 | <li><a href="#envvars">Environment variables</a> |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 26 | <li><a href="#120">GLSL 1.20 support</a> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 27 | <li><a href="#unsup">Unsupported Features</a> |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 28 | <li><a href="#notes">Implementation Notes</a> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 29 | <li><a href="#hints">Programming Hints</a> |
Brian Paul | 3bfedb7 | 2008-07-17 15:40:10 -0600 | [diff] [blame] | 30 | <li><a href="#standalone">Stand-alone GLSL Compiler</a> |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 31 | <li><a href="#implementation">Compiler Implementation</a> |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 32 | <li><a href="#validation">Compiler Validation</a> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 33 | </ul> |
| 34 | |
| 35 | |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 36 | |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 37 | <a name="envvars"> |
| 38 | <h2>Environment Variables</h2> |
| 39 | |
| 40 | <p> |
| 41 | The <b>MESA_GLSL</b> environment variable can be set to a comma-separated |
| 42 | list of keywords to control some aspects of the GLSL compiler: |
| 43 | </p> |
| 44 | <ul> |
| 45 | <li>dump - print GLSL shader code to stdout at link time |
| 46 | <li>log - log all GLSL shaders to files. |
| 47 | The filenames will be "shader_X.vert" or "shader_X.frag" where X |
| 48 | the shader ID. |
| 49 | <li>nopt - disable compiler optimizations |
| 50 | <li>opt - force compiler optimizations |
| 51 | <li>uniform - print message to stdout when glUniform is called |
| 52 | </ul> |
| 53 | <p> |
| 54 | Example: export MESA_GLSL=dump,nopt |
| 55 | </p> |
| 56 | |
| 57 | |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 58 | <a name="120"> |
| 59 | <h2>GLSL 1.20 support</h2> |
| 60 | |
| 61 | <p> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 62 | GLSL version 1.20 is supported in Mesa 7.3 and later. |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 63 | Among the features/differences of GLSL 1.20 are: |
| 64 | <ul> |
| 65 | <li><code>mat2x3, mat2x4</code>, etc. types and functions |
| 66 | <li><code>transpose(), outerProduct(), matrixCompMult()</code> functions |
| 67 | (but untested) |
| 68 | <li>precision qualifiers (lowp, mediump, highp) |
| 69 | <li><code>invariant</code> qualifier |
| 70 | <li><code>array.length()</code> method |
| 71 | <li><code>float[5] a;</code> array syntax |
| 72 | <li><code>centroid</code> qualifier |
| 73 | <li>unsized array constructors |
| 74 | <li>initializers for uniforms |
| 75 | <li>const initializers calling built-in functions |
| 76 | </ul> |
| 77 | |
| 78 | |
| 79 | |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 80 | <a name="unsup"> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 81 | <h2>Unsupported Features</h2> |
| 82 | |
| 83 | <p> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 84 | The following features of the shading language are not yet fully supported |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 85 | in Mesa: |
| 86 | </p> |
| 87 | |
| 88 | <ul> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 89 | <li>Linking of multiple shaders does not always work. Currently, linking |
| 90 | is implemented through shader concatenation and re-compiling. This |
| 91 | doesn't always work because of some #pragma and preprocessor issues. |
Brian | b03e171 | 2007-03-09 09:51:55 -0700 | [diff] [blame] | 92 | <li>gl_ClipVertex |
Brian | 4b1d1b7 | 2007-04-27 15:25:00 -0600 | [diff] [blame] | 93 | <li>The gl_Color and gl_SecondaryColor varying vars are interpolated |
| 94 | without perspective correction |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 95 | </ul> |
| 96 | |
| 97 | <p> |
| 98 | All other major features of the shading language should function. |
| 99 | </p> |
| 100 | |
| 101 | |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 102 | <a name="notes"> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 103 | <h2>Implementation Notes</h2> |
| 104 | |
| 105 | <ul> |
| 106 | <li>Shading language programs are compiled into low-level programs |
| 107 | very similar to those of GL_ARB_vertex/fragment_program. |
Brian | bbec2fd | 2007-01-28 12:11:10 -0700 | [diff] [blame] | 108 | <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 109 | float[4] registers. |
Brian | bbec2fd | 2007-01-28 12:11:10 -0700 | [diff] [blame] | 110 | <li>Float constants and variables are packed so that up to four floats |
| 111 | can occupy one program parameter/register. |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 112 | <li>All function calls are inlined. |
| 113 | <li>Shaders which use too many registers will not compile. |
| 114 | <li>The quality of generated code is pretty good, register usage is fair. |
| 115 | <li>Shader error detection and reporting of errors (InfoLog) is not |
| 116 | very good yet. |
Brian | 05e6fd8 | 2007-03-27 16:05:25 -0600 | [diff] [blame] | 117 | <li>The ftransform() function doesn't necessarily match the results of |
| 118 | fixed-function transformation. |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 119 | </ul> |
| 120 | |
| 121 | <p> |
| 122 | These issues will be addressed/resolved in the future. |
| 123 | </p> |
| 124 | |
| 125 | |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 126 | <a name="hints"> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 127 | <h2>Programming Hints</h2> |
| 128 | |
| 129 | <ul> |
Brian | bbec2fd | 2007-01-28 12:11:10 -0700 | [diff] [blame] | 130 | <li>Declare <em>in</em> function parameters as <em>const</em> whenever possible. |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 131 | This improves the efficiency of function inlining. |
| 132 | </li> |
| 133 | <br> |
| 134 | <li>To reduce register usage, declare variables within smaller scopes. |
| 135 | For example, the following code: |
| 136 | <pre> |
| 137 | void main() |
| 138 | { |
| 139 | vec4 a1, a2, b1, b2; |
| 140 | gl_Position = expression using a1, a2. |
| 141 | gl_Color = expression using b1, b2; |
| 142 | } |
| 143 | </pre> |
| 144 | Can be rewritten as follows to use half as many registers: |
| 145 | <pre> |
| 146 | void main() |
| 147 | { |
| 148 | { |
| 149 | vec4 a1, a2; |
| 150 | gl_Position = expression using a1, a2. |
| 151 | } |
| 152 | { |
| 153 | vec4 b1, b2; |
| 154 | gl_Color = expression using b1, b2; |
| 155 | } |
| 156 | } |
| 157 | </pre> |
| 158 | Alternately, rather than using several float variables, use |
| 159 | a vec4 instead. Use swizzling and writemasks to access the |
| 160 | components of the vec4 as floats. |
| 161 | </li> |
| 162 | <br> |
| 163 | <li>Use the built-in library functions whenever possible. |
| 164 | For example, instead of writing this: |
| 165 | <pre> |
| 166 | float x = 1.0 / sqrt(y); |
| 167 | </pre> |
| 168 | Write this: |
| 169 | <pre> |
| 170 | float x = inversesqrt(y); |
| 171 | </pre> |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 172 | <li> |
| 173 | Use ++i when possible as it's more efficient than i++ |
| 174 | </li> |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 175 | </ul> |
| 176 | |
| 177 | |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 178 | <a name="standalone"> |
Brian Paul | 3bfedb7 | 2008-07-17 15:40:10 -0600 | [diff] [blame] | 179 | <h2>Stand-alone GLSL Compiler</h2> |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 180 | |
| 181 | <p> |
| 182 | A unique stand-alone GLSL compiler driver has been added to Mesa. |
| 183 | <p> |
| 184 | |
| 185 | <p> |
| 186 | The stand-alone compiler (like a conventional command-line compiler) |
| 187 | is a tool that accepts Shading Language programs and emits low-level |
| 188 | GPU programs. |
| 189 | </p> |
| 190 | |
| 191 | <p> |
| 192 | This tool is useful for: |
| 193 | <p> |
| 194 | <ul> |
| 195 | <li>Inspecting GPU code to gain insight into compilation |
| 196 | <li>Generating initial GPU code for subsequent hand-tuning |
| 197 | <li>Debugging the GLSL compiler itself |
| 198 | </ul> |
| 199 | |
| 200 | <p> |
Brian Paul | 77497eb | 2008-07-21 09:01:21 -0600 | [diff] [blame] | 201 | After building Mesa, the glslcompiler can be built by manually running: |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 202 | </p> |
Brian | ff0cc92 | 2007-02-22 16:29:48 -0700 | [diff] [blame] | 203 | <pre> |
Brian Paul | 439909a | 2009-04-07 11:09:53 -0600 | [diff] [blame] | 204 | make realclean |
| 205 | make linux |
Brian Paul | 3bfedb7 | 2008-07-17 15:40:10 -0600 | [diff] [blame] | 206 | cd src/mesa/drivers/glslcompiler |
Brian | ff0cc92 | 2007-02-22 16:29:48 -0700 | [diff] [blame] | 207 | make |
| 208 | </pre> |
| 209 | |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 210 | |
| 211 | <p> |
| 212 | Here's an example of using the compiler to compile a vertex shader and |
| 213 | emit GL_ARB_vertex_program-style instructions: |
| 214 | </p> |
| 215 | <pre> |
Brian Paul | 3bfedb7 | 2008-07-17 15:40:10 -0600 | [diff] [blame] | 216 | bin/glslcompiler --debug --numbers --fs progs/glsl/CH06-brick.frag.txt |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 217 | </pre> |
| 218 | <p> |
Brian Paul | 3bfedb7 | 2008-07-17 15:40:10 -0600 | [diff] [blame] | 219 | results in: |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 220 | </p> |
| 221 | <pre> |
Brian Paul | 3bfedb7 | 2008-07-17 15:40:10 -0600 | [diff] [blame] | 222 | # Fragment Program/Shader |
| 223 | 0: RCP TEMP[4].x, UNIFORM[2].xxxx; |
| 224 | 1: RCP TEMP[4].y, UNIFORM[2].yyyy; |
| 225 | 2: MUL TEMP[3].xy, VARYING[0], TEMP[4]; |
| 226 | 3: MOV TEMP[1], TEMP[3]; |
| 227 | 4: MUL TEMP[0].w, TEMP[1].yyyy, CONST[4].xxxx; |
| 228 | 5: FRC TEMP[1].z, TEMP[0].wwww; |
| 229 | 6: SGT.C TEMP[0].w, TEMP[1].zzzz, CONST[4].xxxx; |
| 230 | 7: IF (NE.wwww); # (if false, goto 9); |
| 231 | 8: ADD TEMP[1].x, TEMP[1].xxxx, CONST[4].xxxx; |
| 232 | 9: ENDIF; |
| 233 | 10: FRC TEMP[1].xy, TEMP[1]; |
| 234 | 11: SGT TEMP[2].xy, UNIFORM[3], TEMP[1]; |
| 235 | 12: MUL TEMP[1].z, TEMP[2].xxxx, TEMP[2].yyyy; |
| 236 | 13: LRP TEMP[0], TEMP[1].zzzz, UNIFORM[0], UNIFORM[1]; |
| 237 | 14: MUL TEMP[0].xyz, TEMP[0], VARYING[1].xxxx; |
| 238 | 15: MOV OUTPUT[0].xyz, TEMP[0]; |
| 239 | 16: MOV OUTPUT[0].w, CONST[4].yyyy; |
| 240 | 17: END |
Brian | 61d31ae | 2007-02-17 09:41:19 -0700 | [diff] [blame] | 241 | </pre> |
| 242 | |
| 243 | <p> |
| 244 | Note that some shading language constructs (such as uniform and varying |
| 245 | variables) aren't expressible in ARB or NV-style programs. |
| 246 | Therefore, the resulting output is not always legal by definition of |
| 247 | those program languages. |
| 248 | </p> |
| 249 | <p> |
| 250 | Also note that this compiler driver is still under development. |
| 251 | Over time, the correctness of the GPU programs, with respect to the ARB |
| 252 | and NV languagues, should improve. |
| 253 | </p> |
| 254 | |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 255 | |
| 256 | |
| 257 | <a name="implementation"> |
| 258 | <h2>Compiler Implementation</h2> |
| 259 | |
| 260 | <p> |
| 261 | The source code for Mesa's shading language compiler is in the |
| 262 | <code>src/mesa/shader/slang/</code> directory. |
| 263 | </p> |
| 264 | |
| 265 | <p> |
| 266 | The compiler follows a fairly standard design and basically works as follows: |
| 267 | </p> |
| 268 | <ul> |
| 269 | <li>The input string is tokenized (see grammar.c) and parsed |
| 270 | (see slang_compiler_*.c) to produce an Abstract Syntax Tree (AST). |
| 271 | The nodes in this tree are slang_operation structures |
| 272 | (see slang_compile_operation.h). |
| 273 | The nodes are decorated with symbol table, scoping and datatype information. |
| 274 | <li>The AST is converted into an Intermediate representation (IR) tree |
| 275 | (see the slang_codegen.c file). |
| 276 | The IR nodes represent basic GPU instructions, like add, dot product, |
| 277 | move, etc. |
| 278 | The IR tree is mostly a binary tree, but a few nodes have three or four |
| 279 | children. |
| 280 | In principle, the IR tree could be executed by doing an in-order traversal. |
| 281 | <li>The IR tree is traversed in-order to emit code (see slang_emit.c). |
| 282 | This is also when registers are allocated to store variables and temps. |
| 283 | <li>In the future, a pattern-matching code generator-generator may be |
| 284 | used for code generation. |
| 285 | Programs such as L-BURG (Bottom-Up Rewrite Generator) and Twig look for |
| 286 | patterns in IR trees, compute weights for subtrees and use the weights |
| 287 | to select the best instructions to represent the sub-tree. |
| 288 | <li>The emitted GPU instructions (see prog_instruction.h) are stored in a |
| 289 | gl_program object (see mtypes.h). |
| 290 | <li>When a fragment shader and vertex shader are linked (see slang_link.c) |
| 291 | the varying vars are matched up, uniforms are merged, and vertex |
| 292 | attributes are resolved (rewriting instructions as needed). |
| 293 | </ul> |
| 294 | |
| 295 | <p> |
| 296 | The final vertex and fragment programs may be interpreted in software |
| 297 | (see prog_execute.c) or translated into a specific hardware architecture |
| 298 | (see drivers/dri/i915/i915_fragprog.c for example). |
| 299 | </p> |
| 300 | |
Brian | 8f9db0f | 2007-03-23 17:49:19 -0600 | [diff] [blame] | 301 | <h3>Code Generation Options</h3> |
| 302 | |
| 303 | <p> |
| 304 | Internally, there are several options that control the compiler's code |
| 305 | generation and instruction selection. |
| 306 | These options are seen in the gl_shader_state struct and may be set |
| 307 | by the device driver to indicate its preferences: |
| 308 | |
| 309 | <pre> |
| 310 | struct gl_shader_state |
| 311 | { |
| 312 | ... |
| 313 | /** Driver-selectable options: */ |
| 314 | GLboolean EmitHighLevelInstructions; |
| 315 | GLboolean EmitCondCodes; |
| 316 | GLboolean EmitComments; |
| 317 | }; |
| 318 | </pre> |
| 319 | |
| 320 | <ul> |
| 321 | <li>EmitHighLevelInstructions |
| 322 | <br> |
| 323 | This option controls instruction selection for loops and conditionals. |
| 324 | If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK |
| 325 | instructions will be emitted. |
| 326 | Otherwise, those constructs will be implemented with BRA instructions. |
| 327 | </li> |
| 328 | |
| 329 | <li>EmitCondCodes |
| 330 | <br> |
| 331 | If set, condition codes (ala GL_NV_fragment_program) will be used for |
| 332 | branching and looping. |
| 333 | Otherwise, ordinary registers will be used (the IF instruction will |
| 334 | examine the first operand's X component and do the if-part if non-zero). |
| 335 | This option is only relevant if EmitHighLevelInstructions is set. |
| 336 | </li> |
| 337 | |
| 338 | <li>EmitComments |
| 339 | <br> |
| 340 | If set, instructions will be annoted with comments to help with debugging. |
| 341 | Extra NOP instructions will also be inserted. |
| 342 | </br> |
| 343 | |
| 344 | </ul> |
Brian | 07e6208 | 2007-02-27 16:45:40 -0700 | [diff] [blame] | 345 | |
| 346 | |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 347 | <a name="validation"> |
| 348 | <h2>Compiler Validation</h2> |
| 349 | |
| 350 | <p> |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 351 | A <a href="http://glean.sf.net" target="_parent">Glean</a> test has |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 352 | been create to exercise the GLSL compiler. |
| 353 | </p> |
| 354 | <p> |
Brian Paul | c4341fe | 2008-12-15 18:30:40 -0700 | [diff] [blame] | 355 | The <em>glsl1</em> test runs over 170 sub-tests to check that the language |
Brian | 7eba12e | 2007-03-28 17:14:35 -0600 | [diff] [blame] | 356 | features and built-in functions work properly. |
| 357 | This test should be run frequently while working on the compiler to catch |
| 358 | regressions. |
| 359 | </p> |
| 360 | <p> |
| 361 | The test coverage is reasonably broad and complete but additional tests |
| 362 | should be added. |
| 363 | </p> |
| 364 | |
| 365 | |
Brian | 9595d19 | 2007-01-20 13:40:57 -0700 | [diff] [blame] | 366 | </BODY> |
| 367 | </HTML> |