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1Shading Language
2================
3
4This page describes the features and status of Mesa's support for the
5`OpenGL Shading Language <https://opengl.org/documentation/glsl/>`__.
6
7.. _envvars:
8
9Environment Variables
10---------------------
11
12The **MESA_GLSL** environment variable can be set to a comma-separated
13list of keywords to control some aspects of the GLSL compiler and shader
14execution. These are generally used for debugging.
15
16-  **dump** - print GLSL shader code to stdout at link time
17-  **log** - log all GLSL shaders to files. The filenames will be
18   "shader_X.vert" or "shader_X.frag" where X the shader ID.
19-  **cache_info** - print debug information about shader cache
20-  **cache_fb** - force cached shaders to be ignored and do a full
21   recompile via the fallback path
22-  **uniform** - print message to stdout when glUniform is called
23-  **nopvert** - force vertex shaders to be a simple shader that just
24   transforms the vertex position with ftransform() and passes through
25   the color and texcoord[0] attributes.
26-  **nopfrag** - force fragment shader to be a simple shader that passes
27   through the color attribute.
28-  **useprog** - log glUseProgram calls to stderr
29-  **errors** - GLSL compilation and link errors will be reported to
30   stderr.
31
32Example: export MESA_GLSL=dump,nopt
33
34.. _replacement:
35
36Experimenting with Shader Replacements
37~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
38
39Shaders can be dumped and replaced on runtime for debugging purposes.
40This is controlled via following environment variables:
41
42-  **MESA_SHADER_DUMP_PATH** - path where shader sources are dumped
43-  **MESA_SHADER_READ_PATH** - path where replacement shaders are read
44
45Note, path set must exist before running for dumping or replacing to
46work. When both are set, these paths should be different so the dumped
47shaders do not clobber the replacement shaders. Also, the filenames of
48the replacement shaders should match the filenames of the corresponding
49dumped shaders.
50
51.. _capture:
52
53Capturing Shaders
54~~~~~~~~~~~~~~~~~
55
56Setting **MESA_SHADER_CAPTURE_PATH** to a directory will cause the
57compiler to write ``.shader_test`` files for use with
58`shader-db <https://gitlab.freedesktop.org/mesa/shader-db>`__, a tool
59which compiler developers can use to gather statistics about shaders
60(instructions, cycles, memory accesses, and so on).
61
62Notably, this captures linked GLSL shaders - with all stages together -
63as well as ARB programs.
64
65GLSL Version
66------------
67
68The GLSL compiler currently supports version 3.30 of the shading
69language.
70
71Several GLSL extensions are also supported:
72
73-  GL_ARB_draw_buffers
74-  GL_ARB_fragment_coord_conventions
75-  GL_ARB_shader_bit_encoding
76
77Unsupported Features
78--------------------
79
80XXX update this section
81
82The following features of the shading language are not yet fully
83supported in Mesa:
84
85-  Linking of multiple shaders does not always work. Currently, linking
86   is implemented through shader concatenation and re-compiling. This
87   doesn't always work because of some #pragma and preprocessor issues.
88-  The gl_Color and gl_SecondaryColor varying vars are interpolated
89   without perspective correction
90
91All other major features of the shading language should function.
92
93Implementation Notes
94--------------------
95
96-  Shading language programs are compiled into low-level programs very
97   similar to those of GL_ARB_vertex/fragment_program.
98-  All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
99   float[4] registers.
100-  Float constants and variables are packed so that up to four floats
101   can occupy one program parameter/register.
102-  All function calls are inlined.
103-  Shaders which use too many registers will not compile.
104-  The quality of generated code is pretty good, register usage is fair.
105-  Shader error detection and reporting of errors (InfoLog) is not very
106   good yet.
107-  The ftransform() function doesn't necessarily match the results of
108   fixed-function transformation.
109
110These issues will be addressed/resolved in the future.
111
112Programming Hints
113-----------------
114
115-  Use the built-in library functions whenever possible. For example,
116   instead of writing this:
117
118   .. code-block:: glsl
119
120      float x = 1.0 / sqrt(y);
121
122   Write this:
123
124   .. code-block:: glsl
125
126      float x = inversesqrt(y);
127
128Stand-alone GLSL Compiler
129-------------------------
130
131The stand-alone GLSL compiler program can be used to compile GLSL
132shaders into low-level GPU code.
133
134This tool is useful for:
135
136-  Inspecting GPU code to gain insight into compilation
137-  Generating initial GPU code for subsequent hand-tuning
138-  Debugging the GLSL compiler itself
139
140After building Mesa, the compiler can be found at
141src/compiler/glsl/glsl_compiler
142
143Here's an example of using the compiler to compile a vertex shader and
144emit GL_ARB_vertex_program-style instructions:
145
146.. code-block:: console
147
148       src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
149
150Options include
151
152-  **--dump-ast** - dump GPU code
153-  **--dump-hir** - dump high-level IR code
154-  **--dump-lir** - dump low-level IR code
155-  **--dump-builder** - dump GLSL IR code
156-  **--link** - link shaders
157-  **--just-log** - display only shader / linker info if exist, without
158   any header or separator
159-  **--version** - [Mandatory] define the GLSL version to use
160
161Compiler Implementation
162-----------------------
163
164The source code for Mesa's shading language compiler is in the
165``src/compiler/glsl/`` directory.
166
167XXX provide some info about the compiler....
168
169The final vertex and fragment programs may be interpreted in software
170(see prog_execute.c) or translated into a specific hardware architecture
171(see drivers/dri/i915/i915_fragprog.c for example).
172
173Compiler Validation
174-------------------
175
176Developers working on the GLSL compiler should test frequently to avoid
177regressions.
178
179The `Piglit <https://piglit.freedesktop.org/>`__ project has many GLSL
180tests.
181
182The Mesa demos repository also has some good GLSL tests.
183