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Lines Matching +full:shader +full:- +full:db

10 ---------------------
12 The **MESA_GLSL** environment variable can be set to a comma-separated
13 list of keywords to control some aspects of the GLSL compiler and shader
16 - **dump** - print GLSL shader code, IR, and NIR to stdout at link time
17 - **source** - print GLSL shader code to stdout at link time
18 - **log** - log all GLSL shaders to files. The filenames will be
19 "shader_X.vert" or "shader_X.frag" where X the shader ID.
20 - **cache_info** - print debug information about shader cache
21 - **cache_fb** - force cached shaders to be ignored and do a full
23 - **uniform** - print message to stdout when glUniform is called
24 - **nopvert** - force vertex shaders to be a simple shader that just
27 - **nopfrag** - force fragment shader to be a simple shader that passes
29 - **useprog** - log glUseProgram calls to stderr
30 - **errors** - GLSL compilation and link errors will be reported to
37 Experimenting with Shader Replacements
43 - **MESA_SHADER_DUMP_PATH** - path where shader sources are dumped
44 - **MESA_SHADER_READ_PATH** - path where replacement shaders are read
59 `shader-db <https://gitlab.freedesktop.org/mesa/shader-db>`__, a tool
63 Notably, this captures linked GLSL shaders - with all stages together -
67 ------------
74 - :ext:`GL_ARB_draw_buffers`
75 - :ext:`GL_ARB_fragment_coord_conventions`
76 - :ext:`GL_ARB_shader_bit_encoding`
79 --------------------
86 - Linking of multiple shaders does not always work. Currently, linking
87 is implemented through shader concatenation and re-compiling. This
89 - The gl_Color and gl_SecondaryColor varying vars are interpolated
95 --------------------
97 - Shading language programs are compiled into low-level programs very
100 - All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
102 - Float constants and variables are packed so that up to four floats
104 - All function calls are inlined.
105 - Shaders which use too many registers will not compile.
106 - The quality of generated code is pretty good, register usage is fair.
107 - Shader error detection and reporting of errors (InfoLog) is not very
109 - The ftransform() function doesn't necessarily match the results of
110 fixed-function transformation.
115 -----------------
117 - Use the built-in library functions whenever possible. For example,
120 .. code-block:: glsl
126 .. code-block:: glsl
130 Stand-alone GLSL Compiler
131 -------------------------
133 The stand-alone GLSL compiler program can be used to compile GLSL
138 - Inspecting GLSL frontend behavior to gain insight into compilation
139 - Debugging the GLSL compiler itself
141 After building Mesa with the ``-Dtools=glsl`` meson option, the compiler will be
144 Here's an example of using the compiler to compile a vertex shader and
145 emit :ext:`GL_ARB_vertex_program`-style instructions:
147 .. code-block:: sh
149 src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
153 - **--dump-ast** - dump source syntax tree
154 - **--dump-hir** - dump high-level IR code
155 - **--dump-lir** - dump low-level IR code
156 - **--link** - link shaders
157 - **--just-log** - display only shader / linker info if exist, without
159 - **--version** - [Mandatory] define the GLSL version to use
162 -----------------------
174 -------------------