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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>
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5  <title>Shading Language Support</title>
6  <link rel="stylesheet" type="text/css" href="mesa.css">
7</head>
8<body>
9
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
17<h1>Shading Language Support</h1>
18
19<p>
20This page describes the features and status of Mesa's support for the
21<a href="http://opengl.org/documentation/glsl/">
22OpenGL Shading Language</a>.
23</p>
24
25<p>
26Contents
27</p>
28<ul>
29<li><a href="#envvars">Environment variables</a>
30<li><a href="#support">GLSL 1.40 support</a>
31<li><a href="#unsup">Unsupported Features</a>
32<li><a href="#notes">Implementation Notes</a>
33<li><a href="#hints">Programming Hints</a>
34<li><a href="#standalone">Stand-alone GLSL Compiler</a>
35<li><a href="#implementation">Compiler Implementation</a>
36<li><a href="#validation">Compiler Validation</a>
37</ul>
38
39
40<h2 id="envvars">Environment Variables</h2>
41
42<p>
43The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
44list of keywords to control some aspects of the GLSL compiler and shader
45execution.  These are generally used for debugging.
46</p>
47<ul>
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.
50    The filenames will be "shader_X.vert" or "shader_X.frag" where X
51    the shader ID.
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
56    the vertex position with ftransform() and passes through the color and
57    texcoord[0] attributes.
58<li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
59    through the color attribute.
60<li><b>useprog</b> - log glUseProgram calls to stderr
61</ul>
62<p>
63Example:  export MESA_GLSL=dump,nopt
64</p>
65
66<p>
67Shaders can be dumped and replaced on runtime for debugging purposes. Mesa
68needs to be configured with '--with-sha1' to enable this functionality. This
69feature is not currently supported by SCons build.
70
71This 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>
76Note, path set must exist before running for dumping or replacing to work.
77When both are set, these paths should be different so the dumped shaders do
78not clobber the replacement shaders.
79</p>
80
81<h2 id="support">GLSL Version</h2>
82
83<p>
84The GLSL compiler currently supports version 3.30 of the shading language.
85</p>
86
87<p>
88Several GLSL extensions are also supported:
89</p>
90<ul>
91<li>GL_ARB_draw_buffers
92<li>GL_ARB_fragment_coord_conventions
93<li>GL_ARB_shader_bit_encoding
94</ul>
95
96
97<h2 id="unsup">Unsupported Features</h2>
98
99<p>XXX update this section</p>
100
101<p>
102The following features of the shading language are not yet fully supported
103in Mesa:
104</p>
105
106<ul>
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.
110<li>The gl_Color and gl_SecondaryColor varying vars are interpolated
111    without perspective correction
112</ul>
113
114<p>
115All other major features of the shading language should function.
116</p>
117
118
119<h2 id="notes">Implementation Notes</h2>
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.
124<li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
125    float[4] registers.
126<li>Float constants and variables are packed so that up to four floats
127    can occupy one program parameter/register.
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.
133<li>The ftransform() function doesn't necessarily match the results of
134    fixed-function transformation.
135</ul>
136
137<p>
138These issues will be addressed/resolved in the future.
139</p>
140
141
142<h2 id="hints">Programming Hints</h2>
143
144<ul>
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>
154</li>
155</ul>
156
157
158<h2 id="standalone">Stand-alone GLSL Compiler</h2>
159
160<p>
161The stand-alone GLSL compiler program can be used to compile GLSL shaders
162into low-level GPU code.
163</p>
164
165<p>
166This tool is useful for:
167</p>
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>
175After building Mesa, the compiler can be found at src/compiler/glsl/glsl_compiler
176</p>
177
178<p>
179Here's an example of using the compiler to compile a vertex shader and
180emit GL_ARB_vertex_program-style instructions:
181</p>
182<pre>
183    src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
184</pre>
185
186Options 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>--dump-builder</b> - dump GLSL IR code
192<li><b>--link</b> - link shaders
193<li><b>--just-log</b> - display only shader / linker info if exist,
194without any header or separator
195<li><b>--version</b> - [Mandatory] define the GLSL version to use
196</ul>
197
198
199<h2 id="implementation">Compiler Implementation</h2>
200
201<p>
202The source code for Mesa's shading language compiler is in the
203<code>src/compiler/glsl/</code> directory.
204</p>
205
206<p>
207XXX provide some info about the compiler....
208</p>
209
210<p>
211The final vertex and fragment programs may be interpreted in software
212(see prog_execute.c) or translated into a specific hardware architecture
213(see drivers/dri/i915/i915_fragprog.c for example).
214</p>
215
216<h2 id="validation">Compiler Validation</h2>
217
218<p>
219Developers working on the GLSL compiler should test frequently to avoid
220regressions.
221</p>
222
223<p>
224The <a href="http://piglit.freedesktop.org/">Piglit</a> project
225has many GLSL tests.
226</p>
227
228<p>
229The Mesa demos repository also has some good GLSL tests.
230</p>
231
232</div>
233</body>
234</html>
235