276 lines
7.3 KiB
HTML
276 lines
7.3 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<title>Shading Language Support</title>
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<link rel="stylesheet" type="text/css" href="mesa.css">
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</head>
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<body>
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<div class="header">
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<h1>The Mesa 3D Graphics Library</h1>
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</div>
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<iframe src="contents.html"></iframe>
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<div class="content">
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<h1>Shading Language Support</h1>
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<p>
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This page describes the features and status of Mesa's support for the
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<a href="http://opengl.org/documentation/glsl/">
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OpenGL Shading Language</a>.
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</p>
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<p>
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Contents
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</p>
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<ul>
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<li><a href="#envvars">Environment variables</a>
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<li><a href="#support">GLSL 1.40 support</a>
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<li><a href="#unsup">Unsupported Features</a>
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<li><a href="#notes">Implementation Notes</a>
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<li><a href="#hints">Programming Hints</a>
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<li><a href="#standalone">Stand-alone GLSL Compiler</a>
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<li><a href="#implementation">Compiler Implementation</a>
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<li><a href="#validation">Compiler Validation</a>
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</ul>
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<h2 id="envvars">Environment Variables</h2>
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<p>
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The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
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list of keywords to control some aspects of the GLSL compiler and shader
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execution. These are generally used for debugging.
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</p>
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<ul>
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<li><b>dump</b> - print GLSL shader code to stdout at link time
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<li><b>log</b> - log all GLSL shaders to files.
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The filenames will be "shader_X.vert" or "shader_X.frag" where X
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the shader ID.
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<li><b>nopt</b> - disable compiler optimizations
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<li><b>opt</b> - force compiler optimizations
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<li><b>uniform</b> - print message to stdout when glUniform is called
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<li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
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the vertex position with ftransform() and passes through the color and
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texcoord[0] attributes.
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<li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
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through the color attribute.
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<li><b>useprog</b> - log glUseProgram calls to stderr
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</ul>
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<p>
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Example: export MESA_GLSL=dump,nopt
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</p>
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<p>
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Shaders can be dumped and replaced on runtime for debugging purposes. Mesa
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needs to be configured with '--with-sha1' to enable this functionality. This
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feature is not currently supported by SCons build.
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This is controlled via following environment variables:
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<ul>
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<li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
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<li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read
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</ul>
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Note, path set must exist before running for dumping or replacing to work.
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When both are set, these paths should be different so the dumped shaders do
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not clobber the replacement shaders.
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</p>
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<h2 id="support">GLSL Version</h2>
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<p>
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The GLSL compiler currently supports version 3.30 of the shading language.
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</p>
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<p>
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Several GLSL extensions are also supported:
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</p>
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<ul>
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<li>GL_ARB_draw_buffers
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<li>GL_ARB_fragment_coord_conventions
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<li>GL_ARB_shader_bit_encoding
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</ul>
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<h2 id="unsup">Unsupported Features</h2>
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<p>XXX update this section</p>
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<p>
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The following features of the shading language are not yet fully supported
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in Mesa:
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</p>
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<ul>
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<li>Linking of multiple shaders does not always work. Currently, linking
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is implemented through shader concatenation and re-compiling. This
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doesn't always work because of some #pragma and preprocessor issues.
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<li>The gl_Color and gl_SecondaryColor varying vars are interpolated
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without perspective correction
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</ul>
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<p>
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All other major features of the shading language should function.
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</p>
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<h2 id="notes">Implementation Notes</h2>
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<ul>
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<li>Shading language programs are compiled into low-level programs
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very similar to those of GL_ARB_vertex/fragment_program.
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<li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
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float[4] registers.
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<li>Float constants and variables are packed so that up to four floats
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can occupy one program parameter/register.
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<li>All function calls are inlined.
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<li>Shaders which use too many registers will not compile.
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<li>The quality of generated code is pretty good, register usage is fair.
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<li>Shader error detection and reporting of errors (InfoLog) is not
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very good yet.
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<li>The ftransform() function doesn't necessarily match the results of
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fixed-function transformation.
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</ul>
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<p>
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These issues will be addressed/resolved in the future.
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</p>
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<h2 id="hints">Programming Hints</h2>
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<ul>
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<li>Use the built-in library functions whenever possible.
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For example, instead of writing this:
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<pre>
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float x = 1.0 / sqrt(y);
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</pre>
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Write this:
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<pre>
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float x = inversesqrt(y);
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</pre>
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</li>
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</ul>
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<h2 id="standalone">Stand-alone GLSL Compiler</h2>
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<p>
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The stand-alone GLSL compiler program can be used to compile GLSL shaders
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into low-level GPU code.
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</p>
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<p>
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This tool is useful for:
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</p>
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<ul>
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<li>Inspecting GPU code to gain insight into compilation
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<li>Generating initial GPU code for subsequent hand-tuning
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<li>Debugging the GLSL compiler itself
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</ul>
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<p>
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After building Mesa, the compiler can be found at src/glsl/glsl_compiler
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</p>
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<p>
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Here's an example of using the compiler to compile a vertex shader and
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emit GL_ARB_vertex_program-style instructions:
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</p>
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<pre>
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src/glsl/glsl_compiler --dump-ast myshader.vert
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</pre>
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Options include
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<ul>
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<li><b>--dump-ast</b> - dump GPU code
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<li><b>--dump-hir</b> - dump high-level IR code
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<li><b>--dump-lir</b> - dump low-level IR code
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<li><b>--link</b> - ???
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</ul>
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<h2 id="implementation">Compiler Implementation</h2>
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<p>
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The source code for Mesa's shading language compiler is in the
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<code>src/glsl/</code> directory.
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</p>
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<p>
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XXX provide some info about the compiler....
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</p>
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<p>
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The final vertex and fragment programs may be interpreted in software
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(see prog_execute.c) or translated into a specific hardware architecture
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(see drivers/dri/i915/i915_fragprog.c for example).
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</p>
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<h3>Code Generation Options</h3>
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<p>
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Internally, there are several options that control the compiler's code
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generation and instruction selection.
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These options are seen in the gl_shader_state struct and may be set
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by the device driver to indicate its preferences:
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<pre>
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struct gl_shader_state
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{
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...
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/** Driver-selectable options: */
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GLboolean EmitHighLevelInstructions;
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GLboolean EmitCondCodes;
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GLboolean EmitComments;
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};
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</pre>
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<dl>
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<dt>EmitHighLevelInstructions</dt>
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<dd>
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This option controls instruction selection for loops and conditionals.
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If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
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instructions will be emitted.
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Otherwise, those constructs will be implemented with BRA instructions.
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</dd>
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<dt>EmitCondCodes</dt>
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<dd>
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If set, condition codes (ala GL_NV_fragment_program) will be used for
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branching and looping.
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Otherwise, ordinary registers will be used (the IF instruction will
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examine the first operand's X component and do the if-part if non-zero).
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This option is only relevant if EmitHighLevelInstructions is set.
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</dd>
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<dt>EmitComments</dt>
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<dd>
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If set, instructions will be annotated with comments to help with debugging.
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Extra NOP instructions will also be inserted.
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</dd>
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</dl>
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<h2 id="validation">Compiler Validation</h2>
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<p>
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Developers working on the GLSL compiler should test frequently to avoid
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regressions.
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</p>
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<p>
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The <a href="http://piglit.freedesktop.org/">Piglit</a> project
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has many GLSL tests.
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</p>
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<p>
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The Mesa demos repository also has some good GLSL tests.
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</p>
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</div>
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</body>
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</html>
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