shading.html revision 848b8605
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> 4 <meta http-equiv="content-type" content="text/html; charset=utf-8"> 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 67<h2 id="support">GLSL Version</h2> 68 69<p> 70The GLSL compiler currently supports version 3.30 of the shading language. 71</p> 72 73<p> 74Several GLSL extensions are also supported: 75</p> 76<ul> 77<li>GL_ARB_draw_buffers 78<li>GL_ARB_fragment_coord_conventions 79<li>GL_ARB_shader_bit_encoding 80</ul> 81 82 83<h2 id="unsup">Unsupported Features</h2> 84 85<p>XXX update this section</p> 86 87<p> 88The following features of the shading language are not yet fully supported 89in Mesa: 90</p> 91 92<ul> 93<li>Linking of multiple shaders does not always work. Currently, linking 94 is implemented through shader concatenation and re-compiling. This 95 doesn't always work because of some #pragma and preprocessor issues. 96<li>The gl_Color and gl_SecondaryColor varying vars are interpolated 97 without perspective correction 98</ul> 99 100<p> 101All other major features of the shading language should function. 102</p> 103 104 105<h2 id="notes">Implementation Notes</h2> 106 107<ul> 108<li>Shading language programs are compiled into low-level programs 109 very similar to those of GL_ARB_vertex/fragment_program. 110<li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full 111 float[4] registers. 112<li>Float constants and variables are packed so that up to four floats 113 can occupy one program parameter/register. 114<li>All function calls are inlined. 115<li>Shaders which use too many registers will not compile. 116<li>The quality of generated code is pretty good, register usage is fair. 117<li>Shader error detection and reporting of errors (InfoLog) is not 118 very good yet. 119<li>The ftransform() function doesn't necessarily match the results of 120 fixed-function transformation. 121</ul> 122 123<p> 124These issues will be addressed/resolved in the future. 125</p> 126 127 128<h2 id="hints">Programming Hints</h2> 129 130<ul> 131<li>Use the built-in library functions whenever possible. 132 For example, instead of writing this: 133<pre> 134 float x = 1.0 / sqrt(y); 135</pre> 136 Write this: 137<pre> 138 float x = inversesqrt(y); 139</pre> 140</li> 141</ul> 142 143 144<h2 id="standalone">Stand-alone GLSL Compiler</h2> 145 146<p> 147The stand-alone GLSL compiler program can be used to compile GLSL shaders 148into low-level GPU code. 149</p> 150 151<p> 152This tool is useful for: 153</p> 154<ul> 155<li>Inspecting GPU code to gain insight into compilation 156<li>Generating initial GPU code for subsequent hand-tuning 157<li>Debugging the GLSL compiler itself 158</ul> 159 160<p> 161After building Mesa, the compiler can be found at src/glsl/glsl_compiler 162</p> 163 164<p> 165Here's an example of using the compiler to compile a vertex shader and 166emit GL_ARB_vertex_program-style instructions: 167</p> 168<pre> 169 src/glsl/glsl_compiler --dump-ast myshader.vert 170</pre> 171 172Options include 173<ul> 174<li><b>--dump-ast</b> - dump GPU code 175<li><b>--dump-hir</b> - dump high-level IR code 176<li><b>--dump-lir</b> - dump low-level IR code 177<li><b>--link</b> - ??? 178</ul> 179 180 181<h2 id="implementation">Compiler Implementation</h2> 182 183<p> 184The source code for Mesa's shading language compiler is in the 185<code>src/glsl/</code> directory. 186</p> 187 188<p> 189XXX provide some info about the compiler.... 190</p> 191 192<p> 193The final vertex and fragment programs may be interpreted in software 194(see prog_execute.c) or translated into a specific hardware architecture 195(see drivers/dri/i915/i915_fragprog.c for example). 196</p> 197 198<h3>Code Generation Options</h3> 199 200<p> 201Internally, there are several options that control the compiler's code 202generation and instruction selection. 203These options are seen in the gl_shader_state struct and may be set 204by the device driver to indicate its preferences: 205 206<pre> 207struct gl_shader_state 208{ 209 ... 210 /** Driver-selectable options: */ 211 GLboolean EmitHighLevelInstructions; 212 GLboolean EmitCondCodes; 213 GLboolean EmitComments; 214}; 215</pre> 216 217<dl> 218<dt>EmitHighLevelInstructions</dt> 219<dd> 220This option controls instruction selection for loops and conditionals. 221If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK 222instructions will be emitted. 223Otherwise, those constructs will be implemented with BRA instructions. 224</dd> 225 226<dt>EmitCondCodes</dt> 227<dd> 228If set, condition codes (ala GL_NV_fragment_program) will be used for 229branching and looping. 230Otherwise, ordinary registers will be used (the IF instruction will 231examine the first operand's X component and do the if-part if non-zero). 232This option is only relevant if EmitHighLevelInstructions is set. 233</dd> 234 235<dt>EmitComments</dt> 236<dd> 237If set, instructions will be annotated with comments to help with debugging. 238Extra NOP instructions will also be inserted. 239</dd> 240</dl> 241 242 243<h2 id="validation">Compiler Validation</h2> 244 245<p> 246Developers working on the GLSL compiler should test frequently to avoid 247regressions. 248</p> 249 250<p> 251The <a href="http://piglit.freedesktop.org/">Piglit</a> project 252has many GLSL tests. 253</p> 254 255<p> 256The Mesa demos repository also has some good GLSL tests. 257</p> 258 259</div> 260</body> 261</html> 262