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10<div class="header">
11  <h1>The Mesa 3D Graphics Library</h1>
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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
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