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author | Brian <[email protected]> | 2007-02-17 09:41:19 -0700 |
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committer | Brian <[email protected]> | 2007-02-17 09:41:19 -0700 |
commit | 61d31ae10daf3a59ccbf9bcc4cda3ca4fdd195aa (patch) | |
tree | 064c7189440c4a32c7d765e2a9857a7cbf20d9f2 /docs/shading.html | |
parent | cc153541a2cd83ef7249a0173da4a381b099e0e4 (diff) |
info about stand-alone compiler
Diffstat (limited to 'docs/shading.html')
-rw-r--r-- | docs/shading.html | 75 |
1 files changed, 74 insertions, 1 deletions
diff --git a/docs/shading.html b/docs/shading.html index c4962a32a2f..28bd645c5d5 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -15,9 +15,21 @@ OpenGL Shading Language</a>. </p> <p> -Last updated on 20 Jan 2007. +Last updated on 17 Feb 2007. </p> +<p> +Contents +</p> +<ul> +<li><a href="#unsup">Unsupported Features</a> +<li><a href="#impl">Implementation Notes</a> +<li><a href="#hints">Programming Hints</a> +<li><a href="#standalone">Stand-alone Compiler</a> +</ul> + + +<a name="unsup"> <h2>Unsupported Features</h2> <p> @@ -41,6 +53,7 @@ All other major features of the shading language should function. </p> +<a name="impl"> <h2>Implementation Notes</h2> <ul> @@ -63,6 +76,7 @@ These issues will be addressed/resolved in the future. </p> +<a name="hints"> <h2>Programming Hints</h2> <ul> @@ -111,5 +125,64 @@ These issues will be addressed/resolved in the future. </ul> +<a name="standalone"> +<h2>Stand-alone Compiler</h2> + +<p> +A unique stand-alone GLSL compiler driver has been added to Mesa. +<p> + +<p> +The stand-alone compiler (like a conventional command-line compiler) +is a tool that accepts Shading Language programs and emits low-level +GPU programs. +</p> + +<p> +This tool is useful for: +<p> +<ul> +<li>Inspecting GPU code to gain insight into compilation +<li>Generating initial GPU code for subsequent hand-tuning +<li>Debugging the GLSL compiler itself +</ul> + +<p> +(compiler build instructions TBD) +</p> + +<p> +Here's an example of using the compiler to compile a vertex shader and +emit GL_ARB_vertex_program-style instructions: +</p> +<pre> + glslcompiler --arb --linenumbers --vs vertshader.txt +</pre> +<p> +The output may look similar to this: +</p> +<pre> +!!ARBvp1.0 + 0: MOV result.texcoord[0], vertex.texcoord[0]; + 1: DP4 temp0.x, state.matrix.mvp.row[0], vertex.position; + 2: DP4 temp0.y, state.matrix.mvp.row[1], vertex.position; + 3: DP4 temp0.z, state.matrix.mvp.row[2], vertex.position; + 4: DP4 temp0.w, state.matrix.mvp.row[3], vertex.position; + 5: MOV result.position, temp0; + 6: END +</pre> + +<p> +Note that some shading language constructs (such as uniform and varying +variables) aren't expressible in ARB or NV-style programs. +Therefore, the resulting output is not always legal by definition of +those program languages. +</p> +<p> +Also note that this compiler driver is still under development. +Over time, the correctness of the GPU programs, with respect to the ARB +and NV languagues, should improve. +</p> + </BODY> </HTML> |