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authorBrian Paul <[email protected]>2008-07-17 15:40:10 -0600
committerBrian Paul <[email protected]>2008-07-17 15:40:10 -0600
commit3bfedb7ed4a35cfcc7187bc22314833ef1d96ec9 (patch)
tree988ee173661bc5e65f0eb3fa6907befeefe8716f /docs
parent73b8ee412110598b5c54ac695fcfce2878fdbe07 (diff)
mesa: build the stand-alone glslcompiler by default, update the docs
Diffstat (limited to 'docs')
-rw-r--r--docs/shading.html42
1 files changed, 26 insertions, 16 deletions
diff --git a/docs/shading.html b/docs/shading.html
index 0a9f5f36f40..1a60e5b708d 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -25,7 +25,7 @@ Contents
<li><a href="#unsup">Unsupported Features</a>
<li><a href="#notes">Implementation Notes</a>
<li><a href="#hints">Programming Hints</a>
-<li><a href="#standalone">Stand-alone Compiler</a>
+<li><a href="#standalone">Stand-alone GLSL Compiler</a>
<li><a href="#implementation">Compiler Implementation</a>
<li><a href="#validation">Compiler Validation</a>
</ul>
@@ -133,7 +133,7 @@ These issues will be addressed/resolved in the future.
<a name="standalone">
-<h2>Stand-alone Compiler</h2>
+<h2>Stand-alone GLSL Compiler</h2>
<p>
A unique stand-alone GLSL compiler driver has been added to Mesa.
@@ -155,12 +155,11 @@ This tool is useful for:
</ul>
<p>
-To build the glslcompiler program (this will be improved someday):
+After building Mesa the glslcompiler should be found in the Mesa/bin/ directory.
+If it's not there, it can be built manually:
</p>
<pre>
- cd src/mesa
- make libmesa.a
- cd drivers/glslcompiler
+ cd src/mesa/drivers/glslcompiler
make
</pre>
@@ -170,20 +169,31 @@ 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
+ bin/glslcompiler --debug --numbers --fs progs/glsl/CH06-brick.frag.txt
</pre>
<p>
-The output may look similar to this:
+results in:
</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
+# Fragment Program/Shader
+ 0: RCP TEMP[4].x, UNIFORM[2].xxxx;
+ 1: RCP TEMP[4].y, UNIFORM[2].yyyy;
+ 2: MUL TEMP[3].xy, VARYING[0], TEMP[4];
+ 3: MOV TEMP[1], TEMP[3];
+ 4: MUL TEMP[0].w, TEMP[1].yyyy, CONST[4].xxxx;
+ 5: FRC TEMP[1].z, TEMP[0].wwww;
+ 6: SGT.C TEMP[0].w, TEMP[1].zzzz, CONST[4].xxxx;
+ 7: IF (NE.wwww); # (if false, goto 9);
+ 8: ADD TEMP[1].x, TEMP[1].xxxx, CONST[4].xxxx;
+ 9: ENDIF;
+ 10: FRC TEMP[1].xy, TEMP[1];
+ 11: SGT TEMP[2].xy, UNIFORM[3], TEMP[1];
+ 12: MUL TEMP[1].z, TEMP[2].xxxx, TEMP[2].yyyy;
+ 13: LRP TEMP[0], TEMP[1].zzzz, UNIFORM[0], UNIFORM[1];
+ 14: MUL TEMP[0].xyz, TEMP[0], VARYING[1].xxxx;
+ 15: MOV OUTPUT[0].xyz, TEMP[0];
+ 16: MOV OUTPUT[0].w, CONST[4].yyyy;
+ 17: END
</pre>
<p>