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+<HTML>
+
+<TITLE>Shading Language Support</TITLE>
+
+<link rel="stylesheet" type="text/css" href="mesa.css"></head>
+
+<BODY>
+
+<H1>Shading Language Support</H1>
+
+<p>
+This page describes the features and status of Mesa's support for the
+<a href="http://opengl.org/documentation/glsl/" target="_parent">
+OpenGL Shading Language</a>.
+</p>
+
+<p>
+Last updated on 17 Feb 2007.
+</p>
+
+<p>
+Contents
+</p>
+<ul>
+<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="#implementation">Compiler Implementation</a>
+</ul>
+
+
+<a name="unsup">
+<h2>Unsupported Features</h2>
+
+<p>
+The following features of the shading language are not yet supported
+in Mesa:
+</p>
+
+<ul>
+<li>Dereferencing arrays with non-constant indexes
+<li>User-defined structs
+<li>Linking of multiple shaders is not supported
+<li>Integer operations are not fully implemented (most are implemented
+ as floating point).
+<li>gl_ClipVertex
+</ul>
+
+<p>
+All other major features of the shading language should function.
+</p>
+
+
+<a name="notes">
+<h2>Implementation Notes</h2>
+
+<ul>
+<li>Shading language programs are compiled into low-level programs
+ very similar to those of GL_ARB_vertex/fragment_program.
+<li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
+ float[4] registers.
+<li>Float constants and variables are packed so that up to four floats
+ can occupy one program parameter/register.
+<li>All function calls are inlined.
+<li>Shaders which use too many registers will not compile.
+<li>The quality of generated code is pretty good, register usage is fair.
+<li>Shader error detection and reporting of errors (InfoLog) is not
+ very good yet.
+<li>There are known memory leaks in the compiler.
+</ul>
+
+<p>
+These issues will be addressed/resolved in the future.
+</p>
+
+
+<a name="hints">
+<h2>Programming Hints</h2>
+
+<ul>
+<li>Declare <em>in</em> function parameters as <em>const</em> whenever possible.
+ This improves the efficiency of function inlining.
+</li>
+<br>
+<li>To reduce register usage, declare variables within smaller scopes.
+ For example, the following code:
+<pre>
+ void main()
+ {
+ vec4 a1, a2, b1, b2;
+ gl_Position = expression using a1, a2.
+ gl_Color = expression using b1, b2;
+ }
+</pre>
+ Can be rewritten as follows to use half as many registers:
+<pre>
+ void main()
+ {
+ {
+ vec4 a1, a2;
+ gl_Position = expression using a1, a2.
+ }
+ {
+ vec4 b1, b2;
+ gl_Color = expression using b1, b2;
+ }
+ }
+</pre>
+ Alternately, rather than using several float variables, use
+ a vec4 instead. Use swizzling and writemasks to access the
+ components of the vec4 as floats.
+</li>
+<br>
+<li>Use the built-in library functions whenever possible.
+ For example, instead of writing this:
+<pre>
+ float x = 1.0 / sqrt(y);
+</pre>
+ Write this:
+<pre>
+ float x = inversesqrt(y);
+</pre>
+</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>
+To build the glslcompiler program (this will be improved someday):
+</p>
+<pre>
+ cd src/mesa
+ make libmesa.a
+ cd drivers/glslcompiler
+ make
+</pre>
+
+
+<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>
+
+
+
+<a name="implementation">
+<h2>Compiler Implementation</h2>
+
+<p>
+The source code for Mesa's shading language compiler is in the
+<code>src/mesa/shader/slang/</code> directory.
+</p>
+
+<p>
+The compiler follows a fairly standard design and basically works as follows:
+</p>
+<ul>
+<li>The input string is tokenized (see grammar.c) and parsed
+(see slang_compiler_*.c) to produce an Abstract Syntax Tree (AST).
+The nodes in this tree are slang_operation structures
+(see slang_compile_operation.h).
+The nodes are decorated with symbol table, scoping and datatype information.
+<li>The AST is converted into an Intermediate representation (IR) tree
+(see the slang_codegen.c file).
+The IR nodes represent basic GPU instructions, like add, dot product,
+move, etc.
+The IR tree is mostly a binary tree, but a few nodes have three or four
+children.
+In principle, the IR tree could be executed by doing an in-order traversal.
+<li>The IR tree is traversed in-order to emit code (see slang_emit.c).
+This is also when registers are allocated to store variables and temps.
+<li>In the future, a pattern-matching code generator-generator may be
+used for code generation.
+Programs such as L-BURG (Bottom-Up Rewrite Generator) and Twig look for
+patterns in IR trees, compute weights for subtrees and use the weights
+to select the best instructions to represent the sub-tree.
+<li>The emitted GPU instructions (see prog_instruction.h) are stored in a
+gl_program object (see mtypes.h).
+<li>When a fragment shader and vertex shader are linked (see slang_link.c)
+the varying vars are matched up, uniforms are merged, and vertex
+attributes are resolved (rewriting instructions as needed).
+</ul>
+
+<p>
+The final vertex and fragment programs may be interpreted in software
+(see prog_execute.c) or translated into a specific hardware architecture
+(see drivers/dri/i915/i915_fragprog.c for example).
+</p>
+
+<h3>Code Generation Options</h3>
+
+<p>
+Internally, there are several options that control the compiler's code
+generation and instruction selection.
+These options are seen in the gl_shader_state struct and may be set
+by the device driver to indicate its preferences:
+
+<pre>
+struct gl_shader_state
+{
+ ...
+ /** Driver-selectable options: */
+ GLboolean EmitHighLevelInstructions;
+ GLboolean EmitCondCodes;
+ GLboolean EmitComments;
+};
+</pre>
+
+<ul>
+<li>EmitHighLevelInstructions
+<br>
+This option controls instruction selection for loops and conditionals.
+If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
+instructions will be emitted.
+Otherwise, those constructs will be implemented with BRA instructions.
+</li>
+
+<li>EmitCondCodes
+<br>
+If set, condition codes (ala GL_NV_fragment_program) will be used for
+branching and looping.
+Otherwise, ordinary registers will be used (the IF instruction will
+examine the first operand's X component and do the if-part if non-zero).
+This option is only relevant if EmitHighLevelInstructions is set.
+</li>
+
+<li>EmitComments
+<br>
+If set, instructions will be annoted with comments to help with debugging.
+Extra NOP instructions will also be inserted.
+</br>
+
+</ul>
+
+
+</BODY>
+</HTML>