aboutsummaryrefslogtreecommitdiffstats
path: root/docs/shading.html
blob: b0ed249e1dddc09518eeeee14a59e9bf93ed4d13 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html lang="en">
<head>
  <meta http-equiv="content-type" content="text/html; charset=utf-8">
  <title>Shading Language Support</title>
  <link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>

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

<iframe src="contents.html"></iframe>
<div class="content">

<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/">
OpenGL Shading Language</a>.
</p>

<p>
Contents
</p>
<ul>
<li><a href="#envvars">Environment variables</a>
<li><a href="#support">GLSL 1.40 support</a>
<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 GLSL Compiler</a>
<li><a href="#implementation">Compiler Implementation</a>
<li><a href="#validation">Compiler Validation</a>
</ul>


<h2 id="envvars">Environment Variables</h2>

<p>
The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
list of keywords to control some aspects of the GLSL compiler and shader
execution.  These are generally used for debugging.
</p>
<ul>
<li><b>dump</b> - print GLSL shader code to stdout at link time
<li><b>log</b> - log all GLSL shaders to files.
    The filenames will be "shader_X.vert" or "shader_X.frag" where X
    the shader ID.
<li><b>nopt</b> - disable compiler optimizations
<li><b>opt</b> - force compiler optimizations
<li><b>uniform</b> - print message to stdout when glUniform is called
<li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
    the vertex position with ftransform() and passes through the color and
    texcoord[0] attributes.
<li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
    through the color attribute.
<li><b>useprog</b> - log glUseProgram calls to stderr
</ul>
<p>
Example:  export MESA_GLSL=dump,nopt
</p>

<p>
Shaders can be dumped and replaced on runtime for debugging purposes. Mesa 
needs to be configured with '--with-sha1' to enable this functionality. This 
feature is not currently supported by SCons build.

This is controlled via following environment variables:
<ul>
<li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
<li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read
</ul>
Note, path set must exist before running for dumping or replacing to work. 
When both are set, these paths should be different so the dumped shaders do 
not clobber the replacement shaders.
</p>

<h2 id="support">GLSL Version</h2>

<p>
The GLSL compiler currently supports version 3.30 of the shading language.
</p>

<p>
Several GLSL extensions are also supported:
</p>
<ul>
<li>GL_ARB_draw_buffers
<li>GL_ARB_fragment_coord_conventions
<li>GL_ARB_shader_bit_encoding
</ul>


<h2 id="unsup">Unsupported Features</h2>

<p>XXX update this section</p>

<p>
The following features of the shading language are not yet fully supported
in Mesa:
</p>

<ul>
<li>Linking of multiple shaders does not always work.  Currently, linking
    is implemented through shader concatenation and re-compiling.  This
    doesn't always work because of some #pragma and preprocessor issues.
<li>The gl_Color and gl_SecondaryColor varying vars are interpolated
    without perspective correction
</ul>

<p>
All other major features of the shading language should function.
</p>


<h2 id="notes">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>The ftransform() function doesn't necessarily match the results of
    fixed-function transformation.
</ul>

<p>
These issues will be addressed/resolved in the future.
</p>


<h2 id="hints">Programming Hints</h2>

<ul>
<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>
</li>
</ul>


<h2 id="standalone">Stand-alone GLSL Compiler</h2>

<p>
The stand-alone GLSL compiler program can be used to compile GLSL shaders
into low-level GPU code.
</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>
After building Mesa, the compiler can be found at src/compiler/glsl/glsl_compiler
</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>
    src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
</pre>

Options include
<ul>
<li><b>--dump-ast</b> - dump GPU code
<li><b>--dump-hir</b> - dump high-level IR code
<li><b>--dump-lir</b> - dump low-level IR code
<li><b>--dump-builder</b> - dump GLSL IR code
<li><b>--link</b> - link shaders
<li><b>--just-log</b> - display only shader / linker info if exist,
without any header or separator
<li><b>--version</b> - [Mandatory] define the GLSL version to use
</ul>


<h2 id="implementation">Compiler Implementation</h2>

<p>
The source code for Mesa's shading language compiler is in the
<code>src/compiler/glsl/</code> directory.
</p>

<p>
XXX provide some info about the compiler....
</p>

<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>

<h2 id="validation">Compiler Validation</h2>

<p>
Developers working on the GLSL compiler should test frequently to avoid
regressions.
</p>

<p>
The <a href="http://piglit.freedesktop.org/">Piglit</a> project
has many GLSL tests.
</p>

<p>
The Mesa demos repository also has some good GLSL tests.
</p>

</div>
</body>
</html>