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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>
     20 This page describes the features and status of Mesa's support for the
     21 <a href="https://opengl.org/documentation/glsl/">
     22 OpenGL Shading Language</a>.
     23 </p>
     24 
     25 <p>
     26 Contents
     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>
     43 The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
     44 list of keywords to control some aspects of the GLSL compiler and shader
     45 execution.  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>cache_info</b> - print debug information about shader cache
     53 <li><b>cache_fb</b> - force cached shaders to be ignored and do a full
     54     recompile via the fallback path</li>
     55 <li><b>uniform</b> - print message to stdout when glUniform is called
     56 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
     57     the vertex position with ftransform() and passes through the color and
     58     texcoord[0] attributes.
     59 <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
     60     through the color attribute.
     61 <li><b>useprog</b> - log glUseProgram calls to stderr
     62 </ul>
     63 <p>
     64 Example:  export MESA_GLSL=dump,nopt
     65 </p>
     66 
     67 <h3 id="replacement">Experimenting with Shader Replacements</h3>
     68 <p>
     69 Shaders can be dumped and replaced on runtime for debugging purposes. This
     70 feature is not currently supported by SCons build.
     71 
     72 This is controlled via following environment variables:
     73 <ul>
     74 <li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
     75 <li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read
     76 </ul>
     77 Note, path set must exist before running for dumping or replacing to work. 
     78 When both are set, these paths should be different so the dumped shaders do 
     79 not clobber the replacement shaders. Also, the filenames of the replacement shaders
     80 should match the filenames of the corresponding dumped shaders.
     81 </p>
     82 
     83 <h3 id="capture">Capturing Shaders</h3>
     84 
     85 <p>
     86 Setting <b>MESA_SHADER_CAPTURE_PATH</b> to a directory will cause the compiler
     87 to write <tt>.shader_test</tt> files for use with
     88 <a href="https://cgit.freedesktop.org/mesa/shader-db">shader-db</a>, a tool
     89 which compiler developers can use to gather statistics about shaders
     90 (instructions, cycles, memory accesses, and so on).
     91 </p>
     92 <p>
     93 Notably, this captures linked GLSL shaders - with all stages together -
     94 as well as ARB programs.
     95 </p>
     96 
     97 <h2 id="support">GLSL Version</h2>
     98 
     99 <p>
    100 The GLSL compiler currently supports version 3.30 of the shading language.
    101 </p>
    102 
    103 <p>
    104 Several GLSL extensions are also supported:
    105 </p>
    106 <ul>
    107 <li>GL_ARB_draw_buffers
    108 <li>GL_ARB_fragment_coord_conventions
    109 <li>GL_ARB_shader_bit_encoding
    110 </ul>
    111 
    112 
    113 <h2 id="unsup">Unsupported Features</h2>
    114 
    115 <p>XXX update this section</p>
    116 
    117 <p>
    118 The following features of the shading language are not yet fully supported
    119 in Mesa:
    120 </p>
    121 
    122 <ul>
    123 <li>Linking of multiple shaders does not always work.  Currently, linking
    124     is implemented through shader concatenation and re-compiling.  This
    125     doesn't always work because of some #pragma and preprocessor issues.
    126 <li>The gl_Color and gl_SecondaryColor varying vars are interpolated
    127     without perspective correction
    128 </ul>
    129 
    130 <p>
    131 All other major features of the shading language should function.
    132 </p>
    133 
    134 
    135 <h2 id="notes">Implementation Notes</h2>
    136 
    137 <ul>
    138 <li>Shading language programs are compiled into low-level programs
    139     very similar to those of GL_ARB_vertex/fragment_program.
    140 <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
    141     float[4] registers.
    142 <li>Float constants and variables are packed so that up to four floats
    143     can occupy one program parameter/register.
    144 <li>All function calls are inlined.
    145 <li>Shaders which use too many registers will not compile.
    146 <li>The quality of generated code is pretty good, register usage is fair.
    147 <li>Shader error detection and reporting of errors (InfoLog) is not
    148     very good yet.
    149 <li>The ftransform() function doesn't necessarily match the results of
    150     fixed-function transformation.
    151 </ul>
    152 
    153 <p>
    154 These issues will be addressed/resolved in the future.
    155 </p>
    156 
    157 
    158 <h2 id="hints">Programming Hints</h2>
    159 
    160 <ul>
    161 <li>Use the built-in library functions whenever possible.
    162     For example, instead of writing this:
    163 <pre>
    164         float x = 1.0 / sqrt(y);
    165 </pre>
    166     Write this:
    167 <pre>
    168         float x = inversesqrt(y);
    169 </pre>
    170 </li>
    171 </ul>
    172 
    173 
    174 <h2 id="standalone">Stand-alone GLSL Compiler</h2>
    175 
    176 <p>
    177 The stand-alone GLSL compiler program can be used to compile GLSL shaders
    178 into low-level GPU code.
    179 </p>
    180 
    181 <p>
    182 This tool is useful for:
    183 </p>
    184 <ul>
    185 <li>Inspecting GPU code to gain insight into compilation
    186 <li>Generating initial GPU code for subsequent hand-tuning
    187 <li>Debugging the GLSL compiler itself
    188 </ul>
    189 
    190 <p>
    191 After building Mesa, the compiler can be found at src/compiler/glsl/glsl_compiler
    192 </p>
    193 
    194 <p>
    195 Here's an example of using the compiler to compile a vertex shader and
    196 emit GL_ARB_vertex_program-style instructions:
    197 </p>
    198 <pre>
    199     src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
    200 </pre>
    201 
    202 Options include
    203 <ul>
    204 <li><b>--dump-ast</b> - dump GPU code
    205 <li><b>--dump-hir</b> - dump high-level IR code
    206 <li><b>--dump-lir</b> - dump low-level IR code
    207 <li><b>--dump-builder</b> - dump GLSL IR code
    208 <li><b>--link</b> - link shaders
    209 <li><b>--just-log</b> - display only shader / linker info if exist,
    210 without any header or separator
    211 <li><b>--version</b> - [Mandatory] define the GLSL version to use
    212 </ul>
    213 
    214 
    215 <h2 id="implementation">Compiler Implementation</h2>
    216 
    217 <p>
    218 The source code for Mesa's shading language compiler is in the
    219 <code>src/compiler/glsl/</code> directory.
    220 </p>
    221 
    222 <p>
    223 XXX provide some info about the compiler....
    224 </p>
    225 
    226 <p>
    227 The final vertex and fragment programs may be interpreted in software
    228 (see prog_execute.c) or translated into a specific hardware architecture
    229 (see drivers/dri/i915/i915_fragprog.c for example).
    230 </p>
    231 
    232 <h2 id="validation">Compiler Validation</h2>
    233 
    234 <p>
    235 Developers working on the GLSL compiler should test frequently to avoid
    236 regressions.
    237 </p>
    238 
    239 <p>
    240 The <a href="https://piglit.freedesktop.org/">Piglit</a> project
    241 has many GLSL tests.
    242 </p>
    243 
    244 <p>
    245 The Mesa demos repository also has some good GLSL tests.
    246 </p>
    247 
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