Home | History | Annotate | Download | only in docs
      1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
      2 <html lang="en">
      3 <head>
      4   <meta http-equiv="content-type" content="text/html; charset=utf-8">
      5   <title>Shading Language Support</title>
      6   <link rel="stylesheet" type="text/css" href="mesa.css">
      7 </head>
      8 <body>
      9 
     10 <div class="header">
     11   <h1>The Mesa 3D Graphics Library</h1>
     12 </div>
     13 
     14 <iframe src="contents.html"></iframe>
     15 <div class="content">
     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="http://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>nopt</b> - disable compiler optimizations
     53 <li><b>opt</b> - force compiler optimizations
     54 <li><b>uniform</b> - print message to stdout when glUniform is called
     55 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
     56     the vertex position with ftransform() and passes through the color and
     57     texcoord[0] attributes.
     58 <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
     59     through the color attribute.
     60 <li><b>useprog</b> - log glUseProgram calls to stderr
     61 </ul>
     62 <p>
     63 Example:  export MESA_GLSL=dump,nopt
     64 </p>
     65 
     66 <p>
     67 Shaders can be dumped and replaced on runtime for debugging purposes. Mesa 
     68 needs to be configured with '--with-sha1' to enable this functionality. This 
     69 feature is not currently supported by SCons build.
     70 
     71 This is controlled via following environment variables:
     72 <ul>
     73 <li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
     74 <li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read
     75 </ul>
     76 Note, path set must exist before running for dumping or replacing to work. 
     77 When both are set, these paths should be different so the dumped shaders do 
     78 not clobber the replacement shaders.
     79 </p>
     80 
     81 <h2 id="support">GLSL Version</h2>
     82 
     83 <p>
     84 The GLSL compiler currently supports version 3.30 of the shading language.
     85 </p>
     86 
     87 <p>
     88 Several GLSL extensions are also supported:
     89 </p>
     90 <ul>
     91 <li>GL_ARB_draw_buffers
     92 <li>GL_ARB_fragment_coord_conventions
     93 <li>GL_ARB_shader_bit_encoding
     94 </ul>
     95 
     96 
     97 <h2 id="unsup">Unsupported Features</h2>
     98 
     99 <p>XXX update this section</p>
    100 
    101 <p>
    102 The following features of the shading language are not yet fully supported
    103 in Mesa:
    104 </p>
    105 
    106 <ul>
    107 <li>Linking of multiple shaders does not always work.  Currently, linking
    108     is implemented through shader concatenation and re-compiling.  This
    109     doesn't always work because of some #pragma and preprocessor issues.
    110 <li>The gl_Color and gl_SecondaryColor varying vars are interpolated
    111     without perspective correction
    112 </ul>
    113 
    114 <p>
    115 All other major features of the shading language should function.
    116 </p>
    117 
    118 
    119 <h2 id="notes">Implementation Notes</h2>
    120 
    121 <ul>
    122 <li>Shading language programs are compiled into low-level programs
    123     very similar to those of GL_ARB_vertex/fragment_program.
    124 <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
    125     float[4] registers.
    126 <li>Float constants and variables are packed so that up to four floats
    127     can occupy one program parameter/register.
    128 <li>All function calls are inlined.
    129 <li>Shaders which use too many registers will not compile.
    130 <li>The quality of generated code is pretty good, register usage is fair.
    131 <li>Shader error detection and reporting of errors (InfoLog) is not
    132     very good yet.
    133 <li>The ftransform() function doesn't necessarily match the results of
    134     fixed-function transformation.
    135 </ul>
    136 
    137 <p>
    138 These issues will be addressed/resolved in the future.
    139 </p>
    140 
    141 
    142 <h2 id="hints">Programming Hints</h2>
    143 
    144 <ul>
    145 <li>Use the built-in library functions whenever possible.
    146     For example, instead of writing this:
    147 <pre>
    148         float x = 1.0 / sqrt(y);
    149 </pre>
    150     Write this:
    151 <pre>
    152         float x = inversesqrt(y);
    153 </pre>
    154 </li>
    155 </ul>
    156 
    157 
    158 <h2 id="standalone">Stand-alone GLSL Compiler</h2>
    159 
    160 <p>
    161 The stand-alone GLSL compiler program can be used to compile GLSL shaders
    162 into low-level GPU code.
    163 </p>
    164 
    165 <p>
    166 This tool is useful for:
    167 </p>
    168 <ul>
    169 <li>Inspecting GPU code to gain insight into compilation
    170 <li>Generating initial GPU code for subsequent hand-tuning
    171 <li>Debugging the GLSL compiler itself
    172 </ul>
    173 
    174 <p>
    175 After building Mesa, the compiler can be found at src/compiler/glsl/glsl_compiler
    176 </p>
    177 
    178 <p>
    179 Here's an example of using the compiler to compile a vertex shader and
    180 emit GL_ARB_vertex_program-style instructions:
    181 </p>
    182 <pre>
    183     src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
    184 </pre>
    185 
    186 Options include
    187 <ul>
    188 <li><b>--dump-ast</b> - dump GPU code
    189 <li><b>--dump-hir</b> - dump high-level IR code
    190 <li><b>--dump-lir</b> - dump low-level IR code
    191 <li><b>--dump-builder</b> - dump GLSL IR code
    192 <li><b>--link</b> - link shaders
    193 <li><b>--just-log</b> - display only shader / linker info if exist,
    194 without any header or separator
    195 <li><b>--version</b> - [Mandatory] define the GLSL version to use
    196 </ul>
    197 
    198 
    199 <h2 id="implementation">Compiler Implementation</h2>
    200 
    201 <p>
    202 The source code for Mesa's shading language compiler is in the
    203 <code>src/compiler/glsl/</code> directory.
    204 </p>
    205 
    206 <p>
    207 XXX provide some info about the compiler....
    208 </p>
    209 
    210 <p>
    211 The final vertex and fragment programs may be interpreted in software
    212 (see prog_execute.c) or translated into a specific hardware architecture
    213 (see drivers/dri/i915/i915_fragprog.c for example).
    214 </p>
    215 
    216 <h2 id="validation">Compiler Validation</h2>
    217 
    218 <p>
    219 Developers working on the GLSL compiler should test frequently to avoid
    220 regressions.
    221 </p>
    222 
    223 <p>
    224 The <a href="http://piglit.freedesktop.org/">Piglit</a> project
    225 has many GLSL tests.
    226 </p>
    227 
    228 <p>
    229 The Mesa demos repository also has some good GLSL tests.
    230 </p>
    231 
    232 </div>
    233 </body>
    234 </html>
    235