specs: MESA_query_renderer.spec resolve a couple of typos
[mesa.git] / docs / shading.html
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5 <title>Shading Language Support</title>
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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
67 <h2 id="support">GLSL Version</h2>
68
69 <p>
70 The GLSL compiler currently supports version 3.30 of the shading language.
71 </p>
72
73 <p>
74 Several GLSL extensions are also supported:
75 </p>
76 <ul>
77 <li>GL_ARB_draw_buffers
78 <li>GL_ARB_fragment_coord_conventions
79 <li>GL_ARB_shader_bit_encoding
80 </ul>
81
82
83 <h2 id="unsup">Unsupported Features</h2>
84
85 <p>XXX update this section</p>
86
87 <p>
88 The following features of the shading language are not yet fully supported
89 in Mesa:
90 </p>
91
92 <ul>
93 <li>Linking of multiple shaders does not always work. Currently, linking
94 is implemented through shader concatenation and re-compiling. This
95 doesn't always work because of some #pragma and preprocessor issues.
96 <li>The gl_Color and gl_SecondaryColor varying vars are interpolated
97 without perspective correction
98 </ul>
99
100 <p>
101 All other major features of the shading language should function.
102 </p>
103
104
105 <h2 id="notes">Implementation Notes</h2>
106
107 <ul>
108 <li>Shading language programs are compiled into low-level programs
109 very similar to those of GL_ARB_vertex/fragment_program.
110 <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
111 float[4] registers.
112 <li>Float constants and variables are packed so that up to four floats
113 can occupy one program parameter/register.
114 <li>All function calls are inlined.
115 <li>Shaders which use too many registers will not compile.
116 <li>The quality of generated code is pretty good, register usage is fair.
117 <li>Shader error detection and reporting of errors (InfoLog) is not
118 very good yet.
119 <li>The ftransform() function doesn't necessarily match the results of
120 fixed-function transformation.
121 </ul>
122
123 <p>
124 These issues will be addressed/resolved in the future.
125 </p>
126
127
128 <h2 id="hints">Programming Hints</h2>
129
130 <ul>
131 <li>Use the built-in library functions whenever possible.
132 For example, instead of writing this:
133 <pre>
134 float x = 1.0 / sqrt(y);
135 </pre>
136 Write this:
137 <pre>
138 float x = inversesqrt(y);
139 </pre>
140 </li>
141 </ul>
142
143
144 <h2 id="standalone">Stand-alone GLSL Compiler</h2>
145
146 <p>
147 The stand-alone GLSL compiler program can be used to compile GLSL shaders
148 into low-level GPU code.
149 </p>
150
151 <p>
152 This tool is useful for:
153 </p>
154 <ul>
155 <li>Inspecting GPU code to gain insight into compilation
156 <li>Generating initial GPU code for subsequent hand-tuning
157 <li>Debugging the GLSL compiler itself
158 </ul>
159
160 <p>
161 After building Mesa, the compiler can be found at src/glsl/glsl_compiler
162 </p>
163
164 <p>
165 Here's an example of using the compiler to compile a vertex shader and
166 emit GL_ARB_vertex_program-style instructions:
167 </p>
168 <pre>
169 src/glsl/glsl_compiler --dump-ast myshader.vert
170 </pre>
171
172 Options include
173 <ul>
174 <li><b>--dump-ast</b> - dump GPU code
175 <li><b>--dump-hir</b> - dump high-level IR code
176 <li><b>--dump-lir</b> - dump low-level IR code
177 <li><b>--link</b> - ???
178 </ul>
179
180
181 <h2 id="implementation">Compiler Implementation</h2>
182
183 <p>
184 The source code for Mesa's shading language compiler is in the
185 <code>src/glsl/</code> directory.
186 </p>
187
188 <p>
189 XXX provide some info about the compiler....
190 </p>
191
192 <p>
193 The final vertex and fragment programs may be interpreted in software
194 (see prog_execute.c) or translated into a specific hardware architecture
195 (see drivers/dri/i915/i915_fragprog.c for example).
196 </p>
197
198 <h3>Code Generation Options</h3>
199
200 <p>
201 Internally, there are several options that control the compiler's code
202 generation and instruction selection.
203 These options are seen in the gl_shader_state struct and may be set
204 by the device driver to indicate its preferences:
205
206 <pre>
207 struct gl_shader_state
208 {
209 ...
210 /** Driver-selectable options: */
211 GLboolean EmitHighLevelInstructions;
212 GLboolean EmitCondCodes;
213 GLboolean EmitComments;
214 };
215 </pre>
216
217 <dl>
218 <dt>EmitHighLevelInstructions</dt>
219 <dd>
220 This option controls instruction selection for loops and conditionals.
221 If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
222 instructions will be emitted.
223 Otherwise, those constructs will be implemented with BRA instructions.
224 </dd>
225
226 <dt>EmitCondCodes</dt>
227 <dd>
228 If set, condition codes (ala GL_NV_fragment_program) will be used for
229 branching and looping.
230 Otherwise, ordinary registers will be used (the IF instruction will
231 examine the first operand's X component and do the if-part if non-zero).
232 This option is only relevant if EmitHighLevelInstructions is set.
233 </dd>
234
235 <dt>EmitComments</dt>
236 <dd>
237 If set, instructions will be annotated with comments to help with debugging.
238 Extra NOP instructions will also be inserted.
239 </dd>
240 </dl>
241
242
243 <h2 id="validation">Compiler Validation</h2>
244
245 <p>
246 Developers working on the GLSL compiler should test frequently to avoid
247 regressions.
248 </p>
249
250 <p>
251 The <a href="http://piglit.freedesktop.org/">Piglit</a> project
252 has many GLSL tests.
253 </p>
254
255 <p>
256 The Mesa demos repository also has some good GLSL tests.
257 </p>
258
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