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