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9 <H1>Shading Language Support</H1>
10
11 <p>
12 This page describes the features and status of Mesa's support for the
13 <a href="http://opengl.org/documentation/glsl/" target="_parent">
14 OpenGL Shading Language</a>.
15 </p>
16
17 <p>
18 Last updated on 26 March 2007.
19 </p>
20
21 <p>
22 Contents
23 </p>
24 <ul>
25 <li><a href="#unsup">Unsupported Features</a>
26 <li><a href="#notes">Implementation Notes</a>
27 <li><a href="#hints">Programming Hints</a>
28 <li><a href="#standalone">Stand-alone Compiler</a>
29 <li><a href="#implementation">Compiler Implementation</a>
30 </ul>
31
32
33 <a name="unsup">
34 <h2>Unsupported Features</h2>
35
36 <p>
37 The following features of the shading language are not yet supported
38 in Mesa:
39 </p>
40
41 <ul>
42 <li>Dereferencing arrays with non-constant indexes
43 <li>Comparison of user-defined structs
44 <li>Linking of multiple shaders is not supported
45 <li>gl_ClipVertex
46 </ul>
47
48 <p>
49 All other major features of the shading language should function.
50 </p>
51
52
53 <a name="notes">
54 <h2>Implementation Notes</h2>
55
56 <ul>
57 <li>Shading language programs are compiled into low-level programs
58 very similar to those of GL_ARB_vertex/fragment_program.
59 <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
60 float[4] registers.
61 <li>Float constants and variables are packed so that up to four floats
62 can occupy one program parameter/register.
63 <li>All function calls are inlined.
64 <li>Shaders which use too many registers will not compile.
65 <li>The quality of generated code is pretty good, register usage is fair.
66 <li>Shader error detection and reporting of errors (InfoLog) is not
67 very good yet.
68 <li>There are known memory leaks in the compiler.
69 </ul>
70
71 <p>
72 These issues will be addressed/resolved in the future.
73 </p>
74
75
76 <a name="hints">
77 <h2>Programming Hints</h2>
78
79 <ul>
80 <li>Declare <em>in</em> function parameters as <em>const</em> whenever possible.
81 This improves the efficiency of function inlining.
82 </li>
83 <br>
84 <li>To reduce register usage, declare variables within smaller scopes.
85 For example, the following code:
86 <pre>
87 void main()
88 {
89 vec4 a1, a2, b1, b2;
90 gl_Position = expression using a1, a2.
91 gl_Color = expression using b1, b2;
92 }
93 </pre>
94 Can be rewritten as follows to use half as many registers:
95 <pre>
96 void main()
97 {
98 {
99 vec4 a1, a2;
100 gl_Position = expression using a1, a2.
101 }
102 {
103 vec4 b1, b2;
104 gl_Color = expression using b1, b2;
105 }
106 }
107 </pre>
108 Alternately, rather than using several float variables, use
109 a vec4 instead. Use swizzling and writemasks to access the
110 components of the vec4 as floats.
111 </li>
112 <br>
113 <li>Use the built-in library functions whenever possible.
114 For example, instead of writing this:
115 <pre>
116 float x = 1.0 / sqrt(y);
117 </pre>
118 Write this:
119 <pre>
120 float x = inversesqrt(y);
121 </pre>
122 </ul>
123
124
125 <a name="standalone">
126 <h2>Stand-alone Compiler</h2>
127
128 <p>
129 A unique stand-alone GLSL compiler driver has been added to Mesa.
130 <p>
131
132 <p>
133 The stand-alone compiler (like a conventional command-line compiler)
134 is a tool that accepts Shading Language programs and emits low-level
135 GPU programs.
136 </p>
137
138 <p>
139 This tool is useful for:
140 <p>
141 <ul>
142 <li>Inspecting GPU code to gain insight into compilation
143 <li>Generating initial GPU code for subsequent hand-tuning
144 <li>Debugging the GLSL compiler itself
145 </ul>
146
147 <p>
148 To build the glslcompiler program (this will be improved someday):
149 </p>
150 <pre>
151 cd src/mesa
152 make libmesa.a
153 cd drivers/glslcompiler
154 make
155 </pre>
156
157
158 <p>
159 Here's an example of using the compiler to compile a vertex shader and
160 emit GL_ARB_vertex_program-style instructions:
161 </p>
162 <pre>
163 glslcompiler --arb --linenumbers --vs vertshader.txt
164 </pre>
165 <p>
166 The output may look similar to this:
167 </p>
168 <pre>
169 !!ARBvp1.0
170 0: MOV result.texcoord[0], vertex.texcoord[0];
171 1: DP4 temp0.x, state.matrix.mvp.row[0], vertex.position;
172 2: DP4 temp0.y, state.matrix.mvp.row[1], vertex.position;
173 3: DP4 temp0.z, state.matrix.mvp.row[2], vertex.position;
174 4: DP4 temp0.w, state.matrix.mvp.row[3], vertex.position;
175 5: MOV result.position, temp0;
176 6: END
177 </pre>
178
179 <p>
180 Note that some shading language constructs (such as uniform and varying
181 variables) aren't expressible in ARB or NV-style programs.
182 Therefore, the resulting output is not always legal by definition of
183 those program languages.
184 </p>
185 <p>
186 Also note that this compiler driver is still under development.
187 Over time, the correctness of the GPU programs, with respect to the ARB
188 and NV languagues, should improve.
189 </p>
190
191
192
193 <a name="implementation">
194 <h2>Compiler Implementation</h2>
195
196 <p>
197 The source code for Mesa's shading language compiler is in the
198 <code>src/mesa/shader/slang/</code> directory.
199 </p>
200
201 <p>
202 The compiler follows a fairly standard design and basically works as follows:
203 </p>
204 <ul>
205 <li>The input string is tokenized (see grammar.c) and parsed
206 (see slang_compiler_*.c) to produce an Abstract Syntax Tree (AST).
207 The nodes in this tree are slang_operation structures
208 (see slang_compile_operation.h).
209 The nodes are decorated with symbol table, scoping and datatype information.
210 <li>The AST is converted into an Intermediate representation (IR) tree
211 (see the slang_codegen.c file).
212 The IR nodes represent basic GPU instructions, like add, dot product,
213 move, etc.
214 The IR tree is mostly a binary tree, but a few nodes have three or four
215 children.
216 In principle, the IR tree could be executed by doing an in-order traversal.
217 <li>The IR tree is traversed in-order to emit code (see slang_emit.c).
218 This is also when registers are allocated to store variables and temps.
219 <li>In the future, a pattern-matching code generator-generator may be
220 used for code generation.
221 Programs such as L-BURG (Bottom-Up Rewrite Generator) and Twig look for
222 patterns in IR trees, compute weights for subtrees and use the weights
223 to select the best instructions to represent the sub-tree.
224 <li>The emitted GPU instructions (see prog_instruction.h) are stored in a
225 gl_program object (see mtypes.h).
226 <li>When a fragment shader and vertex shader are linked (see slang_link.c)
227 the varying vars are matched up, uniforms are merged, and vertex
228 attributes are resolved (rewriting instructions as needed).
229 </ul>
230
231 <p>
232 The final vertex and fragment programs may be interpreted in software
233 (see prog_execute.c) or translated into a specific hardware architecture
234 (see drivers/dri/i915/i915_fragprog.c for example).
235 </p>
236
237 <h3>Code Generation Options</h3>
238
239 <p>
240 Internally, there are several options that control the compiler's code
241 generation and instruction selection.
242 These options are seen in the gl_shader_state struct and may be set
243 by the device driver to indicate its preferences:
244
245 <pre>
246 struct gl_shader_state
247 {
248 ...
249 /** Driver-selectable options: */
250 GLboolean EmitHighLevelInstructions;
251 GLboolean EmitCondCodes;
252 GLboolean EmitComments;
253 };
254 </pre>
255
256 <ul>
257 <li>EmitHighLevelInstructions
258 <br>
259 This option controls instruction selection for loops and conditionals.
260 If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
261 instructions will be emitted.
262 Otherwise, those constructs will be implemented with BRA instructions.
263 </li>
264
265 <li>EmitCondCodes
266 <br>
267 If set, condition codes (ala GL_NV_fragment_program) will be used for
268 branching and looping.
269 Otherwise, ordinary registers will be used (the IF instruction will
270 examine the first operand's X component and do the if-part if non-zero).
271 This option is only relevant if EmitHighLevelInstructions is set.
272 </li>
273
274 <li>EmitComments
275 <br>
276 If set, instructions will be annoted with comments to help with debugging.
277 Extra NOP instructions will also be inserted.
278 </br>
279
280 </ul>
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