Welcome to Mesa's GLSL compiler. A brief overview of how things flow: 1) lex and yacc-based preprocessor takes the incoming shader string and produces a new string containing the preprocessed shader. This takes care of things like #if, #ifdef, #define, and preprocessor macro invocations. Note that #version, #extension, and some others are passed straight through. See glcpp/* 2) lex and yacc-based parser takes the preprocessed string and generates the AST (abstract syntax tree). Almost no checking is performed in this stage. See glsl_lexer.lpp and glsl_parser.ypp. 3) The AST is converted to "HIR". This is the intermediate representation of the compiler. Constructors are generated, function calls are resolved to particular function signatures, and all the semantic checking is performed. See ast_*.cpp for the conversion, and ir.h for the IR structures. 4) The driver (Mesa, or main.cpp for the standalone binary) performs optimizations. These include copy propagation, dead code elimination, constant folding, and others. Generally the driver will call optimizations in a loop, as each may open up opportunities for other optimizations to do additional work. See most files called ir_*.cpp 5) linking is performed. This does checking to ensure that the outputs of the vertex shader match the inputs of the fragment shader, and assigns locations to uniforms, attributes, and varyings. See linker.cpp. 6) The driver may perform additional optimization at this point, as for example dead code elimination previously couldn't remove functions or global variable usage when we didn't know what other code would be linked in. 7) The driver performs code generation out of the IR, taking a linked shader program and producing a compiled program for each stage. See ir_to_mesa.cpp for Mesa IR code generation. FAQ: Q: What is HIR versus IR versus LIR? A: The idea behind the naming was that ast_to_hir would produce a high-level IR ("HIR"), with things like matrix operations, structure assignments, etc., present. A series of lowering passes would occur that do things like break matrix multiplication into a series of dot products/MADs, make structure assignment be a series of assignment of components, flatten if statements into conditional moves, and such, producing a low level IR ("LIR"). However, it now appears that each driver will have different requirements from a LIR. A 915-generation chipset wants all functions inlined, all loops unrolled, all ifs flattened, no variable array accesses, and matrix multiplication broken down. The Mesa IR backend for swrast would like matrices and structure assignment broken down, but it can support function calls and dynamic branching. A 965 vertex shader IR backend could potentially even handle some matrix operations without breaking them down, but the 965 fragment shader IR backend would want to break to have (almost) all operations down channel-wise and perform optimization on that. As a result, there's no single low-level IR that will make everyone happy. So that usage has fallen out of favor, and each driver will perform a series of lowering passes to take the HIR down to whatever restrictions it wants to impose before doing codegen. Q: How is the IR structured? A: The best way to get started seeing it would be to run the standalone compiler against a shader: ./glsl --dump-lir ~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag So for example one of the ir_instructions in main() contains: (assign (constant bool (1)) (var_ref litColor) (expression vec3 * (var_ref Surf aceColor) (var_ref __retval) ) ) Or more visually: (assign) / | \ (var_ref) (expression *) (constant bool 1) / / \ (litColor) (var_ref) (var_ref) / \ (SurfaceColor) (__retval) which came from: litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0); (the max call is not represented in this expression tree, as it was a function call that got inlined but not brought into this expression tree) Each of those nodes is a subclass of ir_instruction. A particular ir_instruction instance may only appear once in the whole IR tree with the exception of ir_variables, which appear once as variable declarations: (declare () vec3 normDelta) and multiple times as the targets of variable dereferences: ... (assign (constant bool (1)) (var_ref __retval) (expression float dot (var_ref normDelta) (var_ref LightDir) ) ) ... (assign (constant bool (1)) (var_ref __retval) (expression vec3 - (var_ref LightDir) (expression vec3 * (constant float (2.000000)) (expression vec3 * (expression float dot (var_ref normDelta) (var_ref LightDir) ) (var_ref normDelta) ) ) ) ) ... Each node has a type. Expressions may involve several different types: (declare (uniform ) mat4 gl_ModelViewMatrix) ((assign (constant bool (1)) (var_ref constructor_tmp) (expression vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) ) An expression tree can be arbitrarily deep, and the compiler tries to keep them structured like that so that things like algebraic optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1 * (mat2 * vec))) or recognizing operation patterns for code generation (vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier. This comes at the expense of additional trickery in implementing some optimizations like CSE where one must navigate an expression tree. Q: Why no SSA representation? A: Converting an IR tree to SSA form makes dead code elmimination, common subexpression elimination, and many other optimizations much easier. However, in our primarily vector-based language, there's some major questions as to how it would work. Do we do SSA on the scalar or vector level? If we do it at the vector level, we're going to end up with many different versions of the variable when encountering code like: (assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) ) (assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) ) (assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) ) If every masked update of a component relies on the previous value of the variable, then we're probably going to be quite limited in our dead code elimination wins, and recognizing common expressions may just not happen. On the other hand, if we operate channel-wise, then we'll be prone to optimizing the operation on one of the channels at the expense of making its instruction flow different from the other channels, and a vector-based GPU would end up with worse code than if we didn't optimize operations on that channel! Once again, it appears that our optimization requirements are driven significantly by the target architecture. For now, targeting the Mesa IR backend, SSA does not appear to be that important to producing excellent code, but we do expect to do some SSA-based optimizations for the 965 fragment shader backend when that is developed.