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aubinator/gen_decoder/i965: decode instructions from dword 0
[mesa.git]
/
docs
/
shading.html
diff --git
a/docs/shading.html
b/docs/shading.html
index cf989ce9029a6a420ef55f94419d7ec37b8c165d..7e3d2e4fced0756509f861e4665fb6922c6039bb 100644
(file)
--- a/
docs/shading.html
+++ b/
docs/shading.html
@@
-18,7
+18,7
@@
<p>
This page describes the features and status of Mesa's support for the
<p>
This page describes the features and status of Mesa's support for the
-<a href="http://opengl.org/documentation/glsl/">
+<a href="http
s
://opengl.org/documentation/glsl/">
OpenGL Shading Language</a>.
</p>
OpenGL Shading Language</a>.
</p>
@@
-49,8
+49,7
@@
execution. These are generally used for debugging.
<li><b>log</b> - log all GLSL shaders to files.
The filenames will be "shader_X.vert" or "shader_X.frag" where X
the shader ID.
<li><b>log</b> - log all GLSL shaders to files.
The filenames will be "shader_X.vert" or "shader_X.frag" where X
the shader ID.
-<li><b>nopt</b> - disable compiler optimizations
-<li><b>opt</b> - force compiler optimizations
+<li><b>cache_info</b> - print debug information about shader cache
<li><b>uniform</b> - print message to stdout when glUniform is called
<li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
the vertex position with ftransform() and passes through the color and
<li><b>uniform</b> - print message to stdout when glUniform is called
<li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
the vertex position with ftransform() and passes through the color and
@@
-172,7
+171,7
@@
This tool is useful for:
</ul>
<p>
</ul>
<p>
-After building Mesa, the compiler can be found at src/glsl/glsl_compiler
+After building Mesa, the compiler can be found at src/
compiler/
glsl/glsl_compiler
</p>
<p>
</p>
<p>
@@
-180,7
+179,7
@@
Here's an example of using the compiler to compile a vertex shader and
emit GL_ARB_vertex_program-style instructions:
</p>
<pre>
emit GL_ARB_vertex_program-style instructions:
</p>
<pre>
- src/
glsl/glsl_compiler
--dump-ast myshader.vert
+ src/
compiler/glsl/glsl_compiler --version XXX
--dump-ast myshader.vert
</pre>
Options include
</pre>
Options include
@@
-188,7
+187,11
@@
Options include
<li><b>--dump-ast</b> - dump GPU code
<li><b>--dump-hir</b> - dump high-level IR code
<li><b>--dump-lir</b> - dump low-level IR code
<li><b>--dump-ast</b> - dump GPU code
<li><b>--dump-hir</b> - dump high-level IR code
<li><b>--dump-lir</b> - dump low-level IR code
-<li><b>--link</b> - ???
+<li><b>--dump-builder</b> - dump GLSL IR code
+<li><b>--link</b> - link shaders
+<li><b>--just-log</b> - display only shader / linker info if exist,
+without any header or separator
+<li><b>--version</b> - [Mandatory] define the GLSL version to use
</ul>
</ul>
@@
-196,7
+199,7
@@
Options include
<p>
The source code for Mesa's shading language compiler is in the
<p>
The source code for Mesa's shading language compiler is in the
-<code>src/glsl/</code> directory.
+<code>src/
compiler/
glsl/</code> directory.
</p>
<p>
</p>
<p>
@@
-217,7
+220,7
@@
regressions.
</p>
<p>
</p>
<p>
-The <a href="http://piglit.freedesktop.org/">Piglit</a> project
+The <a href="http
s
://piglit.freedesktop.org/">Piglit</a> project
has many GLSL tests.
</p>
has many GLSL tests.
</p>