</head>
<body>
+<div class="header">
+ <h1>The Mesa 3D Graphics Library</h1>
+</div>
+
+<iframe src="contents.html"></iframe>
+<div class="content">
+
<h1>Shading Language Support</h1>
<p>
This page describes the features and status of Mesa's support for the
-<a href="http://opengl.org/documentation/glsl/" target="_parent">
+<a href="http://opengl.org/documentation/glsl/">
OpenGL Shading Language</a>.
</p>
</p>
<ul>
<li><a href="#envvars">Environment variables</a>
-<li><a href="#120">GLSL 1.20 support</a>
+<li><a href="#support">GLSL 1.40 support</a>
<li><a href="#unsup">Unsupported Features</a>
<li><a href="#notes">Implementation Notes</a>
<li><a href="#hints">Programming Hints</a>
</ul>
-
-<a name="envvars">
-<h2>Environment Variables</h2>
+<h2 id="envvars">Environment Variables</h2>
<p>
The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
</p>
-<a name="120">
-<h2>GLSL Version</h2>
+<h2 id="support">GLSL Version</h2>
<p>
-The GLSL compiler currently supports version 1.20 of the shading language.
+The GLSL compiler currently supports version 3.30 of the shading language.
</p>
<p>
</p>
<ul>
<li>GL_ARB_draw_buffers
-<li>GL_ARB_texture_rectangle
<li>GL_ARB_fragment_coord_conventions
-<li>GL_EXT_texture_array
+<li>GL_ARB_shader_bit_encoding
</ul>
-<a name="unsup">
-<h2>Unsupported Features</h2>
+<h2 id="unsup">Unsupported Features</h2>
<p>XXX update this section</p>
<li>Linking of multiple shaders does not always work. Currently, linking
is implemented through shader concatenation and re-compiling. This
doesn't always work because of some #pragma and preprocessor issues.
-<li>gl_ClipVertex
<li>The gl_Color and gl_SecondaryColor varying vars are interpolated
without perspective correction
</ul>
</p>
-<a name="notes">
-<h2>Implementation Notes</h2>
+<h2 id="notes">Implementation Notes</h2>
<ul>
<li>Shading language programs are compiled into low-level programs
</p>
-<a name="hints">
-<h2>Programming Hints</h2>
+<h2 id="hints">Programming Hints</h2>
<ul>
<li>Use the built-in library functions whenever possible.
</ul>
-<a name="standalone">
-<h2>Stand-alone GLSL Compiler</h2>
+<h2 id="standalone">Stand-alone GLSL Compiler</h2>
<p>
The stand-alone GLSL compiler program can be used to compile GLSL shaders
</ul>
-
-
-<a name="implementation">
-<h2>Compiler Implementation</h2>
+<h2 id="implementation">Compiler Implementation</h2>
<p>
The source code for Mesa's shading language compiler is in the
};
</pre>
-<ul>
-<li>EmitHighLevelInstructions
-<br>
+<dl>
+<dt>EmitHighLevelInstructions</dt>
+<dd>
This option controls instruction selection for loops and conditionals.
If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
instructions will be emitted.
Otherwise, those constructs will be implemented with BRA instructions.
-</li>
+</dd>
-<li>EmitCondCodes
-<br>
+<dt>EmitCondCodes</dt>
+<dd>
If set, condition codes (ala GL_NV_fragment_program) will be used for
branching and looping.
Otherwise, ordinary registers will be used (the IF instruction will
examine the first operand's X component and do the if-part if non-zero).
This option is only relevant if EmitHighLevelInstructions is set.
-</li>
+</dd>
-<li>EmitComments
-<br>
-If set, instructions will be annoted with comments to help with debugging.
+<dt>EmitComments</dt>
+<dd>
+If set, instructions will be annotated with comments to help with debugging.
Extra NOP instructions will also be inserted.
-</li>
-</ul>
+</dd>
+</dl>
-<a name="validation">
-<h2>Compiler Validation</h2>
+<h2 id="validation">Compiler Validation</h2>
<p>
Developers working on the GLSL compiler should test frequently to avoid
</p>
<p>
-The <a href="http://people.freedesktop.org/~nh/piglit/">Piglit</a> project
-has many GLSL tests and the
-<a href="http://glean.sf.net" target="_parent">Glean</a> glsl1 test
-tests GLSL features.
+The <a href="http://piglit.freedesktop.org/">Piglit</a> project
+has many GLSL tests.
</p>
<p>
The Mesa demos repository also has some good GLSL tests.
</p>
+</div>
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</html>