<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
- <title>Shading Language Support</title>
+ <title>Shading Language</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
<div class="header">
- <h1>The Mesa 3D Graphics Library</h1>
+ The Mesa 3D Graphics Library
</div>
<iframe src="contents.html"></iframe>
<div class="content">
-<h1>Shading Language Support</h1>
+<h1>Shading Language</h1>
<p>
This page describes the features and status of Mesa's support for the
-<a href="http://opengl.org/documentation/glsl/">
+<a href="https://opengl.org/documentation/glsl/">
OpenGL Shading Language</a>.
</p>
<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>cache_fb</b> - force cached shaders to be ignored and do a full
+ recompile via the fallback path</li>
<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>nopfrag</b> - force fragment shader to be a simple shader that passes
through the color attribute.
<li><b>useprog</b> - log glUseProgram calls to stderr
+<li><b>errors</b> - GLSL compilation and link errors will be reported to stderr.
</ul>
<p>
Example: export MESA_GLSL=dump,nopt
</p>
+<h3 id="replacement">Experimenting with Shader Replacements</h3>
+<p>
+Shaders can be dumped and replaced on runtime for debugging purposes. This
+feature is not currently supported by SCons build.
+
+This is controlled via following environment variables:
+</p>
+<ul>
+<li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
+<li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read
+</ul>
+Note, path set must exist before running for dumping or replacing to work.
+When both are set, these paths should be different so the dumped shaders do
+not clobber the replacement shaders. Also, the filenames of the replacement shaders
+should match the filenames of the corresponding dumped shaders.
+
+<h3 id="capture">Capturing Shaders</h3>
+
+<p>
+Setting <b>MESA_SHADER_CAPTURE_PATH</b> to a directory will cause the compiler
+to write <code>.shader_test</code> files for use with
+<a href="https://gitlab.freedesktop.org/mesa/shader-db">shader-db</a>, a tool
+which compiler developers can use to gather statistics about shaders
+(instructions, cycles, memory accesses, and so on).
+</p>
+<p>
+Notably, this captures linked GLSL shaders - with all stages together -
+as well as ARB programs.
+</p>
<h2 id="support">GLSL Version</h2>
</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>
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
<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>
<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>
(see drivers/dri/i915/i915_fragprog.c for example).
</p>
-<h3>Code Generation Options</h3>
-
-<p>
-Internally, there are several options that control the compiler's code
-generation and instruction selection.
-These options are seen in the gl_shader_state struct and may be set
-by the device driver to indicate its preferences:
-
-<pre>
-struct gl_shader_state
-{
- ...
- /** Driver-selectable options: */
- GLboolean EmitHighLevelInstructions;
- GLboolean EmitCondCodes;
- GLboolean EmitComments;
-};
-</pre>
-
-<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.
-</dd>
-
-<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.
-</dd>
-
-<dt>EmitComments</dt>
-<dd>
-If set, instructions will be annotated with comments to help with debugging.
-Extra NOP instructions will also be inserted.
-</dd>
-</dl>
-
-
<h2 id="validation">Compiler Validation</h2>
<p>
</p>
<p>
-The <a href="http://piglit.freedesktop.org/">Piglit</a> project
+The <a href="https://piglit.freedesktop.org/">Piglit</a> project
has many GLSL tests.
</p>