X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=docs%2Fshading.html;h=cf989ce9029a6a420ef55f94419d7ec37b8c165d;hb=adbed7ae7acb2a5dd6f188c5f903fbe0ca415fa8;hp=bd02335a803d0ccd4bb9512c9b8bc0b59e0f1f16;hpb=46a784b7fd2dcab97c26d5ca02fb8f74945ba157;p=mesa.git diff --git a/docs/shading.html b/docs/shading.html index bd02335a803..cf989ce9029 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -1,29 +1,33 @@ - + + + + + Shading Language Support + + + -Shading Language Support +
+

The Mesa 3D Graphics Library

+
- + +
- - -

Shading Language Support

+

Shading Language Support

This page describes the features and status of Mesa's support for the - + OpenGL Shading Language.

-

-Last updated on 15 December 2008. -

-

Contents

- - -

Environment Variables

+

Environment Variables

The MESA_GLSL environment variable can be set to a comma-separated @@ -43,49 +45,58 @@ list of keywords to control some aspects of the GLSL compiler and shader execution. These are generally used for debugging.

Example: export MESA_GLSL=dump,nopt

+

+Shaders can be dumped and replaced on runtime for debugging purposes. Mesa +needs to be configured with '--with-sha1' to enable this functionality. This +feature is not currently supported by SCons build. + +This is controlled via following environment variables: +

+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. +

+ +

GLSL Version

-
-

GLSL 1.20 support

+

+The GLSL compiler currently supports version 3.30 of the shading language. +

-GLSL version 1.20 is supported in Mesa 7.3 and later. -Among the features/differences of GLSL 1.20 are: +Several GLSL extensions are also supported: +

+

Unsupported Features

-
-

Unsupported Features

+

XXX update this section

The following features of the shading language are not yet fully supported @@ -96,7 +107,6 @@ in Mesa:

  • 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. -
  • gl_ClipVertex
  • The gl_Color and gl_SecondaryColor varying vars are interpolated without perspective correction @@ -106,8 +116,7 @@ All other major features of the shading language should function.

    -
    -

    Implementation Notes

    +

    Implementation Notes

  • + +