docs/relnotes: add support for VK_KHR_shader_float16_int8
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11 <h1>The Mesa 3D Graphics Library</h1>
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16
17 <h1>Shading Language Support</h1>
18
19 <p>
20 This page describes the features and status of Mesa's support for the
21 <a href="https://opengl.org/documentation/glsl/">
22 OpenGL Shading Language</a>.
23 </p>
24
25 <p>
26 Contents
27 </p>
28 <ul>
29 <li><a href="#envvars">Environment variables</a>
30 <li><a href="#support">GLSL 1.40 support</a>
31 <li><a href="#unsup">Unsupported Features</a>
32 <li><a href="#notes">Implementation Notes</a>
33 <li><a href="#hints">Programming Hints</a>
34 <li><a href="#standalone">Stand-alone GLSL Compiler</a>
35 <li><a href="#implementation">Compiler Implementation</a>
36 <li><a href="#validation">Compiler Validation</a>
37 </ul>
38
39
40 <h2 id="envvars">Environment Variables</h2>
41
42 <p>
43 The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
44 list of keywords to control some aspects of the GLSL compiler and shader
45 execution. These are generally used for debugging.
46 </p>
47 <ul>
48 <li><b>dump</b> - print GLSL shader code to stdout at link time
49 <li><b>log</b> - log all GLSL shaders to files.
50 The filenames will be "shader_X.vert" or "shader_X.frag" where X
51 the shader ID.
52 <li><b>cache_info</b> - print debug information about shader cache
53 <li><b>cache_fb</b> - force cached shaders to be ignored and do a full
54 recompile via the fallback path</li>
55 <li><b>uniform</b> - print message to stdout when glUniform is called
56 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
57 the vertex position with ftransform() and passes through the color and
58 texcoord[0] attributes.
59 <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
60 through the color attribute.
61 <li><b>useprog</b> - log glUseProgram calls to stderr
62 </ul>
63 <p>
64 Example: export MESA_GLSL=dump,nopt
65 </p>
66
67 <h3 id="replacement">Experimenting with Shader Replacements</h3>
68 <p>
69 Shaders can be dumped and replaced on runtime for debugging purposes. This
70 feature is not currently supported by SCons build.
71
72 This is controlled via following environment variables:
73 <ul>
74 <li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
75 <li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read
76 </ul>
77 Note, path set must exist before running for dumping or replacing to work.
78 When both are set, these paths should be different so the dumped shaders do
79 not clobber the replacement shaders. Also, the filenames of the replacement shaders
80 should match the filenames of the corresponding dumped shaders.
81 </p>
82
83 <h3 id="capture">Capturing Shaders</h3>
84
85 <p>
86 Setting <b>MESA_SHADER_CAPTURE_PATH</b> to a directory will cause the compiler
87 to write <tt>.shader_test</tt> files for use with
88 <a href="https://gitlab.freedesktop.org/mesa/shader-db">shader-db</a>, a tool
89 which compiler developers can use to gather statistics about shaders
90 (instructions, cycles, memory accesses, and so on).
91 </p>
92 <p>
93 Notably, this captures linked GLSL shaders - with all stages together -
94 as well as ARB programs.
95 </p>
96
97 <h2 id="support">GLSL Version</h2>
98
99 <p>
100 The GLSL compiler currently supports version 3.30 of the shading language.
101 </p>
102
103 <p>
104 Several GLSL extensions are also supported:
105 </p>
106 <ul>
107 <li>GL_ARB_draw_buffers
108 <li>GL_ARB_fragment_coord_conventions
109 <li>GL_ARB_shader_bit_encoding
110 </ul>
111
112
113 <h2 id="unsup">Unsupported Features</h2>
114
115 <p>XXX update this section</p>
116
117 <p>
118 The following features of the shading language are not yet fully supported
119 in Mesa:
120 </p>
121
122 <ul>
123 <li>Linking of multiple shaders does not always work. Currently, linking
124 is implemented through shader concatenation and re-compiling. This
125 doesn't always work because of some #pragma and preprocessor issues.
126 <li>The gl_Color and gl_SecondaryColor varying vars are interpolated
127 without perspective correction
128 </ul>
129
130 <p>
131 All other major features of the shading language should function.
132 </p>
133
134
135 <h2 id="notes">Implementation Notes</h2>
136
137 <ul>
138 <li>Shading language programs are compiled into low-level programs
139 very similar to those of GL_ARB_vertex/fragment_program.
140 <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
141 float[4] registers.
142 <li>Float constants and variables are packed so that up to four floats
143 can occupy one program parameter/register.
144 <li>All function calls are inlined.
145 <li>Shaders which use too many registers will not compile.
146 <li>The quality of generated code is pretty good, register usage is fair.
147 <li>Shader error detection and reporting of errors (InfoLog) is not
148 very good yet.
149 <li>The ftransform() function doesn't necessarily match the results of
150 fixed-function transformation.
151 </ul>
152
153 <p>
154 These issues will be addressed/resolved in the future.
155 </p>
156
157
158 <h2 id="hints">Programming Hints</h2>
159
160 <ul>
161 <li>Use the built-in library functions whenever possible.
162 For example, instead of writing this:
163 <pre>
164 float x = 1.0 / sqrt(y);
165 </pre>
166 Write this:
167 <pre>
168 float x = inversesqrt(y);
169 </pre>
170 </li>
171 </ul>
172
173
174 <h2 id="standalone">Stand-alone GLSL Compiler</h2>
175
176 <p>
177 The stand-alone GLSL compiler program can be used to compile GLSL shaders
178 into low-level GPU code.
179 </p>
180
181 <p>
182 This tool is useful for:
183 </p>
184 <ul>
185 <li>Inspecting GPU code to gain insight into compilation
186 <li>Generating initial GPU code for subsequent hand-tuning
187 <li>Debugging the GLSL compiler itself
188 </ul>
189
190 <p>
191 After building Mesa, the compiler can be found at src/compiler/glsl/glsl_compiler
192 </p>
193
194 <p>
195 Here's an example of using the compiler to compile a vertex shader and
196 emit GL_ARB_vertex_program-style instructions:
197 </p>
198 <pre>
199 src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
200 </pre>
201
202 Options include
203 <ul>
204 <li><b>--dump-ast</b> - dump GPU code
205 <li><b>--dump-hir</b> - dump high-level IR code
206 <li><b>--dump-lir</b> - dump low-level IR code
207 <li><b>--dump-builder</b> - dump GLSL IR code
208 <li><b>--link</b> - link shaders
209 <li><b>--just-log</b> - display only shader / linker info if exist,
210 without any header or separator
211 <li><b>--version</b> - [Mandatory] define the GLSL version to use
212 </ul>
213
214
215 <h2 id="implementation">Compiler Implementation</h2>
216
217 <p>
218 The source code for Mesa's shading language compiler is in the
219 <code>src/compiler/glsl/</code> directory.
220 </p>
221
222 <p>
223 XXX provide some info about the compiler....
224 </p>
225
226 <p>
227 The final vertex and fragment programs may be interpreted in software
228 (see prog_execute.c) or translated into a specific hardware architecture
229 (see drivers/dri/i915/i915_fragprog.c for example).
230 </p>
231
232 <h2 id="validation">Compiler Validation</h2>
233
234 <p>
235 Developers working on the GLSL compiler should test frequently to avoid
236 regressions.
237 </p>
238
239 <p>
240 The <a href="https://piglit.freedesktop.org/">Piglit</a> project
241 has many GLSL tests.
242 </p>
243
244 <p>
245 The Mesa demos repository also has some good GLSL tests.
246 </p>
247
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