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3 <TITLE>Shading Language Support</TITLE>
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9 <H1>Shading Language Support</H1>
10
11 <p>
12 This page describes the features and status of Mesa's support for the
13 <a href="http://opengl.org/documentation/glsl/" target="_parent">
14 OpenGL Shading Language</a>.
15 </p>
16
17 <p>
18 Contents
19 </p>
20 <ul>
21 <li><a href="#envvars">Environment variables</a>
22 <li><a href="#120">GLSL 1.20 support</a>
23 <li><a href="#unsup">Unsupported Features</a>
24 <li><a href="#notes">Implementation Notes</a>
25 <li><a href="#hints">Programming Hints</a>
26 <li><a href="#standalone">Stand-alone GLSL Compiler</a>
27 <li><a href="#implementation">Compiler Implementation</a>
28 <li><a href="#validation">Compiler Validation</a>
29 </ul>
30
31
32
33 <a name="envvars">
34 <h2>Environment Variables</h2>
35
36 <p>
37 The <b>MESA_GLSL</b> environment variable can be set to a comma-separated
38 list of keywords to control some aspects of the GLSL compiler and shader
39 execution. These are generally used for debugging.
40 </p>
41 <ul>
42 <li><b>dump</b> - print GLSL shader code to stdout at link time
43 <li><b>log</b> - log all GLSL shaders to files.
44 The filenames will be "shader_X.vert" or "shader_X.frag" where X
45 the shader ID.
46 <li><b>nopt</b> - disable compiler optimizations
47 <li><b>opt</b> - force compiler optimizations
48 <li><b>uniform</b> - print message to stdout when glUniform is called
49 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
50 the vertex position with ftransform() and passes through the color and
51 texcoord[0] attributes.
52 <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
53 through the color attribute.
54 <li><b>useprog</b> - log glUseProgram calls to stderr
55 </ul>
56 <p>
57 Example: export MESA_GLSL=dump,nopt
58 </p>
59
60
61 <a name="120">
62 <h2>GLSL Version</h2>
63
64 <p>
65 The GLSL compiler currently supports version 1.20 of the shading language.
66 </p>
67
68 <p>
69 Several GLSL extensions are also supported:
70 </p>
71 <ul>
72 <li>GL_ARB_draw_buffers
73 <li>GL_ARB_texture_rectangle
74 <li>GL_ARB_fragment_coord_conventions
75 <li>GL_EXT_texture_array
76 </ul>
77
78
79 <a name="unsup">
80 <h2>Unsupported Features</h2>
81
82 <p>XXX update this section</p>
83
84 <p>
85 The following features of the shading language are not yet fully supported
86 in Mesa:
87 </p>
88
89 <ul>
90 <li>Linking of multiple shaders does not always work. Currently, linking
91 is implemented through shader concatenation and re-compiling. This
92 doesn't always work because of some #pragma and preprocessor issues.
93 <li>gl_ClipVertex
94 <li>The gl_Color and gl_SecondaryColor varying vars are interpolated
95 without perspective correction
96 </ul>
97
98 <p>
99 All other major features of the shading language should function.
100 </p>
101
102
103 <a name="notes">
104 <h2>Implementation Notes</h2>
105
106 <ul>
107 <li>Shading language programs are compiled into low-level programs
108 very similar to those of GL_ARB_vertex/fragment_program.
109 <li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
110 float[4] registers.
111 <li>Float constants and variables are packed so that up to four floats
112 can occupy one program parameter/register.
113 <li>All function calls are inlined.
114 <li>Shaders which use too many registers will not compile.
115 <li>The quality of generated code is pretty good, register usage is fair.
116 <li>Shader error detection and reporting of errors (InfoLog) is not
117 very good yet.
118 <li>The ftransform() function doesn't necessarily match the results of
119 fixed-function transformation.
120 </ul>
121
122 <p>
123 These issues will be addressed/resolved in the future.
124 </p>
125
126
127 <a name="hints">
128 <h2>Programming Hints</h2>
129
130 <ul>
131 <li>Use the built-in library functions whenever possible.
132 For example, instead of writing this:
133 <pre>
134 float x = 1.0 / sqrt(y);
135 </pre>
136 Write this:
137 <pre>
138 float x = inversesqrt(y);
139 </pre>
140 </li>
141 </ul>
142
143
144 <a name="standalone">
145 <h2>Stand-alone GLSL Compiler</h2>
146
147 <p>
148 The stand-alone GLSL compiler program can be used to compile GLSL shaders
149 into low-level GPU code.
150 </p>
151
152 <p>
153 This tool is useful for:
154 <p>
155 <ul>
156 <li>Inspecting GPU code to gain insight into compilation
157 <li>Generating initial GPU code for subsequent hand-tuning
158 <li>Debugging the GLSL compiler itself
159 </ul>
160
161 <p>
162 After building Mesa, the compiler can be found at src/glsl/glsl_compiler
163 </p>
164
165 <p>
166 Here's an example of using the compiler to compile a vertex shader and
167 emit GL_ARB_vertex_program-style instructions:
168 </p>
169 <pre>
170 src/glsl/glslcompiler --dump-ast myshader.vert
171 </pre>
172
173 Options include
174 <ul>
175 <li><b>--dump-ast</b> - dump GPU code
176 <li><b>--dump-hir</b> - dump high-level IR code
177 <li><b>--dump-lir</b> - dump low-level IR code
178 <li><b>--link</b> - ???
179 </ul>
180
181
182
183
184 <a name="implementation">
185 <h2>Compiler Implementation</h2>
186
187 <p>
188 The source code for Mesa's shading language compiler is in the
189 <code>src/glsl/</code> directory.
190 </p>
191
192 <p>
193 XXX provide some info about the compiler....
194 </p>
195
196 <p>
197 The final vertex and fragment programs may be interpreted in software
198 (see prog_execute.c) or translated into a specific hardware architecture
199 (see drivers/dri/i915/i915_fragprog.c for example).
200 </p>
201
202 <h3>Code Generation Options</h3>
203
204 <p>
205 Internally, there are several options that control the compiler's code
206 generation and instruction selection.
207 These options are seen in the gl_shader_state struct and may be set
208 by the device driver to indicate its preferences:
209
210 <pre>
211 struct gl_shader_state
212 {
213 ...
214 /** Driver-selectable options: */
215 GLboolean EmitHighLevelInstructions;
216 GLboolean EmitCondCodes;
217 GLboolean EmitComments;
218 };
219 </pre>
220
221 <ul>
222 <li>EmitHighLevelInstructions
223 <br>
224 This option controls instruction selection for loops and conditionals.
225 If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
226 instructions will be emitted.
227 Otherwise, those constructs will be implemented with BRA instructions.
228 </li>
229
230 <li>EmitCondCodes
231 <br>
232 If set, condition codes (ala GL_NV_fragment_program) will be used for
233 branching and looping.
234 Otherwise, ordinary registers will be used (the IF instruction will
235 examine the first operand's X component and do the if-part if non-zero).
236 This option is only relevant if EmitHighLevelInstructions is set.
237 </li>
238
239 <li>EmitComments
240 <br>
241 If set, instructions will be annoted with comments to help with debugging.
242 Extra NOP instructions will also be inserted.
243 </br>
244
245 </ul>
246
247
248 <a name="validation">
249 <h2>Compiler Validation</h2>
250
251 <p>
252 Developers working on the GLSL compiler should test frequently to avoid
253 regressions.
254 </p>
255
256 <p>
257 The <a href="http://people.freedesktop.org/~nh/piglit/">Piglit</a> project
258 has many GLSL tests and the
259 <a href="http://glean.sf.net" target="_parent">Glean</a> glsl1 test
260 tests GLSL features.
261 </p>
262
263 <p>
264 The Mesa demos repository also has some good GLSL tests.
265 </p>
266
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