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authorBrian <brian@nostromo.localnet.net>2007-02-17 09:41:19 -0700
committerBrian <brian@nostromo.localnet.net>2007-02-17 09:41:19 -0700
commit61d31ae10daf3a59ccbf9bcc4cda3ca4fdd195aa (patch)
tree064c7189440c4a32c7d765e2a9857a7cbf20d9f2 /docs/shading.html
parentcc153541a2cd83ef7249a0173da4a381b099e0e4 (diff)
info about stand-alone compiler
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@@ -15,9 +15,21 @@ OpenGL Shading Language</a>.
</p>
<p>
-Last updated on 20 Jan 2007.
+Last updated on 17 Feb 2007.
</p>
+<p>
+Contents
+</p>
+<ul>
+<li><a href="#unsup">Unsupported Features</a>
+<li><a href="#impl">Implementation Notes</a>
+<li><a href="#hints">Programming Hints</a>
+<li><a href="#standalone">Stand-alone Compiler</a>
+</ul>
+
+
+<a name="unsup">
<h2>Unsupported Features</h2>
<p>
@@ -41,6 +53,7 @@ All other major features of the shading language should function.
</p>
+<a name="impl">
<h2>Implementation Notes</h2>
<ul>
@@ -63,6 +76,7 @@ These issues will be addressed/resolved in the future.
</p>
+<a name="hints">
<h2>Programming Hints</h2>
<ul>
@@ -111,5 +125,64 @@ These issues will be addressed/resolved in the future.
</ul>
+<a name="standalone">
+<h2>Stand-alone Compiler</h2>
+
+<p>
+A unique stand-alone GLSL compiler driver has been added to Mesa.
+<p>
+
+<p>
+The stand-alone compiler (like a conventional command-line compiler)
+is a tool that accepts Shading Language programs and emits low-level
+GPU programs.
+</p>
+
+<p>
+This tool is useful for:
+<p>
+<ul>
+<li>Inspecting GPU code to gain insight into compilation
+<li>Generating initial GPU code for subsequent hand-tuning
+<li>Debugging the GLSL compiler itself
+</ul>
+
+<p>
+(compiler build instructions TBD)
+</p>
+
+<p>
+Here's an example of using the compiler to compile a vertex shader and
+emit GL_ARB_vertex_program-style instructions:
+</p>
+<pre>
+ glslcompiler --arb --linenumbers --vs vertshader.txt
+</pre>
+<p>
+The output may look similar to this:
+</p>
+<pre>
+!!ARBvp1.0
+ 0: MOV result.texcoord[0], vertex.texcoord[0];
+ 1: DP4 temp0.x, state.matrix.mvp.row[0], vertex.position;
+ 2: DP4 temp0.y, state.matrix.mvp.row[1], vertex.position;
+ 3: DP4 temp0.z, state.matrix.mvp.row[2], vertex.position;
+ 4: DP4 temp0.w, state.matrix.mvp.row[3], vertex.position;
+ 5: MOV result.position, temp0;
+ 6: END
+</pre>
+
+<p>
+Note that some shading language constructs (such as uniform and varying
+variables) aren't expressible in ARB or NV-style programs.
+Therefore, the resulting output is not always legal by definition of
+those program languages.
+</p>
+<p>
+Also note that this compiler driver is still under development.
+Over time, the correctness of the GPU programs, with respect to the ARB
+and NV languagues, should improve.
+</p>
+
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