From f3ec111b0af9d268e6b3c6d3226a448d19e45d8c Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 24 Aug 2010 09:02:05 -0600 Subject: docs: updated info about GLSL compiler Ian or Eric should review this and add/edit as needed. --- docs/shading.html | 190 +++++++++++++----------------------------------------- 1 file changed, 44 insertions(+), 146 deletions(-) (limited to 'docs') diff --git a/docs/shading.html b/docs/shading.html index 750884cf36..c41d4a9be2 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -39,19 +39,19 @@ 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 @@ -59,30 +59,28 @@ Example: export MESA_GLSL=dump,nopt -

GLSL 1.20 support

+

GLSL Version

-GLSL version 1.20 is supported in Mesa 7.3 and later. -Among the features/differences of GLSL 1.20 are: +The GLSL compiler currently supports version 1.20 of the shading language. +

+ +

+Several GLSL extensions are also supported: +

-

Unsupported Features

+

XXX update this section

+

The following features of the shading language are not yet fully supported in Mesa: @@ -130,39 +128,6 @@ These issues will be addressed/resolved in the future.

Programming Hints

@@ -182,13 +145,8 @@ These issues will be addressed/resolved in the future.

Stand-alone GLSL Compiler

-A unique stand-alone GLSL compiler driver has been added to Mesa. -

- -

-The stand-alone compiler (like a conventional command-line compiler) -is a tool that accepts Shading Language programs and emits low-level -GPU programs. +The stand-alone GLSL compiler program can be used to compile GLSL shaders +into low-level GPU code.

@@ -201,59 +159,25 @@ This tool is useful for:

-After building Mesa, the glslcompiler can be built by manually running: +After building Mesa, the compiler can be found at src/glsl/glsl_compiler

-
-    make realclean
-    make linux
-    cd src/mesa/drivers/glslcompiler
-    make
-
-

Here's an example of using the compiler to compile a vertex shader and emit GL_ARB_vertex_program-style instructions:

-    bin/glslcompiler --debug --numbers --fs progs/glsl/CH06-brick.frag.txt
-
-

-results in: -

-
-# Fragment Program/Shader
-  0: RCP TEMP[4].x, UNIFORM[2].xxxx;
-  1: RCP TEMP[4].y, UNIFORM[2].yyyy;
-  2: MUL TEMP[3].xy, VARYING[0], TEMP[4];
-  3: MOV TEMP[1], TEMP[3];
-  4: MUL TEMP[0].w, TEMP[1].yyyy, CONST[4].xxxx;
-  5: FRC TEMP[1].z, TEMP[0].wwww;
-  6: SGT.C TEMP[0].w, TEMP[1].zzzz, CONST[4].xxxx;
-  7: IF (NE.wwww); # (if false, goto 9);
-  8:    ADD TEMP[1].x, TEMP[1].xxxx, CONST[4].xxxx;
-  9: ENDIF;
- 10: FRC TEMP[1].xy, TEMP[1];
- 11: SGT TEMP[2].xy, UNIFORM[3], TEMP[1];
- 12: MUL TEMP[1].z, TEMP[2].xxxx, TEMP[2].yyyy;
- 13: LRP TEMP[0], TEMP[1].zzzz, UNIFORM[0], UNIFORM[1];
- 14: MUL TEMP[0].xyz, TEMP[0], VARYING[1].xxxx;
- 15: MOV OUTPUT[0].xyz, TEMP[0];
- 16: MOV OUTPUT[0].w, CONST[4].yyyy;
- 17: END
+    src/glsl/glslcompiler --dump-ast myshader.vert
 
-

-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. -

-

-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. -

+Options include + + @@ -262,38 +186,12 @@ and NV languagues, should improve.

The source code for Mesa's shading language compiler is in the -src/mesa/shader/slang/ directory. +src/glsl/ directory.

-The compiler follows a fairly standard design and basically works as follows: +XXX provide some info about the compiler....

-

The final vertex and fragment programs may be interpreted in software @@ -351,20 +249,20 @@ Extra NOP instructions will also be inserted.

Compiler Validation

-A Glean test has -been create to exercise the GLSL compiler. -

-

-The glsl1 test runs over 170 sub-tests to check that the language -features and built-in functions work properly. -This test should be run frequently while working on the compiler to catch +Developers working on the GLSL compiler should test frequently to avoid regressions.

+

-The test coverage is reasonably broad and complete but additional tests -should be added. +The Piglit project +has many GLSL tests and the +Glean glsl1 test +tests GLSL features.

+

+The Mesa demos repository also has some good GLSL tests. +

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