Shading Language Support

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

Last updated on 17 Feb 2007.

Contents

Unsupported Features

The following features of the shading language are not yet supported in Mesa:

All other major features of the shading language should function.

Implementation Notes

These issues will be addressed/resolved in the future.

Programming Hints

Stand-alone 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.

This tool is useful for:

(compiler build instructions TBD)

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

    glslcompiler --arb --linenumbers --vs vertshader.txt

The output may look similar to this:

!!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

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.