mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2024-11-24 18:54:10 +08:00
14f2a81b6f
Sphinx already provides a proper table-of-contents, so we don't need to roll our own. Reviewed-by: Eric Engestrom <eric@engestrom.ch> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4630>
184 lines
5.8 KiB
ReStructuredText
184 lines
5.8 KiB
ReStructuredText
Shading Language
|
|
================
|
|
|
|
This page describes the features and status of Mesa's support for the
|
|
`OpenGL Shading Language <https://opengl.org/documentation/glsl/>`__.
|
|
|
|
.. _envvars:
|
|
|
|
Environment Variables
|
|
---------------------
|
|
|
|
The **MESA_GLSL** environment variable can be set to a comma-separated
|
|
list of keywords to control some aspects of the GLSL compiler and shader
|
|
execution. These are generally used for debugging.
|
|
|
|
- **dump** - print GLSL shader code to stdout at link time
|
|
- **log** - log all GLSL shaders to files. The filenames will be
|
|
"shader_X.vert" or "shader_X.frag" where X the shader ID.
|
|
- **cache_info** - print debug information about shader cache
|
|
- **cache_fb** - force cached shaders to be ignored and do a full
|
|
recompile via the fallback path
|
|
- **uniform** - print message to stdout when glUniform is called
|
|
- **nopvert** - force vertex shaders to be a simple shader that just
|
|
transforms the vertex position with ftransform() and passes through
|
|
the color and texcoord[0] attributes.
|
|
- **nopfrag** - force fragment shader to be a simple shader that passes
|
|
through the color attribute.
|
|
- **useprog** - log glUseProgram calls to stderr
|
|
- **errors** - GLSL compilation and link errors will be reported to
|
|
stderr.
|
|
|
|
Example: export MESA_GLSL=dump,nopt
|
|
|
|
.. _replacement:
|
|
|
|
Experimenting with Shader Replacements
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Shaders can be dumped and replaced on runtime for debugging purposes.
|
|
This feature is not currently supported by SCons build. This is
|
|
controlled via following environment variables:
|
|
|
|
- **MESA_SHADER_DUMP_PATH** - path where shader sources are dumped
|
|
- **MESA_SHADER_READ_PATH** - path where replacement shaders are read
|
|
|
|
Note, path set must exist before running for dumping or replacing to
|
|
work. When both are set, these paths should be different so the dumped
|
|
shaders do not clobber the replacement shaders. Also, the filenames of
|
|
the replacement shaders should match the filenames of the corresponding
|
|
dumped shaders.
|
|
|
|
.. _capture:
|
|
|
|
Capturing Shaders
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
Setting **MESA_SHADER_CAPTURE_PATH** to a directory will cause the
|
|
compiler to write ``.shader_test`` files for use with
|
|
`shader-db <https://gitlab.freedesktop.org/mesa/shader-db>`__, a tool
|
|
which compiler developers can use to gather statistics about shaders
|
|
(instructions, cycles, memory accesses, and so on).
|
|
|
|
Notably, this captures linked GLSL shaders - with all stages together -
|
|
as well as ARB programs.
|
|
|
|
GLSL Version
|
|
------------
|
|
|
|
The GLSL compiler currently supports version 3.30 of the shading
|
|
language.
|
|
|
|
Several GLSL extensions are also supported:
|
|
|
|
- GL_ARB_draw_buffers
|
|
- GL_ARB_fragment_coord_conventions
|
|
- GL_ARB_shader_bit_encoding
|
|
|
|
Unsupported Features
|
|
--------------------
|
|
|
|
XXX update this section
|
|
|
|
The following features of the shading language are not yet fully
|
|
supported in Mesa:
|
|
|
|
- Linking of multiple shaders does not always work. Currently, linking
|
|
is implemented through shader concatenation and re-compiling. This
|
|
doesn't always work because of some #pragma and preprocessor issues.
|
|
- The gl_Color and gl_SecondaryColor varying vars are interpolated
|
|
without perspective correction
|
|
|
|
All other major features of the shading language should function.
|
|
|
|
Implementation Notes
|
|
--------------------
|
|
|
|
- Shading language programs are compiled into low-level programs very
|
|
similar to those of GL_ARB_vertex/fragment_program.
|
|
- All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
|
|
float[4] registers.
|
|
- Float constants and variables are packed so that up to four floats
|
|
can occupy one program parameter/register.
|
|
- All function calls are inlined.
|
|
- Shaders which use too many registers will not compile.
|
|
- The quality of generated code is pretty good, register usage is fair.
|
|
- Shader error detection and reporting of errors (InfoLog) is not very
|
|
good yet.
|
|
- The ftransform() function doesn't necessarily match the results of
|
|
fixed-function transformation.
|
|
|
|
These issues will be addressed/resolved in the future.
|
|
|
|
Programming Hints
|
|
-----------------
|
|
|
|
- Use the built-in library functions whenever possible. For example,
|
|
instead of writing this:
|
|
|
|
::
|
|
|
|
float x = 1.0 / sqrt(y);
|
|
|
|
Write this:
|
|
|
|
::
|
|
|
|
float x = inversesqrt(y);
|
|
|
|
Stand-alone GLSL Compiler
|
|
-------------------------
|
|
|
|
The stand-alone GLSL compiler program can be used to compile GLSL
|
|
shaders into low-level GPU code.
|
|
|
|
This tool is useful for:
|
|
|
|
- Inspecting GPU code to gain insight into compilation
|
|
- Generating initial GPU code for subsequent hand-tuning
|
|
- Debugging the GLSL compiler itself
|
|
|
|
After building Mesa, the compiler can be found at
|
|
src/compiler/glsl/glsl_compiler
|
|
|
|
Here's an example of using the compiler to compile a vertex shader and
|
|
emit GL_ARB_vertex_program-style instructions:
|
|
|
|
::
|
|
|
|
src/compiler/glsl/glsl_compiler --version XXX --dump-ast myshader.vert
|
|
|
|
Options include
|
|
|
|
- **--dump-ast** - dump GPU code
|
|
- **--dump-hir** - dump high-level IR code
|
|
- **--dump-lir** - dump low-level IR code
|
|
- **--dump-builder** - dump GLSL IR code
|
|
- **--link** - link shaders
|
|
- **--just-log** - display only shader / linker info if exist, without
|
|
any header or separator
|
|
- **--version** - [Mandatory] define the GLSL version to use
|
|
|
|
Compiler Implementation
|
|
-----------------------
|
|
|
|
The source code for Mesa's shading language compiler is in the
|
|
``src/compiler/glsl/`` directory.
|
|
|
|
XXX provide some info about the compiler....
|
|
|
|
The final vertex and fragment programs may be interpreted in software
|
|
(see prog_execute.c) or translated into a specific hardware architecture
|
|
(see drivers/dri/i915/i915_fragprog.c for example).
|
|
|
|
Compiler Validation
|
|
-------------------
|
|
|
|
Developers working on the GLSL compiler should test frequently to avoid
|
|
regressions.
|
|
|
|
The `Piglit <https://piglit.freedesktop.org/>`__ project has many GLSL
|
|
tests.
|
|
|
|
The Mesa demos repository also has some good GLSL tests.
|