| 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 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: |
| |
| .. code-block:: glsl |
| |
| float x = 1.0 / sqrt(y); |
| |
| Write this: |
| |
| .. code-block:: glsl |
| |
| 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: |
| |
| .. code-block:: console |
| |
| 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. |