Shading Language Support
This page describes the features and status of Mesa's support for the
OpenGL Shading Language.
Contents
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.
- nopt - disable compiler optimizations
- opt - force compiler optimizations
- 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
Example: export MESA_GLSL=dump,nopt
GLSL Version
The GLSL compiler currently supports version 1.20 of the shading language.
Several GLSL extensions are also supported:
- GL_ARB_draw_buffers
- GL_ARB_texture_rectangle
- GL_ARB_fragment_coord_conventions
- GL_EXT_texture_array
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.
- gl_ClipVertex
- 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
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/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/glsl/glsl_compiler --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
- --link - ???
Compiler Implementation
The source code for Mesa's shading language compiler is in the
src/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).
Code Generation Options
Internally, there are several options that control the compiler's code
generation and instruction selection.
These options are seen in the gl_shader_state struct and may be set
by the device driver to indicate its preferences:
struct gl_shader_state
{
...
/** Driver-selectable options: */
GLboolean EmitHighLevelInstructions;
GLboolean EmitCondCodes;
GLboolean EmitComments;
};
- EmitHighLevelInstructions
-
This option controls instruction selection for loops and conditionals.
If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
instructions will be emitted.
Otherwise, those constructs will be implemented with BRA instructions.
- EmitCondCodes
-
If set, condition codes (ala GL_NV_fragment_program) will be used for
branching and looping.
Otherwise, ordinary registers will be used (the IF instruction will
examine the first operand's X component and do the if-part if non-zero).
This option is only relevant if EmitHighLevelInstructions is set.
- EmitComments
-
If set, instructions will be annoted with comments to help with debugging.
Extra NOP instructions will also be inserted.
Compiler Validation
Developers working on the GLSL compiler should test frequently to avoid
regressions.
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.