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