diff options
author | Brian Paul <brian.paul@tungstengraphics.com> | 2008-07-17 15:40:10 -0600 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2008-07-17 15:40:10 -0600 |
commit | 3bfedb7ed4a35cfcc7187bc22314833ef1d96ec9 (patch) | |
tree | 988ee173661bc5e65f0eb3fa6907befeefe8716f /docs | |
parent | 73b8ee412110598b5c54ac695fcfce2878fdbe07 (diff) |
mesa: build the stand-alone glslcompiler by default, update the docs
Diffstat (limited to 'docs')
-rw-r--r-- | docs/shading.html | 42 |
1 files changed, 26 insertions, 16 deletions
diff --git a/docs/shading.html b/docs/shading.html index 0a9f5f36f..1a60e5b70 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -25,7 +25,7 @@ Contents <li><a href="#unsup">Unsupported Features</a> <li><a href="#notes">Implementation Notes</a> <li><a href="#hints">Programming Hints</a> -<li><a href="#standalone">Stand-alone Compiler</a> +<li><a href="#standalone">Stand-alone GLSL Compiler</a> <li><a href="#implementation">Compiler Implementation</a> <li><a href="#validation">Compiler Validation</a> </ul> @@ -133,7 +133,7 @@ These issues will be addressed/resolved in the future. <a name="standalone"> -<h2>Stand-alone Compiler</h2> +<h2>Stand-alone GLSL Compiler</h2> <p> A unique stand-alone GLSL compiler driver has been added to Mesa. @@ -155,12 +155,11 @@ This tool is useful for: </ul> <p> -To build the glslcompiler program (this will be improved someday): +After building Mesa the glslcompiler should be found in the Mesa/bin/ directory. +If it's not there, it can be built manually: </p> <pre> - cd src/mesa - make libmesa.a - cd drivers/glslcompiler + cd src/mesa/drivers/glslcompiler make </pre> @@ -170,20 +169,31 @@ Here's an example of using the compiler to compile a vertex shader and emit GL_ARB_vertex_program-style instructions: </p> <pre> - glslcompiler --arb --linenumbers --vs vertshader.txt + bin/glslcompiler --debug --numbers --fs progs/glsl/CH06-brick.frag.txt </pre> <p> -The output may look similar to this: +results in: </p> <pre> -!!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 +# Fragment Program/Shader + 0: RCP TEMP[4].x, UNIFORM[2].xxxx; + 1: RCP TEMP[4].y, UNIFORM[2].yyyy; + 2: MUL TEMP[3].xy, VARYING[0], TEMP[4]; + 3: MOV TEMP[1], TEMP[3]; + 4: MUL TEMP[0].w, TEMP[1].yyyy, CONST[4].xxxx; + 5: FRC TEMP[1].z, TEMP[0].wwww; + 6: SGT.C TEMP[0].w, TEMP[1].zzzz, CONST[4].xxxx; + 7: IF (NE.wwww); # (if false, goto 9); + 8: ADD TEMP[1].x, TEMP[1].xxxx, CONST[4].xxxx; + 9: ENDIF; + 10: FRC TEMP[1].xy, TEMP[1]; + 11: SGT TEMP[2].xy, UNIFORM[3], TEMP[1]; + 12: MUL TEMP[1].z, TEMP[2].xxxx, TEMP[2].yyyy; + 13: LRP TEMP[0], TEMP[1].zzzz, UNIFORM[0], UNIFORM[1]; + 14: MUL TEMP[0].xyz, TEMP[0], VARYING[1].xxxx; + 15: MOV OUTPUT[0].xyz, TEMP[0]; + 16: MOV OUTPUT[0].w, CONST[4].yyyy; + 17: END </pre> <p> |