This just drops a buch of outdated information. --- docs/shading.html | 104 +--------------------------------------------- 1 file changed, 2 insertions(+), 102 deletions(-)
diff --git a/docs/shading.html b/docs/shading.html index a0bbe997c1b..0d61c9df3ea 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -14,10 +14,10 @@ <iframe src="contents.html"></iframe> <div class="content"> -<h1>Shading Language Support</h1> +<h1>OpenGL Shading Language</h1> <p> -This page describes the features and status of Mesa's support for the +This page describes some features from Mesa's implementation of the <a href="https://opengl.org/documentation/glsl/"> OpenGL Shading Language</a>. </p> @@ -27,12 +27,7 @@ Contents </p> <ul> <li><a href="#envvars">Environment variables</a> -<li><a href="#support">GLSL 1.40 support</a> -<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 GLSL Compiler</a> -<li><a href="#implementation">Compiler Implementation</a> <li><a href="#validation">Compiler Validation</a> </ul> @@ -94,83 +89,6 @@ Notably, this captures linked GLSL shaders - with all stages together - as well as ARB programs. </p> -<h2 id="support">GLSL Version</h2> - -<p> -The GLSL compiler currently supports version 3.30 of the shading language. -</p> - -<p> -Several GLSL extensions are also supported: -</p> -<ul> -<li>GL_ARB_draw_buffers -<li>GL_ARB_fragment_coord_conventions -<li>GL_ARB_shader_bit_encoding -</ul> - - -<h2 id="unsup">Unsupported Features</h2> - -<p>XXX update this section</p> - -<p> -The following features of the shading language are not yet fully supported -in Mesa: -</p> - -<ul> -<li>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. -<li>The gl_Color and gl_SecondaryColor varying vars are interpolated - without perspective correction -</ul> - -<p> -All other major features of the shading language should function. -</p> - - -<h2 id="notes">Implementation Notes</h2> - -<ul> -<li>Shading language programs are compiled into low-level programs - very similar to those of GL_ARB_vertex/fragment_program. -<li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full - float[4] registers. -<li>Float constants and variables are packed so that up to four floats - can occupy one program parameter/register. -<li>All function calls are inlined. -<li>Shaders which use too many registers will not compile. -<li>The quality of generated code is pretty good, register usage is fair. -<li>Shader error detection and reporting of errors (InfoLog) is not - very good yet. -<li>The ftransform() function doesn't necessarily match the results of - fixed-function transformation. -</ul> - -<p> -These issues will be addressed/resolved in the future. -</p> - - -<h2 id="hints">Programming Hints</h2> - -<ul> -<li>Use the built-in library functions whenever possible. - For example, instead of writing this: -<pre> - float x = 1.0 / sqrt(y); -</pre> - Write this: -<pre> - float x = inversesqrt(y); -</pre> -</li> -</ul> - - <h2 id="standalone">Stand-alone GLSL Compiler</h2> <p> @@ -211,24 +129,6 @@ without any header or separator <li><b>--version</b> - [Mandatory] define the GLSL version to use </ul> - -<h2 id="implementation">Compiler Implementation</h2> - -<p> -The source code for Mesa's shading language compiler is in the -<code>src/compiler/glsl/</code> directory. -</p> - -<p> -XXX provide some info about the compiler.... -</p> - -<p> -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). -</p> - <h2 id="validation">Compiler Validation</h2> <p> -- 2.17.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev