This just drops a buch of outdated information.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

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