Commit 3bfedb7e authored by Brian Paul's avatar Brian Paul

mesa: build the stand-alone glslcompiler by default, update the docs

parent 73b8ee41
......@@ -67,7 +67,7 @@ GLW_SOURCES = GLwDrawA.c
LIB_DIR = lib
SRC_DIRS = mesa glu glut/glx glw
GLU_DIRS = sgi
DRIVER_DIRS = x11 osmesa
DRIVER_DIRS = x11 osmesa glslcompiler
# Which subdirs under $(TOP)/progs/ to enter:
PROGRAM_DIRS = demos redbook samples glsl xdemos
......
......@@ -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>
......
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