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git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@23580 e7fa87d3-cd2b-0410-9028-fcbf551c1848
231 lines
17 KiB
Plaintext
231 lines
17 KiB
Plaintext
Current functionality level: ESSL 3.0
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Link Validation
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+ provide input config file for setting limits
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- also consider spitting out measures of complexity
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+ ensure no static references thrown away
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- generate static use of object even if the only use is to access the length of its array
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Cross-stage linking
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- type consistency check of uniform and ins <-> outs, both variables and blocks, stage-specific arrayness matching
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- location/binding/index check
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- mixed es/non-es profiles
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- statically consumed input not produced by previous stage
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- give error for sharing a packed block
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- 1.2: matching initializers for uniforms
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- 1.5: matching between gl_PerVertex blocks and gl_PerFragment blocks
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- 1.3: deprecated mixing fixed vertex/fragment stage with programmable fragment/vertex stage.
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- 4.3: compute shader not combined with any other stages
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- 4.3: remove cross-version linking restrictions.
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- 4.3: Allow mismatches in interpolation and auxiliary qualification across stages.
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- 4.4: A stage contains two different blocks, each with no instance name, where the blocks contain a member with the same name.
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Intra-stage linking
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- ES 3.0: location aliasing/overlap (except desktop vertex shader inputs)
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+ ES 3.0: fragment outputs all have locations, if more than one
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+ exactly one main
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+ Non ES: type consistency check of uniforms, globals, ins, and outs
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+ Non ES: value checking of global const initializers
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+ Non ES: value checking of uniform initializers
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+ Non ES: location match
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- Non ES: gl_TexCoord can only have a max array size of up to gl_MaxTextureCoords
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+ recursion for functions
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- Non ES: block matching
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- Non ES: component/binding/index/offset match check
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- Non ES: geometry shader input array sizes and input layout qualifier declaration
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- Non ES: compute shader layout(local_size_*) matching
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+ mixed es/non-es profiles are an error
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- Non ES: Even the potential for recursion through subroutine uniforms is an error.
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- Non ES: matching redeclarations of interface blocks
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- Non ES: read or write to both gl_ClipVertex and gl_ClipDistance
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- Non ES: write to only one of gl_FragColor, gl_FragData, or user-declared
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- 4.3: Be clear that early_fragment_tests is only needed in one fragment-stage compilation unit.
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- 4.3: Be clear that implicit array sizing is only within a stage, not cross stage.
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- 4.4: overlapping transform/feedback offsets, offset/stride overflow checks, and stride matching
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- 4.4: If gl_FragCoord is redeclared in any fragment shader in a program, it must be redeclared in all the fragment shaders in that program that have a static use gl_FragCoord
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- 4.4: An interface contains two different blocks, each with no instance name, where the blocks contain a member with the same name.
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- 4.4: component aliasing (except desktop vertex shader inputs)
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Shader Functionality to Implement/Finish
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ESSL 2.0 (#version 100)
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+ implement non-inductive loop limitation detection
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+ implement non-inductive array accesses limitation detection
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ESSL 3.0
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- "const" compile-time constant propagation in the front-end has to be complete, for all built-in functions
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GLSL 1.2
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+ Handle multiple compilation units per stage
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+ Allow initializers on uniform declarations
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- signature matching takes type conversions into account, ambiguity is an error
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- all constructors to contain non-dereferenced arrays?
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GLSL 1.3
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. flat is for both user and predeclared built-in in/out variables
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GLSL 1.3 (Non-ES)
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- Preprocessor token pasting (##), ## does macro expansion after pasting not before
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- non-perspective (linear) interpolation (noperspective)
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+ add gl_ClipDistance[] to both vertex and fragment shaders
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- only statically used built-ins have to be redeclared as flat
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+ Deprecated gl_ClipVertex
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+ deprecate almost all built-in state
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+ ftransform() is deprecated
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+ Deprecated built-in vertex inputs (attributes) and some outputs (varyings).
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GLSL 1.4 (Non-ES)
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+ track as removed in this release, but present in others:
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+ Use of gl_ClipVertex. Use gl_ClipDistance instead.
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+ Built-in vertex shader inputs.
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+ Built-in uniforms except for depth range parameters
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+ Built-in interface between vertex and fragment: gl_TexCoord, gl_FogFragCoord, and all the color values.
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+ Built-in two-sided coloring.
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+ Fixed functionality for a programmable stage.
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+ ftransform(). Use invariant outputs instead.
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GLSL 1.5 (Non-ES)
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- Deprecated gl_MaxVaryingComponents
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- Add new minimum maximums for gl_MaxVertexOutputComponents, gl_MaxGeometryInputComponents, gl_MaxGeometryOutputComponents, and gl_MaxFragmentInputComponents,
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rather than relying on gl_MaxVaryingComponents. Also, corrected gl_MaxVaryingComponents to be 60 instead of 64.
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+ Added gl_PrimitiveID as an input to fragment shaders.
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- Added gl_FragCoord qualifiers origin_upper_left, and pixel_center_integer to modify the values returned by gl_FragCoord (and have no affect on any other aspect of the pipeline or language).
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- including redeclaration of gl_FragCoord that adds nothing
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- Added support for multi-sample textures through sampler2DMS and sampler2DMSArray support in texelFetch() and textureSize().
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+ Broadened interface blocks from just uniforms to in and out interfaces as well.
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+ Broaden array usage to include vertex shader inputs (vertex in).
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- Added geometry shaders. This includes targeting layers in FBO rendering.
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- geometry shader layouts: they must be declared, telling the system the primitive input and output types and maximum number of vertices.
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- Added geometry shader constants.
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- Broaden structure usage to include geometry inputs and geometry outputs.
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GLSL 4.0
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- tessellation control stage and tessellation evaluation stage. Includes barrier() built-in for synchronization.
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- Polymorphic functions: Run-time selection of what function gets called, through the new keyword subroutine.
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- 64bit floating point numbers with the new type keyword double. Built-in functions extended for doubles, and new function matching rules are added to both allow implicit conversions when calling a function and preserve most existing function matching once doubles are included.
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+ More implicit conversions
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+ float to double, and similarly for all floating-point vector and matrix types
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+ int to uint, and similarly for all integer vector types
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+ int to double, and similarly for all vectors of integers and doubles.
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+ uint to double, and similarly for all vectors of integers and doubles.
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- Cube map array textures and texture functions texture(), textureSize(), textureLod(), and textureGrad().
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- Sampler arrays can take a variable index now, as long as it's value is uniform for all uses.
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- Per-sample shading. Including sample input mask gl_SampleMaskIn[] and per-sample interpolation, with explicit interpolation built-ins interpolateAtCentroid(), interpolateAtSample(), and interpolateAtOffset().
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- New precise qualifier to disallow optimizations that re-order operations or treat different instances of the same operator with different precision.
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- Add a fused multiply and add built-in, fma(), in relation to the new precise qualifier. (Because <20>a * b + c<> will require two operations under new rules for precise.)
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- Added new built-in floating-point functions
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- frexp() and ldexp()
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- packUnorm2x16(), packUnorm4x8(),packSnorm4x8(), and packDouble2x32()
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- unpackUnorm2x16(), unpackUnorm4x8(),unpackSnorm4x8(), and unpackDouble2x32()
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- Add new built-in integer functions
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- uaddCarry() andusubBorrow()
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- umulExtended() andimulExtended()
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- bitfieldExtract() andbitfieldInsert()
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- bitfieldReverse()
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- bitCount(),findLSB(), andfindMSB()
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- New built-in to query LOD, textureQueryLod().
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- New overloaded function matching algorithm, handling selection from many valid multiple choices.
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- Texture gather functions that return four texels with a single call.
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- textureGather()
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- textureGatherOffset()
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- textureGatherOffsets()
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+ Add streams out from geometry shader. Output can be directed to streams through
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+ EmitStreamVertex() and EndStreamPrimitive().
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GLSL 4.1
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- Support for partitioning shaders into multiple programs to provide light-weight mixing of different shader stages.
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(GL_ARB_separate_shader_objects)
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- layout qualifiers
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- redeclaration of input/output blocks
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- ...
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- Add 64-bit floating-point attributes for vertex shader inputs.
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- Support viewport arrays so where the geometry shader selects which viewport array will transform its output.
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GLSL 4.2
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+ Move these previously deprecated features to be only in the compatibility profile:
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+ The keyword attribute for vertex shader inputs. (Use in instead.)
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+ The keyword varying for inputs and outputs. (Use in and out instead.)
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+ The original texturing built-in functions. (Use the new forms instead.)
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+ The built-in variables gl_FragColor and gl_FragData. (Use out instead.)
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+ Built-in constants related to these.
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+ Change from ASCII to UTF-8 for the language character set and also allow any characters inside comments (except the byte value 0),
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including '\'.
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+ Add line-continuation using '\', as in C++.
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+ ES convergence
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+ Clarify that .xyzwxy.xy is illegal, as it temporarily makes a <20>vec6<63>.
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+ Clarify that return statements only accept values (no return of a void function).
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- Add image types (GL_ARB_shader_image_load_store)
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+ 33 new types, all with <20>image<67> in their name, correspond to the non-shadow texture types
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+ addition of memory qualifiers: coherent,volatile, restrict, readonly, and writeonly
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- can read/write/modify images from a shader, through new built-in functions
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- qualifiers can act independently on the opaque shader variable and the backing image, so extra qualifiers can be used to separately qualify these
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+ Variables declared in if and else statements are scoped only to the end of those statements, especially for non-compound statements
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Note, this is not backward compatible, it may depend on #version.
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- Allow implicit conversions of return values to the declared type of the function.
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+ The const keyword can be used to declare variables within a function body with initializer expressions that are not constant expressions.
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+ Qualifiers on variable declarations no longer have to follow a strict order. The layout qualifier can be used multiple times, and multiple parameter qualifiers can be used.
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+ Parameter qualifiers can include precision and memory qualifiers.
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- Add a new atomic_uint type to support atomic counters. Also, add built-in functions for manipulating atomic counters.
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- atomicCounterIncrement, atomicCounterDecrement, and atomicCounter
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- Add layout qualifier identifiers binding and offset to bind units to sampler and image variable declarations, atomic counters, and uniform blocks.
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- Add built-in functions to pack/unpack 16 bit floating-point numbers (ARB_shading_language_pack2f).
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- packHalf2x16 and unpackHalf2x16
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- packSnorm2x16and unpackSnorm2x16
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- Add gl_FragDepthlayout qualifiers to communicate what kind of changes will be made to gl_FragDepth(GL_AMD_conservative depth).
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+ Add C-style curly brace initializer lists syntax for initializers. Full initialization of aggregates is required when these are used.
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- Allow .length() to be applied to vectors and matrices, returning the number of components or columns.
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+ Clarify that .length() returns an int type and can be used as a constant integer expression.
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+ Allow swizzle operations on scalars.
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- Positive signed decimal literals, as well as octal and hexadecimal, can set all 32 bits. This includes setting the sign bit to create a negative value.
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- Make GLSL consistent with the API regarding user clipping, by no longer referring to gl_Position when gl_ClipVertex is not written. Rather, user clipping becomes undefined.
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- Clarified that a comma sequence-operator expression cannot be a constant expression. E.g., <20>(2,3)<29> is not allowed, semantically,
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as a valid constant expression 3, even though it is an expression that will evaluate to 3.
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- Use vec2 instead of vec3 for coordinate in textureGather*(sampler2DRect,...).
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- Clarify that textureGatherOffset() can take non-constants for the offsets.
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GLSL 4.3
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- Add shader storage buffer objects, as per the ARB_shader_storage_buffer_object extension. This includes
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- allowing the last member of a storage buffer block to be an array that does not know its size until render time
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- read/write memory shared with the application and other shader invocations
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- adding the std430 layout qualifier for shader storage blocks
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- Allow .length() on all arrays; returning a compile-time constant or not, depending on how the
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array is sized, as per the ARB_shader_storage_buffer_object extension.
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- Be clear that implicit array sizing is only within a stage, not cross stage.
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- Array clarifications:
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- All arrays are inherently homogeneous, except for arrays of the new shader storage buffer objects
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- Arrays of shader storage buffer objects will be dereferenced when the .length() method is used on an unsized array
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member, so that must a have valid index.
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- Arrays of other objects (uniform blocks) containing implicitly sized arrays will have the same implicit size for all
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elements of the array.
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- Arrays of arrays are now supported, as per the GL_ARB_arrays_of_arraysextension.
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- Compute shaders are now supported, as per the GL_ARB_compute_shader extension.
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- Added imageSize() built-ins to query the dimensions of an image.
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- Define robust out-of-bounds access behavior when enabled, as per the GL_ARB_robust_buffer_access_behavior extension.
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- All choice of depth or stencil texturing, for a packed depth-stencil texture, as per the
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GL_ARB_stencil_texturing extension.
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- Allow explicit locations/indexes to be assigned to uniform variables and subroutines, as per the
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GL_ARB_explicit_uniform_location extension.
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- Accept ES GLSL shader #version statements, which will request ES functionality for ES GLSL
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versions 100 and 300, as per the GL_ARB_ES3_compatibility extension.
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- Clarify and correct scoping rules to what would normally be expected and what was intended.
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(Function parameters and body nest inside global space. Loop variables and body nest inside
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loop scope.)
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- There are no digraphs (trigraphs were already disallowed).
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- Remove the CPP difference that it is a compile-time error to use #if or #elif on expressions
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containing undefined macro names. This reverts back to following expected CPP behavior.
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- Set both gl_MaxFragmentImageUniformsand gl_MaxCombinedImageUniforms to 8.
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- Clarify textureSize() for cube map arrays.
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- For layout qualifiers,
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- make negative output locations a compile-time error, and
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- make indexes outside the range [0,1] a compile-time error.
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- Add textureQueryLevels() built-ins to query the number of mipmap levels, as per the
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GL_ARB_texture_query_levels extension.
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- Make gl_Layer and gl_ViewportIndex also be inputs to the fragment shader, as per the
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GL_ARB_fragment_layer_viewport extension.
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- Add more examples and rules to be more specific about the required behavior of the precise
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qualifier.
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- Clarify fragment output variables cannot be double precision.
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- Allow the new shared keyword to be in layout-qualifier-id, allowing backward compatibility
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with the shared identifier that was previously used.
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+ Added overlooked texture function float textureOffset (sampler2DArrayShadow sampler, vec4 P, vec2 offset [, float bias] ).
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+ Add missing type in grammar, ATOMIC_UINT, and missing qualifiers COHERENT, VOLATILE, RESTRICT, READONLY, and WRITEONLY.
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- do version checking for the above
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+ Add missing initializer lists to grammar.
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GLSL 4.4
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- Incorporate the ARB_enhanced_layouts extension, which adds
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- compile-time constant expressions for layout qualifier integers
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- new offset and align layout qualifiers for control over buffer block layouts
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- add location layout qualifier for input and output blocks and block members
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- new componentlayout qualifier for finer-grained layout control of input and output variables and blocks
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- new xfb_buffer, xfb_stride, and xfb_offsetlayout qualifiers to allow the shader to control
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transform feedback buffering.
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+ Bug 10530: To be consistent with ES, include sample types as valid in a precision statement.
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Note the defaults are irrelevant, as precision qualifiers are not required or have any meaning.
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