document internal compiler options

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Brian
2007-03-23 17:49:19 -06:00
parent d1934c2065
commit 8f9db0f81c

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@@ -67,7 +67,7 @@ All other major features of the shading language should function.
<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>There are massive memory leaks in the compiler.
<li>There are known memory leaks in the compiler.
</ul>
<p>
@@ -236,6 +236,50 @@ The final vertex and fragment programs may be interpreted in software
(see drivers/dri/i915/i915_fragprog.c for example).
</p>
<h3>Code Generation Options</h3>
<p>
Internally, there are several options that control the compiler's code
generation and instruction selection.
These options are seen in the gl_shader_state struct and may be set
by the device driver to indicate its preferences:
<pre>
struct gl_shader_state
{
...
/** Driver-selectable options: */
GLboolean EmitHighLevelInstructions;
GLboolean EmitCondCodes;
GLboolean EmitComments;
};
</pre>
<ul>
<li>EmitHighLevelInstructions
<br>
This option controls instruction selection for loops and conditionals.
If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
instructions will be emitted.
Otherwise, those constructs will be implemented with BRA instructions.
</li>
<li>EmitCondCodes
<br>
If set, condition codes (ala GL_NV_fragment_program) will be used for
branching and looping.
Otherwise, ordinary registers will be used (the IF instruction will
examine the first operand's X component and do the if-part if non-zero).
This option is only relevant if EmitHighLevelInstructions is set.
</li>
<li>EmitComments
<br>
If set, instructions will be annoted with comments to help with debugging.
Extra NOP instructions will also be inserted.
</br>
</ul>
</BODY>