First draft.
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Name
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MESA_shader_debug
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Name Strings
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GL_MESA_shader_debug
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Contact
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Brian Paul (brian.paul 'at' tungstengraphics.com)
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Michal Krol (mjkrol 'at' gmail.com)
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Status
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XXX - Not complete yet!!!
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Version
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Last Modified Date: May 29, 2006
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Author Revision: 0.1
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$Date: 2006/05/30 09:35:36 $ $Revision: 1.1 $
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Number
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TBD
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Dependencies
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OpenGL 1.5 is required.
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The extension is written against the OpenGL 1.5 specification.
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ARB_shading_language_100 is required.
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ARB_shader_objects is required.
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The extension is written against the OpenGL Shading Language
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1.10 Specification.
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Overview
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TBD
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IP Status
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None
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Issues
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None
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New Procedures and Functions
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TBD
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New Types
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None
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New Tokens
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TBD
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Additions to Chapter 2 of the OpenGL 1.5 Specification
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(OpenGL Operation)
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None
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Additions to Chapter 3 of the OpenGL 1.5 Specification (Rasterization)
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None
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Additions to Chapter 4 of the OpenGL 1.5 Specification (Per-Fragment
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Operations and the Frame Buffer)
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None
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Additions to Chapter 5 of the OpenGL 1.5 Specification
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(Special Functions)
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None
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Additions to Chapter 6 of the OpenGL 1.5 Specification (State and State
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Requests)
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None
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Additions to Appendix A of the OpenGL 1.5 Specification (Invariance)
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None
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Additions to Chapter 1 of the OpenGL Shading Language 1.10 Specification
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(Introduction)
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None
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Additions to Chapter 2 of the OpenGL Shading Language 1.10 Specification
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(Overview of OpenGL Shading)
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None
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Additions to Chapter 3 of the OpenGL Shading Language 1.10 Specification
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(Basics)
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None
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Additions to Chapter 4 of the OpenGL Shading Language 1.10 Specification
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(Variables and Types)
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None
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Additions to Chapter 5 of the OpenGL Shading Language 1.10 Specification
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(Operators and Expressions)
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None
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Additions to Chapter 6 of the OpenGL Shading Language 1.10 Specification
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(Statements and Structure)
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None
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Additions to Chapter 7 of the OpenGL Shading Language 1.10 Specification
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(Built-in Variables)
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None
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Additions to Chapter 8 of the OpenGL Shading Language 1.10 Specification
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(Built-in Functions)
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Add a new section 8.10 "Debug Functions":
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Debug functions are available to both fragment and vertex shaders.
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They are used to track the execution of a shader by logging
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passed-in arguments to the shader's info log. That values can be
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retrieved and validated by the application after shader execution
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is complete.
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void printMESA(const float value);
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void printMESA(const int value);
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void printMESA(const bool value);
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void printMESA(const vec2 value);
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void printMESA(const vec3 value);
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void printMESA(const vec4 value);
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void printMESA(const ivec2 value);
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void printMESA(const ivec3 value);
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void printMESA(const ivec4 value);
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void printMESA(const bvec2 value);
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void printMESA(const bvec3 value);
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void printMESA(const bvec4 value);
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void printMESA(const mat2 value);
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void printMESA(const mat3 value);
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void printMESA(const mat4 value);
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void printMESA(const sampler1D value);
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void printMESA(const sampler2D value);
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void printMESA(const sampler3D value);
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void printMESA(const samplerCube value);
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void printMESA(const sampler1DShadow value);
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void printMESA(const sampler2DShadow value);
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Additions to Chapter 9 of the OpenGL Shading Language 1.10 Specification
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(Shading Language Grammar)
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None
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Additions to Chapter 10 of the OpenGL Shading Language 1.10
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Specification (Issues)
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None
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Additions to the AGL/EGL/GLX/WGL Specifications
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None
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GLX Protocol
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None
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Errors
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TBD
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New State
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TBD
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New Implementation Dependent State
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TBD
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Sample Code
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TBD
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Revision History
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29 May 2006
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Initial draft. (Michal Krol)
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