GLSLC Shader Program Compiler¶
This topic describes glslc
, a compiler for OpenGL® ES 3.0 program
binaries. This compiler runs on the Linux host system to produce program
binaries that can be transferred to the target NVIDIA® Jetson™ device.
Note
glslc
produces program binaries for a particular OpenGL ES driver. Compiled shaders and other programs must be recompiled whenever a new driver is installed.
To compile a shader program¶
Enter the following command on the host system:
$ glslc -gles -chip <chip_id> -binary <output_file> -vs <vertex_shader_file> -fs <fragment_shader_file>
Where:
<chip_id>
is a code that indicates the type of processor in the Jetson device:Module
Processor
<chip_id>
NVIDIA® Jetson AGX Orin™
T234
ga10b
NVIDIA® Jetson Xavier™ NX series
T194
T194
gv11b
gv11b
NVIDIA® Jetson AGX Xavier™ series
<output_file>
is the pathname of a file to which the compiled binaries are to be written.<vertex_shader_file>
and<fragment_shader_file>
are respectively the vertex and fragment shader source files.
The shader source files may not contain #include
directives.
Note
To display complete information about additional shader types and supported options for glslc
, enter the command:
$ glslc --help
Compiled Shader Program Characteristics¶
The format of a compiled program binary is:
Four bytes containing the size of the program binary
Four bytes containing the format of the program binary
A variable number of bytes containing the compiled program
You pass these parts to the OpenGL ES driver in a call to glProgramBinary()
. The second parameter is the format of the program binary, the third is a pointer to it, and the second is the number of bytes in it. For more information about loading shader programs, see the file gearslib.c
.
After a successful compilation, glslc
displays the message:
Program binary successfully written to <output_file>
The size and format of a program binary produced by glslc
should match
those of a program binary produced by the OpenGL driver via a call to
glGetProgramBinary()
.
Libraries Loaded on Demand¶
Two libraries are loaded only when needed to compile shader programs at runtime:
libnvidia-glcore-cg.so.<version>
libnvidia-glcore-ocg.so.<version>
If all of the program binaries used by the application are precompiled, the OpenGL ES driver does not invoke the compiler, and the libraries are not loaded. Also, if the system supports the shader disk cache and the required shaders are found there (usually after the first time the application is run), the libraries are not loaded.
The glslc
command’s -driverstate
option allows a small subset of GPU
machine microcode to be inserted into the OpenGL program binary via
glProgramBinary()
. In very specific and limited cases, this can prevent
libnvidia-glcore-ocg.so
from loading at runtime. OpenGL may optimize
such machine code depending on the driver state, requiring a new machine
code binary to be generated depending on certain states of the driver
for each draw call.
You can enter multiple -driverstate
options in a single glslc
command.
You must enter a -driverstate
option for each draw call or glClear()
call. The resulting microcode is appended to the program binary file (to
<output_file>
).
As an example, consider an application that utilizes vertex attribute
arrays and makes two draw calls, where the state of the arrays changes
between draw calls. If attribute array 0 is enabled and attribute array
1 is disabled (the “constant” attribute I set) during the first draw
call, and both arrays are enabled during the second draw call, then a
glslc
command to obtain a binary with optimized GPU machine code for
both of those states resembles this:
$ glslc -chip <chip_id> -vs vs.vert -fs fs.frag -binary prog.bin -driverstate vertexattribenable 0 -driverstate vertexattribenable 0 vertexattribenable 1
The two -driverstate
flags vertexattribenable
and vertexattribenable
correspond to the state of the driver during the two draw calls. A glslc
command may specify multiple -driverstate
options that set the same
flags to different values or the same value.
A default set of machine code configurations is included if you use any
-driverstate
flags. Specify an empty -driverstate
option (one followed
by no flags) if you need a set of default machine code configurations.
For example, this command produces a binary with a default set of machine code:
$ glslc -chip <chip_id> -vs vert.vs -fs frag.fs -driverstate
You do not need an empty --driverstate
option to include the defaults.
The defaults are included if you use a --driverstate
flag of any kind.
For example, the first -driverstate
option below is redundant:
$ glslc -chip <chip_id> -vs vert.vs -fs frag.fs -driverstate -driverstate vertexattribenable 0
This is sufficient:
$ glslc -chip <chip_id> -vs vert.vs -fs frag.fs -driverstate vertexattribenable 0
Note
The available flags are currently limited to vertex and fragment shaders with a limited subset of flags for producing the machine code. If the required microcode is not a part of the program binary during runtime, then the driver loads libnvidia-glcore-ocg.so
to perform compilation.