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Thread: 3Dlabs compiler

  1. #1
    Super Moderator OpenGL Guru
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    3Dlabs compiler

    There is something called StandAlone in the 3Dlabs OGL2 SDK.

    I was running it like this

    StandAlone -i sample.vert
    StandAlone -i sample.frag

    and it looks like it just outputs something to the console. There are other flags like -c and -h but I don't understand what this does. It compiles and produces what exactly?

    Of course, StandAlone uses glslang.dll which you can compile separatly, but there isn't any documentation on what can be done with this.

    There is also bison.exe and flex.exe
    What are they for?
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  2. #2
    Senior Member OpenGL Pro Zengar's Avatar
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    Re: 3Dlabs compiler

    I can only help you with flex and bison
    google for it if you want to know more :P

  3. #3
    Super Moderator OpenGL Guru
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    Re: 3Dlabs compiler

    OK on bison and flex.

    The only thing that describes standlone.exe is in the readme

    "StandAlone.exe uses
    this interface to create a version of the compiler that can run outside
    the ICD environment."

    OK, it's compiler and it prints "stuff" in the console. What's the purpose of this?
    Anything interesting can be done with it?
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  4. #4

    Re: 3Dlabs compiler

    I can't really tell with this kind of information(the console output would be nice), but it could perhaps be used as a debugger for GLSlang(it's better to do a testcompile here instead of trying to run it in your software).

  5. #5
    Super Moderator OpenGL Guru
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    Re: 3Dlabs compiler

    I think it can serve more for writing shaders without having access to a GLSL compiler in the ICD.

    Here is one output when ran on simple.vert

    #### BEGIN COMPILER 0 INFO LOG ####
    0:? Sequence
    0:3 Function Definition: main( (void)
    0:3 Function Parameters:
    0:5 Sequence
    0:5 move second child to first child (3-component vector of float)
    0:5 'color' (varying 3-component vector of float)
    0:5 Construct vec3 (const 3-component vector of float)
    0:5 1.000000 (const float)
    0:5 1.000000 (const float)
    0:5 1.000000 (const float)
    0:7 move second child to first child (4-component vector of float)
    0:7 'gl_Position' (Position 4-component vector of float)
    0:7 matrix-times-vector (4-component vector of float)
    0:7 'gl_ModelViewProjectionMatrix' (uniform 4X4 matrix of float)
    0:7 'gl_Vertex' (attribute 4-component vector of float)

    #### END COMPILER 0 INFO LOG ####
    #### BEGIN LINKER INFO LOG ####

    #### END LINKER INFO LOG ####

    and the contents of simple.vert

    varying vec3 color;

    void main()
    {
    color = vec3(1.0, 1.0, 1.0);

    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    }
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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