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Checking shader optimizations



Hello,

My application is using a big number of machine generated GLSL code, cross 
compiled from d3d shader assembler. Because it makes my life much easier, the 
produced glsl does some things which are obviously ineffective, like calling 
empty functions or assigning values to never read varyings. A lot of things 
which shouldn't be too hard for the GLSL compiler to optimize at compile time 
or link time.

I am looking for a way to check the code after it has been optimized by the 
glsl implementation. On the Linux Nvidia driver there is a way to read the 
produced ARB asm code. Is there something similar on the Mac? I am not 
looking for a specific code format, anything that is in some way human 
readable is fine(pseudo-glsl, arb asm or a dialect of it, a code tree, 
whatever). I'd like to see which of my inefficient constructs are optimized 
away as they are supposed to be, and which aren't.

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