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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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