I don't believe there's any public API that will give you this. But
further than that, ARB assembler hasn't evolved as fast (at all from
some points of view) as DirectX assembler. As such, available hardware
functionality that is not exposed in ARB assembly may still be used by
a GLSL compiler if it generates native bytecode for the hardware.
AFAIK, NV has been extending ARB assembler quite a bit to match what
its hardware can do, and this is probably why they offer optimized
assembly readback on Linux.
Not having a competing portable bytecode for GLSL shaders is actually
a growing concern in the industry, because GLSL compilation, linking
and optimization is an expensive process (see recent posts in the Gabe
Newell thread mac-game-dev (a must read thread for those watching)).
On Oct 24, 2007, at 19:16, Stefan Dösinger wrote:
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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