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Re: Checking shader optimizations




On 25 Oct 2007, at 00:16, 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'd say, don't worry about it unless it's a problem, but I suspect that's not the answer you're looking for.


In which case, take one of your converted shaders. Benchmark it. Optimise some of the glaring stuff out. Re-benchmark it. You'll see very quickly if you made a difference and if your conversion is too naive / compiler is too dumb. _______________________________________________
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 >Checking shader optimizations (From: Stefan Dösinger <email@hidden>)



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