That window (GLSL log window in ShaderBuilder) is not the optimized
version...
It only shows the parsed version.
However since it (ShaderBuilder) was tied into OpenGL binaries -- it
has become more and more out of sync with newer versions of OpenGL
(think binary incompatibility with structs)
Hence the instability and random other bugs...
- Nick
On Oct 29, 2007, at 12:33 PM, Stefan Dösinger wrote:
Hello,
I am looking for a way to check the code after it has been
optimized by the
glsl implementation.
I have found something by chance: In the opengl shader builder, I
can look at
some sort of ARB assembly in the GLSL log window.
What I am not sure about is if this is some sort of optimized code
or not. I
don't mean hardware specific optimizations, but general things like
constant
propagation, filtering out NOP operations like + 0.0 or * 1.0. Does
anyone
have information about that?
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