That window was never supposed to have existed -- it was a bug that
it was enabled at all (since fixed)
- Nick
On Oct 29, 2007, at 2:04 PM, John Stiles wrote:
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?
I have heard that the code you see here is pre-optimization—an
optimization pass is applied to the code but what you see does not
reflect that pass. Also, I believe that there is also another
optimization phase where the vertex and fragment shader are fused
together into one big program, and that is also something that
developers don't get to see.
AFAIK this is an undocumented, custom language. It's not too hard
to read if you know ARB, but it's definitely got its own set of
quirks. There's no public way to submit code to the OS in this
language either. (If there is a private way, I don't know it.)
Really the anomaly is that they present this information to us at
all, because there isn't much that we can do with it. The only
thing I can think of is, if you suspect the GLSL parser is
translating your program incorrectly, you might be able to use that
view to demonstrate the issue.
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