2014-02-11 02:06:13 -05:00
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GLSL optimizer Change Log
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=========================
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2014-03-29 19:26:01 -04:00
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2014 03
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Fixes:
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* Fixed missing precision qualifier in some ES shaders (mostly due to expansion of ternary ?: check).
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2014 02
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Fixes:
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* Fixed vectorize pass introduced last month going wrong with dot products.
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2014-02-11 02:06:13 -05:00
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2014 01
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Goodies:
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* Better optimization: vectorize assignments to individual vector channels.
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* More OpenGL ES 2.0 conformant printing of complex for-loops (loop inductions printed
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as += or ++; loop initializers inside loop body).
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Fixes:
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* Fixed array assignments sometimes appearing in pre-GLSL1.20 versions, especially with
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complex loops that couldn't be unrolled.
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* Fixed output of textureOffset and texelFetch.
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2014-03-29 19:26:01 -04:00
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* Fixed error messages on MRT outputs on GL & GLES3 (now supports 4 MRTs).
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2014-02-11 02:06:13 -05:00
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2013 12
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Goodies:
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* Optimized performance; was spending half of the time in stupid string code.
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* Added glslopt_shader_get_stats to get *very* approximate shader complexity stats.
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* Nicer printing of complicated for-loops.
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Fixes:
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* Fixed printing of struct initializers.
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2013 11
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Goodies:
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* Better optimizations: CSE; `A+(-B) => A-B`; `!A || !B => !(A && B)`.
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* Merged with upstream Mesa.
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Fixes:
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* Fixed location qualifiers, ES3.0 version printing, samplerCubeShadow sampling operations.
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2013 10
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Goodies:
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* Initial OpenGL ES 3.0 support
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* API to query shader input names; glslopt_shader_get_input_count and glslopt_shader_get_input_name
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Changes:
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* Xcode project files updated to Xcode 5
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Fixes:
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* VS2013 fixes
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