GLSL optimizer Change Log ========================= 2015 06 ------- Fixes: * Fixed some cases of different precision matrix assignments being miscompiled on Metal. * Fixed yet more issues with translation of weird loops. * Fixed translation of matrix+scalar, matrix-scalar, matrix/scalar operations on Metal. 2015 05 ------- Fixes: * Fixes some cases of highp/mediump sampler sampling resulting in resulting temporaries wrongly being lowp. 2015 04 ------- Goodies: * GLES2: support EXT_draw_instanced / gl_InstanceIDEXT. * Support gl_VertexID in GLSL < 1.30 when EXT_gpu_shader4 is used. Fixes: * Metal: fixed some bugs with translation of weird loops. 2015 02 ------- Tweaks: * Texture LOD sampling functions on GLES2.0 now produce a wrapper call, that does approximation (mip bias) on devices that don't support GL_EXT_shader_texture_lod. * Undefined precision integers on GLES now default to highp. 2015 01 ------- Fixes: * Float literals are printed with 7 significant digits now. * Metal: GLSL mod() is properly translated into Metal's fmod(). * Metal: Fixed some cases of reciprocal (1/x) printing missing half precision cast. * GLES3: textureOffset with a mipmap bias is printed correctly now. * Fixed a bug with loop inductor detection if the inductor was used before the loop for some things. * Fixed printing of int/float bitcast operations. * Improved precision determination of some constructs. 2014 10 ------- Goodies: * Support for translating GLSL shaders into Apple Metal shading language. Exactly same process; GLSL in (preferably ES3 variant), optimization passes, Metal out. All uniforms currently will be put into one constant buffer. Pass kGlslTargetMetal target to get Metal. * Shader reflection API. See glslopt_shader_get_* functions. Binding indices are only automatically assigned on Metal now; on GL/ES targets the reflection API is only useful to get list of inputs/uniforms, their names and types. * Improved dead code elimation: some cases of swizzled/masked assignments where same variable was on both sides were not eliminated if that variable was totally unused later. * Merged with upstream Mesa, comes with new optimizations (min/max pruning, tree rebalancing, vector_insert lowering). Fixes: * sampler3D declarations were missing precision qualifier on GLES3.0. 2014 09 ------- Goodies: * Supports GL_EXT_draw_buffers in ES2.0, for MRT. 2014 08 ------- Goodies: * Supports GL_EXT_shader_framebuffer_fetch now, in both ES2.0 & 3.0. Fixes: * Fixed printing of infinities & NaNs. * Fixed vectorization pass in some cases going wrong on texture lookups. 2014 06 ------- Goodies: * Optimization: split vectors with only some used components into scalars. Fixes: * Fixed more issues with for-loop printing. * Fixed printing of unsigned integer swizzled & constants. 2014 03 ------- Fixes: * Fixed missing precision qualifier in some ES shaders (mostly due to expansion of ternary ?: check). 2014 02 ------- Fixes: * Fixed vectorize pass introduced last month going wrong with dot products. 2014 01 ------- Goodies: * Better optimization: vectorize assignments to individual vector channels. * More OpenGL ES 2.0 conformant printing of complex for-loops (loop inductions printed as += or ++; loop initializers inside loop body). Fixes: * Fixed array assignments sometimes appearing in pre-GLSL1.20 versions, especially with complex loops that couldn't be unrolled. * Fixed output of textureOffset and texelFetch. * Fixed error messages on MRT outputs on GL & GLES3 (now supports 4 MRTs). 2013 12 ------- Goodies: * Optimized performance; was spending half of the time in stupid string code. * Added glslopt_shader_get_stats to get *very* approximate shader complexity stats. * Nicer printing of complicated for-loops. Fixes: * Fixed printing of struct initializers. 2013 11 ------- Goodies: * Better optimizations: CSE; `A+(-B) => A-B`; `!A || !B => !(A && B)`. * Merged with upstream Mesa. Fixes: * Fixed location qualifiers, ES3.0 version printing, samplerCubeShadow sampling operations. 2013 10 ------- Goodies: * Initial OpenGL ES 3.0 support * API to query shader input names; glslopt_shader_get_input_count and glslopt_shader_get_input_name Changes: * Xcode project files updated to Xcode 5 Fixes: * VS2013 fixes