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1.5 KiB
1.5 KiB
GLSL optimizer Change Log
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