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183 lines
4.2 KiB
Markdown
183 lines
4.2 KiB
Markdown
GLSL optimizer Change Log
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=========================
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2015 06
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-------
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Fixes:
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* Fixed some cases of different precision matrix assignments being miscompiled on Metal.
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* Fixed yet more issues with translation of weird loops.
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* Fixed translation of matrix+scalar, matrix-scalar, matrix/scalar operations on Metal.
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2015 05
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Fixes:
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* Fixes some cases of highp/mediump sampler sampling resulting in resulting temporaries wrongly being lowp.
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2015 04
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Goodies:
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* GLES2: support EXT_draw_instanced / gl_InstanceIDEXT.
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* Support gl_VertexID in GLSL < 1.30 when EXT_gpu_shader4 is used.
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Fixes:
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* Metal: fixed some bugs with translation of weird loops.
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2015 02
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Tweaks:
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* Texture LOD sampling functions on GLES2.0 now produce a wrapper call, that does approximation
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(mip bias) on devices that don't support GL_EXT_shader_texture_lod.
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* Undefined precision integers on GLES now default to highp.
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2015 01
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Fixes:
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* Float literals are printed with 7 significant digits now.
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* Metal: GLSL mod() is properly translated into Metal's fmod().
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* Metal: Fixed some cases of reciprocal (1/x) printing missing half precision cast.
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* GLES3: textureOffset with a mipmap bias is printed correctly now.
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* Fixed a bug with loop inductor detection if the inductor was used before the loop for some things.
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* Fixed printing of int/float bitcast operations.
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* Improved precision determination of some constructs.
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2014 10
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Goodies:
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* Support for translating GLSL shaders into Apple Metal shading language.
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Exactly same process; GLSL in (preferably ES3 variant), optimization passes, Metal out.
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All uniforms currently will be put into one constant buffer.
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Pass kGlslTargetMetal target to get Metal.
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* Shader reflection API. See glslopt_shader_get_* functions. Binding indices
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are only automatically assigned on Metal now; on GL/ES targets the reflection API is only
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useful to get list of inputs/uniforms, their names and types.
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* Improved dead code elimation: some cases of swizzled/masked assignments where same variable was on both sides
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were not eliminated if that variable was totally unused later.
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* Merged with upstream Mesa, comes with new optimizations (min/max pruning, tree rebalancing, vector_insert lowering).
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Fixes:
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* sampler3D declarations were missing precision qualifier on GLES3.0.
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2014 09
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Goodies:
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* Supports GL_EXT_draw_buffers in ES2.0, for MRT.
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2014 08
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Goodies:
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* Supports GL_EXT_shader_framebuffer_fetch now, in both ES2.0 & 3.0.
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Fixes:
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* Fixed printing of infinities & NaNs.
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* Fixed vectorization pass in some cases going wrong on texture lookups.
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2014 06
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Goodies:
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* Optimization: split vectors with only some used components into scalars.
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Fixes:
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* Fixed more issues with for-loop printing.
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* Fixed printing of unsigned integer swizzled & constants.
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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 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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* Fixed error messages on MRT outputs on GL & GLES3 (now supports 4 MRTs).
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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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