bgfx/3rdparty/glsl-optimizer/Changelog.md

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2014-02-11 11:06:13 +04:00
GLSL optimizer Change Log
=========================
2014-10-11 23:32:43 +04:00
2014 10
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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
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Goodies:
* Supports GL_EXT_draw_buffers in ES2.0, for MRT.
2014 08
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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
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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.
2014-03-30 03:26:01 +04:00
2014 03
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Fixes:
* Fixed missing precision qualifier in some ES shaders (mostly due to expansion of ternary ?: check).
2014 02
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Fixes:
* Fixed vectorize pass introduced last month going wrong with dot products.
2014-02-11 11:06:13 +04:00
2014 01
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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.
2014-03-30 03:26:01 +04:00
* Fixed error messages on MRT outputs on GL & GLES3 (now supports 4 MRTs).
2014-02-11 11:06:13 +04:00
2013 12
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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
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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
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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