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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
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parentInitial commit. (diff)
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Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+GLSL optimizer
+==============
+
+> :warning: As of mid-2016, the project is unlikely to have any significant developments. At Unity we are moving to a different
+shader compilation pipeline, with glsl-optimizer is not used. So from my side there won't be significant work done on it. :warning:
+
+
+A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them
+and outputs GLSL or Metal source back. Optimizations are function inlining, dead code removal, copy propagation,
+constant folding, constant propagation, arithmetic optimizations and so on.
+
+Apparently quite a few mobile platforms are pretty bad at optimizing shaders; and
+unfortunately they *also* lack offline shader compilers. So using a GLSL optimizer offline
+before can make the shader run much faster on a platform like that. See performance numbers
+in [this blog post](http://aras-p.info/blog/2010/09/29/glsl-optimizer/).
+
+Even for drivers that have decent shader optimization, GLSL optimizer could be useful to just strip away
+dead code, make shaders smaller and do uniform/input reflection offline.
+
+Almost all actual code is [Mesa 3D's GLSL](http://cgit.freedesktop.org/mesa/mesa/log/)
+compiler; all this library does is spits out optimized GLSL or Metal back, and adds GLES type precision
+handling to the optimizer.
+
+This GLSL optimizer is made for [Unity's](http://unity3d.com/) purposes and is built-in
+starting with Unity 3.0.
+
+GLSL Optimizer is licensed according to the terms of the MIT license.
+
+See [change log here](Changelog.md).
+
+
+Usage
+-----
+
+Visual Studio 2010 (Windows, x86/x64) and Xcode 5+ (Mac, i386) project files for a static
+library are provided in `projects/vs2010/glsl_optimizer.sln` and `projects/xcode5/glsl_optimizer_lib`
+respectively.
+
+> Note: only the VS and Xcode project files are maintained and should work at any time.
+> There's also a cmake and gyp build system for Linux et al., and some stuff in contrib folder -
+> all that may or might not work.
+
+For Linux you can use cmake. Just type "cmake . && make" in the root directory.
+This will build the optimizer library and some executable binaries.
+
+Interface for the library is `src/glsl/glsl_optimizer.h`. General usage is:
+
+ ctx = glslopt_initialize(targetVersion);
+ for (lots of shaders) {
+ shader = glslopt_optimize (ctx, shaderType, shaderSource, options);
+ if (glslopt_get_status (shader)) {
+ newSource = glslopt_get_output (shader);
+ } else {
+ errorLog = glslopt_get_log (shader);
+ }
+ glslopt_shader_delete (shader);
+ }
+ glslopt_cleanup (ctx);
+
+
+Tests
+-----
+
+There's a testing suite for catching regressions, see `tests` folder. In VS, build
+and run `glsl_optimizer_tests` project; in Xcode use `projects/xcode5/glsl_optimizer_tests`
+project. The test executable requires path to the `tests` folder as an argument.
+
+Each test comes as three text files; input, expected IR dump and expected optimized
+GLSL dump. GLES3 tests are also converted into Metal.
+
+If you're making changes to the project and want pull requests accepted easier, I'd
+appreciate if there would be no test suite regressions. If you are implementing a
+feature, it would be cool to add tests to cover it as well!
+
+
+Notes
+-----
+
+* GLSL versions 1.10 and 1.20 are supported. 1.10 is the default, use #version 120 to specify
+1.20. Higher GLSL versions might work, but aren't tested now.
+* GLSL ES versions 1.00 and 3.00 are supported.
+
+
+Dev Notes
+---------
+
+Pulling Mesa upstream:
+
+ git fetch upstream
+ git merge upstream/master
+ sh removeDeletedByUs.sh
+ # inspect files, git rm unneeded ones, fix conflicts etc.
+ # git commit
+
+Rebuilding flex/bison parsers:
+
+* When .y/.l files are changed, the parsers are *not* rebuilt automatically,
+* Run ./generateParsers.sh to do that. You'll need bison & flex (on Mac, do "Install Command Line Tools" from Xcode)
+* I use bison 2.3 and flex 2.5.35 (in OS X 10.8/10.9)
+