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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /third_party/rust/glslopt/glsl-optimizer/README.md | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/rust/glslopt/glsl-optimizer/README.md')
-rw-r--r-- | third_party/rust/glslopt/glsl-optimizer/README.md | 100 |
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diff --git a/third_party/rust/glslopt/glsl-optimizer/README.md b/third_party/rust/glslopt/glsl-optimizer/README.md new file mode 100644 index 0000000000..5948a69e6f --- /dev/null +++ b/third_party/rust/glslopt/glsl-optimizer/README.md @@ -0,0 +1,100 @@ +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) + |