[Mesa-dev] glsl2: optimizing unused struct assignments
Eric Anholt
eric at anholt.net
Fri Aug 6 13:56:09 PDT 2010
On Fri, 6 Aug 2010 09:46:17 +0200, Aras Pranckevicius <aras at unity3d.com> wrote:
> > Pushed a change that cleans up the shader you pasted. Mostly. There's
> > still some junk in it that we could do better at. Results below.
>
> Very nice, thanks!
>
>
> > By the way, it would be useful to get some examples of your shaders as
> > shader_runner tests in piglit. That makes them easy to analyze for
> > optimization opportunities, and they serve as regression tests to make
> > sure we don't break your shaders. Would you be up for making some of
> > those?
>
> I don't quite know what piglit or shader_runner is... I guess it's
> stuff here: http://cgit.freedesktop.org/piglit/tree/tests/shaders ?
>
> I do have about 500 random shaders from Unity here:
> http://github.com/aras-p/glsl-optimizer/tree/glsl2/src/glsl/optimizer-tests/
> (the *-in.txt files), but to prepare them for piglit I'd have to think
> up some instructions to draw something and inspect the pixel values,
> right?
Yeah. It's hard to make sure things are really correct without testing
for actual pixel results.
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