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GLSL optimizer based on Mesa's GLSL compiler. Used to be used in Unity for mobile shader optimization.

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A few allocations made in the constructor were not being freed.

When I build and try to run "glsl_test tests/" or glsl_compiler on my own shader, the thing keeps working and never finishes. Sample: $ ./glsl_test tests/ *\* running vertex tests...

Just a feature request to make the build process faster for users of glsl_optimizer

(I am wandering through the print visitors at this moment to find root cause / possible action, but figured I would submit an issue in case I am missing something...

Hi, is there a feature that automagically optimizes the uniforms memory layout to group them in arrays of the corresponding type ? For example: ``` glsl uniform vec2 firstUniform; uniform...

Hello, I've struggled for 2 days now trying to build this for Android. I've managed to build the static libs, but linking them to the project is a bloody nightmare....

What is the proper way to cross compile the GL_EXT_shader_framebuffer_fetch extension to Metal? I get an extension not supported error if I include: #extension GL_EXT_shader_framebuffer_fetch : enable in the shader....

We build the glsl optimizer source directly into an ios app and (perhaps not the best practice) create a new glslopt_ctx for each shader we compile at runtime. Recently (possibly...

This makes it easier to use the library in C or another programming language like Rust which can interface with the C ABI.

…ble import as a LLVM module. This allows use of the library on an iOS device to convert dynamically-built GLSL shaders to Metal on the fly.