2016-09-02 19:50 GMT+02:00 Henri Verbeet hverbeet@gmail.com:
On 2 September 2016 at 19:45, Matteo Bruni matteo.mystral@gmail.com wrote:
with it. Fortunately we don't need to do too much optimization since there is another compiler down the line (e.g. GLSL compiler in the OpenGL drivers) which should be able to cover up our shortcomings...
Hypothetical ARB_gl_spirv support in wined3d could change that somewhat though.
Yeah, I don't know. The SPIR-V compiler is still going to make some optimizations while generating the hw-specific shaders and those might be enough. Certainly we need to do some "optimizations" ourselves in any case (d3d bytecode is pretty far from HLSL, especially for older shader models - e.g. ps_2_0 doesn't have loops) but maybe we can avoid the more complex optimizations or SSA. It's all very hypothetical...