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I try to ship optimized OpenGL code in my game EvoLife. Without this steps the shader compilation takes longer on first launch. My optimizing pipeline:
My problem is that I can not run spirv-opt with -O, I have to use -Oconfig with the file attached. My starting point was the -O list and I bisected which options cause issues. glsl_opt_config.txt
Line 3 --merge-return: causes glsl shaders to behave differently than unoptimized versions
Line 4 --inline-entry-points-exhaustive: can not run without merge-return
Line 40 and 43 --merge-blocks: causes spirv-cross to abort on some shaders
Please let me know how can I help to resolve this problem. In the meantime maybe others will find this and can use the same workaround.
The text was updated successfully, but these errors were encountered:
It would be better if you were able to provide a minimal reproducible example of a SPIR-V shader which has this issue. You might be able to create one semi-automatically using spirv-reduce on <filename>.spv. In the "interestingness function", you'd want to run glslang -O and test for whether the behavior has changed.
It may also help if you can describe the change in the behavior of glsl shaders after running the merge-return pass.
I try to ship optimized OpenGL code in my game EvoLife. Without this steps the shader compilation takes longer on first launch. My optimizing pipeline:
My problem is that I can not run spirv-opt with -O, I have to use -Oconfig with the file attached. My starting point was the -O list and I bisected which options cause issues.
glsl_opt_config.txt
Line 3 --merge-return: causes glsl shaders to behave differently than unoptimized versions
Line 4 --inline-entry-points-exhaustive: can not run without merge-return
Line 40 and 43 --merge-blocks: causes spirv-cross to abort on some shaders
Please let me know how can I help to resolve this problem. In the meantime maybe others will find this and can use the same workaround.
The text was updated successfully, but these errors were encountered: