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GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

GLSL optimizer

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL 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 GLSL 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.

Almost all actual code is Mesa 3D's GLSL compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer.

This GLSL optimizer is made for Unity's purposes and is built-in starting with Unity 3.0.

GLSL Optimizer is licensed according to the terms of the MIT license.

See badly maintained change log.

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();
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.

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.
  • 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)

About

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

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors