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Investigate GLSL optimizer #34

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pjcozzi opened this issue Mar 22, 2013 · 2 comments
Closed

Investigate GLSL optimizer #34

pjcozzi opened this issue Mar 22, 2013 · 2 comments
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@pjcozzi
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pjcozzi commented Mar 22, 2013

I added a new github label for stages in an optimization pipeline that would be part of the converter and standalone as we discussed.

This issue is to investigate integrating a GLSL optimizer - https://github.com/aras-p/glsl-optimizer

@pjcozzi
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pjcozzi commented Aug 22, 2013

@gbeatty looked into this shader optimizer for Cesium. For our shaders, which are mostly hand-coded, it did not improve rendering performance on desktop or Android (Tegra 3 and Mali-400 MP). It also had issues with initializing structs and created rendering artifacts in some shaders. However, it did improve compile times on both Android devices.

For glTF, this could be a useful option if the source shaders (from ColladaFX, for example) are not carefully written and to improve mobile compile times; however, we should not do this by default and I would consider this a low priority even post glTF 1.0.

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pjcozzi commented May 28, 2016

Moving to gltf-pipeline so it is useful to all exporters/converters, see CesiumGS/gltf-pipeline#1.

@pjcozzi pjcozzi closed this as completed May 28, 2016
donmccurdy pushed a commit to donmccurdy/glTF that referenced this issue Oct 18, 2021
…ta-v2.14

EXT_mesh_features: Additional clarification that VECN and MATN are numeric
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