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Optimise shaders #1381
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Optimise shaders #1381
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What is the reason to make the optimizer a public member of ShaderCompiler? Are you expecting users to want to control the spvtools::Optimizer settings or invoke it themselves?
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Someone might want to do that, but it probably wouldn't work as things stand as the optimiser instance clears its own state as it uses it, so anything someone did with it would only apply to the next shader, and the settings from
ShaderCompileSettings
would override anything else.It's really just public because the VSG approach is to make most things public, and I didn't see any potential disasters from making this public, too.
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The current ShaderCompiler completely encapsulates and hides the glslang implementation details, this approach breaks that so feels awkward.
Is there any reason not create the spvtools::Optimizer object one demand like the program objects are? Or make it a static object local to the ShaderCompiler.cpp?
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It's reused to avoid having to reallocate it and originally set it up for each shader, although it turned out that it needed to be set up again for each shader anyway, so that saving isn't likely to be significant. It should be fine to create it again each time it's used in
ShaderCompiler::compile
. It's probably a bad idea to make it a static object as it's certainly not thread-safe and compiling different shaders on different threads seems like something someone might want to do.