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When compiling Rust shaders to GLSL I noticed that a lot of functions are not inlined by default that should be.
I used the shared crate from this repo when porting some shadertoy shaders to Rust, e.g. https://www.shadertoy.com/view/tsyBDm
You can see it has a lot of small functions that should be inlined (several of them from the shared crate), like:
Inlining is especially important considering that the spirv backend doesn't really optimize much at the moment, and spirv-opt often produces invalid output (on which spirv validation fails).
The text was updated successfully, but these errors were encountered:
When compiling Rust shaders to GLSL I noticed that a lot of functions are not inlined by default that should be.
I used the
shared
crate from this repo when porting some shadertoy shaders to Rust, e.g.https://www.shadertoy.com/view/tsyBDm
You can see it has a lot of small functions that should be inlined (several of them from the
shared
crate), like:Inlining is especially important considering that the spirv backend doesn't really optimize much at the moment, and spirv-opt often produces invalid output (on which spirv validation fails).
The text was updated successfully, but these errors were encountered: