KalebDark / angleproject

Automatically exported from code.google.com/p/angleproject
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Precision emulation has unnecessary overhead #874

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Translate a shader with assignment statements with precision emulation on.

What is the expected output? What do you see instead?
Optimal translated shader would not wrap assignment into angle_frm calls, like 
it currently does. There are also other cases where the same value might be 
rounded twice that could be improved. Fixing these cases would make precision 
emulation more practical, right now it can make compile times prohibilitively 
long.

Original issue reported on code.google.com by oetu...@nvidia.com on 20 Jan 2015 at 3:40