Description:
In vertex and pixel shader, some expression is composed by uniform variables.
Unlike constant expression, uniform is not a compiling-time constant, but values of all variable in shaders are same if uniform isn't changed.
That means, we could extract all expressions which only depend on uniform , and they are calculated once after uniform changed and used everywhere.
Like 'constant propagation', we name this method for cutting compuation intensity "Uniform propagation".
Original issue reported on code.google.com by wuye9036 on 18 Jan 2012 at 3:46
Original issue reported on code.google.com by
wuye9036
on 18 Jan 2012 at 3:46