On Thursday, May 29, 2014 02:37:34 PM Ian Romanick wrote:
From: Ian Romanick ian.d.roman...@intel.com
After compilation (and before linking) we can eliminate quite a few
built-in variables. Basically, any uniform or constant (e.g.,
gl_MaxVertexTextureImageUnits) that isn't used (with one
From: Ian Romanick ian.d.roman...@intel.com
After compilation (and before linking) we can eliminate quite a few
built-in variables. Basically, any uniform or constant (e.g.,
gl_MaxVertexTextureImageUnits) that isn't used (with one exception) can
be eliminated. System values, vertex shader