Skip to content

CL: Add optimize/serialize entrypoints for libclc

Fixes #89

Fully-inlined unoptimized libclc shaders can contain things like 16 copies of an unused software fma implementation (sin/cos). By running an optimization pass first, we can trim the fat, so that we only inline code that's actually needed. While there's a lot of functions, none of them are so huge, so optimizing the whole libclc shader can end up being faster than inlining and then trying to optimize.

Merge request reports

Loading