Shader with loop vs multipass

I had made a suggestion to come up with a special extensions and someone from ATI said they optimize the kind of case you mentioned. nVidia is suppose to optimize as well from what I understand.
Have a look at the assembly shaders. NVEmulate can be set for “dump asm shaders to hard drive”.

I do use NVEmulate. However the assembly that is output only has shader compile time optimizations AFAICS. The specialized shader is created only later - just before using the shader to render. That’s why I was requesting NVIDIA to give access to the final optimized code or some statistics about it.

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