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The function
defOptimize()
can be used as direct replacement for thi.ng/shader-ast's
defMain()
to
define automatically optimized shader main()
functions.
Currently, only the following operations are supported/considered:
- scalar math operators (incl. some vector versions)
- scalar math built-in functions (incl. some vector versions)
- scalar comparisons
- single component vector swizzling
- literal hoisting
(See tests for some more examples, non-exhaustive...)
Note: The static optimizer throws an error if it detects a division-by-zero...
import {
add, defn, float, mul, neg, ret, scope, vec2, $x, $y
} from "@thi.ng/shader-ast";
import { targetGLSL } from "@thi.ng/shader-ast-glsl";
import { constantFolding } from "@thi.ng/shader-ast-optimize";
// function def
const foo = defn("float", "foo", ["float"], (x) => [
ret(mul(x, add(neg(float(10)), 42)))
]);
const bar = vec2(100, 200);
// program def
const prog = scope([
foo,
foo(add(float(1), float(2))),
foo(add($x(bar), $y(bar)))
], true);
// GLSL codegen
const glsl = targetGLSL();
// unoptimized AST as GLSL (see section above)
console.log(glsl(prog));
// #version 300 es
// float foo(in float _s0) {
// return (_s0 * ((-10.0) + 42.0));
// }
// foo((1.0 + 2.0));
// foo((vec2(100.0, 200.0).x + vec2(100.0, 200.0).y));
// with constant folding
console.log(glsl(constantFolding(prog)))
// #version 300 es
// float foo(in float _s0) {
// return (_s0 * 32.0);
// }
// foo(3.0);
// foo(300.0);
const expr = mul(float(4), $x(vec2(2)))
console.log(glsl(expr))
// (4.0 * vec2(2.0).x)
// optimize single expression
console.log(glsl(constantFolding(expr)))
// 8.0
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TODO