
Description
I added https://github.com/aras-p/glsl-optimizer to our WebGL artwork pipeline recently, well aware that it's unmaintained.
I assumed that most of the features we'd depend on would be stable, and that the optimizer would catch trivial cases.
However, we have had at least 2 bugs introduced by glsl-opt + one crash; often times the optimizer doesn't do trivial optimizations or dead-code-elimination.
This seems to be one of the most heavily modified and active glsl-optimizer forks, so I gave it a shot.
Your fork seems to avoid at least some of these issues. We also get new errors and warnings which went unnoticed (even with shaders in production).
I'd like to switch our production artwork pipeline to your fork, but I'd like to see these questions answered in the README:
- Where is it used? (or where is https://github.com/jamienicol/glslopt-rs used?)
- Is it considered stable?
- Is it actively maintained (by single user, group or an organization?)
- What are planned changes / goals? (just mesa updates?)
- Will it remain usable as standalone tool or is focus on turning it into a lib? (we use
glslopt
directly, specifically for GLSL ES 1.00) - Will there be tagged releases? (we are currently using the same version as the glslopt-rs submodule for published releases)
- Which other forks (or even separate optimizers) would you recommend for other use-cases?
If you want to attract more users I'd suggest to remove the fork-status of this project (because forks won't show up in the GitHub search).
You should also have your fork integrated in https://github.com/tgjones/shader-playground so people can experiment with it more easily.