Hi Forum,
When I profile a simple shader as below with gl_FragCord built-in using streamline, I see about 4k FMA instructions and 12k CVT instructions, even though there is no math operation.
Appreciate any inputs on why these FMA, and and 3x more CVT instructions are getting generated and suggestions to reduce it.
#version 450
precision highp float;
precision highp int;
layout(location = 0) out vec2 out_color;
layout(location = 0) in vec4 texcoord;
void main(){ out_color = vec2(gl_FragCoord.x, texcoord.x);}
Looks like some shader compiler inefficiency around moves - not really much you can do to avoid it at the source level as far as I can tell, but this looks like a synthetic test shader so does it really matter?