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TODO: not sure about the relevance of this nowadays -- with a quick'n'dumb test on a moderately complex shader containing a bunch of loops, those got all unrolled and the resulting SPIR-V binary was significantly larger than without this, even after passing it through SPIR-V optimizer. Or maybe there's a way to limit the unrolling? TODO: needs to expose input version (same as in glslang), otherwise too shitty to use TODO: needs to expose preprocessor definitions (~same as in glslang), otherwise too shitty to use TODO: even with the https://github.com/jamienicol/glsl-optimizer fork which is based on Mesa 20, it reports that the only supported GLSL versions are <= 1.50 and <= 300 es :( TODO: docs, move the cmake subproject setup to a doc snippet
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Things to do: