> For the initial implementation I've chosen a strategy that operates
> exclusively at the GLSL IR level, so that it doesn't require the
> cooperation of the driver back-ends.


Wouldn't this negatively affect performance of some GPUs?

Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to
pack two vec2 texture coordinates into a single vec4. That's because var.xy
texture read can be "prefetched", whereas var.zw texture read is not
prefetched (essentially treated as a dependent texture read), and often
causes stalls in the shader execution.



-- 
Aras Pranckevičius
work: http://unity3d.com
home: http://aras-p.info
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to