Jason Ekstrand writes:
> On Sat, Aug 25, 2018 at 9:40 AM Jason Ekstrand wrote:
>
>> Sorry I haven't given you any in-line review yet. I've been letting this
>> pass simmer in my brain a bit and thinking about complexity and data
>> structures. Here's a few questions for which I do not expect
On Sat, Aug 25, 2018 at 9:40 AM Jason Ekstrand wrote:
> Sorry I haven't given you any in-line review yet. I've been letting this
> pass simmer in my brain a bit and thinking about complexity and data
> structures. Here's a few questions for which I do not expect you to have
> actual answers:
>
Sorry I haven't given you any in-line review yet. I've been letting this
pass simmer in my brain a bit and thinking about complexity and data
structures. Here's a few questions for which I do not expect you to have
actual answers:
1) How many unique derefs should we expect to see in a shader?
The pass will remove not only writes that are proven to be dead in
block, but also writes that can only be considered dead by looking at
multiple blocks. Such global analysis is necessary to remove dead
writes such as the one marked below:
int total = gl_VertexIndex * 10;
float r =