On Thu, Sep 7, 2017 at 2:24 PM, Nicolai Hähnle wrote:
> On 07.09.2017 14:23, Nicolai Hähnle wrote:
>>
>> On 07.09.2017 12:55, Marek Olšák wrote:
>>>
>>> We can also say if gl_TessLevel* is written multiple times, then one
>>> these must be true:
>>> - there must not be a
On 07.09.2017 14:23, Nicolai Hähnle wrote:
On 07.09.2017 12:55, Marek Olšák wrote:
We can also say if gl_TessLevel* is written multiple times, then one
these must be true:
- there must not be a barrier between the writes
- gl_TessLevel* writes aren't inside conditional blocks
I see that these
On 07.09.2017 12:55, Marek Olšák wrote:
We can also say if gl_TessLevel* is written multiple times, then one
these must be true:
- there must not be a barrier between the writes
- gl_TessLevel* writes aren't inside conditional blocks
I see that these games use a barrier in TCS:
- Hitman
- Grid
We can also say if gl_TessLevel* is written multiple times, then one
these must be true:
- there must not be a barrier between the writes
- gl_TessLevel* writes aren't inside conditional blocks
I see that these games use a barrier in TCS:
- Hitman
- Grid Autosport
- Tomb Raider
All constraints
On 06.09.2017 19:03, Marek Olšák wrote:
From: Marek Olšák
The pass tries to deduce whether tess factors are always written by
invocation 0 (at least).
The implication for radeonsi is that it doesn't have to use a barrier
near the end of TCS, and doesn't have to use LDS
From: Marek Olšák
The pass tries to deduce whether tess factors are always written by
invocation 0 (at least).
The implication for radeonsi is that it doesn't have to use a barrier
near the end of TCS, and doesn't have to use LDS for passing the tess
factors to the epilog.