This commit is
Reviewed-by: Ian Romanick
On 5/5/19 7:26 PM, Alyssa Rosenzweig wrote:
> This represents a float vec4 constant color, as passed to glBlendColor.
> While the existing 4 shader sysvals are retained to minimize code churn,
> a single vectorized intrinsic is required for efficient
This represents a float vec4 constant color, as passed to glBlendColor.
While the existing 4 shader sysvals are retained to minimize code churn,
a single vectorized intrinsic is required for efficient blending on
vector architectures. (This may also apply to archictectures like
Bifrost where ALU