> 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
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