On 09/09/2016 05:29 AM, Marek Olšák wrote:
> On Fri, Sep 9, 2016 at 10:12 AM, Nicolai Hähnle wrote:
>> From: Nicolai Hähnle
>>
>> Not sure if it's possible to avoid programming the block size twice (once for
>> the userdata and once for the dispatch).
>>
>> Since the shaders are compiled with a p
On 09.09.2016 18:07, Samuel Pitoiset wrote:
On 09/09/2016 02:37 PM, Ilia Mirkin wrote:
On Fri, Sep 9, 2016 at 8:29 AM, Marek Olšák wrote:
On Fri, Sep 9, 2016 at 10:12 AM, Nicolai Hähnle
wrote:
From: Nicolai Hähnle
Not sure if it's possible to avoid programming the block size twice
(once
On 09/09/2016 02:37 PM, Ilia Mirkin wrote:
On Fri, Sep 9, 2016 at 8:29 AM, Marek Olšák wrote:
On Fri, Sep 9, 2016 at 10:12 AM, Nicolai Hähnle wrote:
From: Nicolai Hähnle
Not sure if it's possible to avoid programming the block size twice (once for
the userdata and once for the dispatch).
On 09/09/2016 10:12 AM, Nicolai Hähnle wrote:
From: Nicolai Hähnle
Not sure if it's possible to avoid programming the block size twice (once for
the userdata and once for the dispatch).
Since the shaders are compiled with a pessimistic upper limit on the number of
registers, asynchronously c
On Fri, Sep 9, 2016 at 8:29 AM, Marek Olšák wrote:
> On Fri, Sep 9, 2016 at 10:12 AM, Nicolai Hähnle wrote:
>> From: Nicolai Hähnle
>>
>> Not sure if it's possible to avoid programming the block size twice (once for
>> the userdata and once for the dispatch).
>>
>> Since the shaders are compiled
On Fri, Sep 9, 2016 at 10:12 AM, Nicolai Hähnle wrote:
> From: Nicolai Hähnle
>
> Not sure if it's possible to avoid programming the block size twice (once for
> the userdata and once for the dispatch).
>
> Since the shaders are compiled with a pessimistic upper limit on the number of
> registers
From: Nicolai Hähnle
Not sure if it's possible to avoid programming the block size twice (once for
the userdata and once for the dispatch).
Since the shaders are compiled with a pessimistic upper limit on the number of
registers, asynchronously compiling variants may be worth considering in the