On Tuesday, September 23, 2014 12:25:05 PM Matt Turner wrote:
> On Fri, Sep 19, 2014 at 1:10 PM, Jason Ekstrand wrote:
> > Previously, we were generating the fast-clear shader from GLSL. The
> > problem is that fast clears require that we use a replicated write rather
> > than a regular write ins
On Tue, Sep 23, 2014 at 12:25 PM, Matt Turner wrote:
> On Fri, Sep 19, 2014 at 1:10 PM, Jason Ekstrand wrote:
>> Previously, we were generating the fast-clear shader from GLSL. The
>> problem is that fast clears require that we use a replicated write rather
>> than a regular write instruction.
On Fri, Sep 19, 2014 at 1:10 PM, Jason Ekstrand wrote:
> Previously, we were generating the fast-clear shader from GLSL. The
> problem is that fast clears require that we use a replicated write rather
> than a regular write instruction. In order to get this we had a
> complicated and somewhat fr
Previously, we were generating the fast-clear shader from GLSL. The
problem is that fast clears require that we use a replicated write rather
than a regular write instruction. In order to get this we had a
complicated and somewhat fragile optimization pass that looked for places
where we can use