On Sun, Jan 4, 2015 at 8:56 PM, Connor Abbott wrote:
> Reviewed-by: Connor Abbott
>
> Nice to see that this idea worked out well!
>
> On Tue, Dec 16, 2014 at 1:11 AM, Jason Ekstrand
> wrote:
>
>> We used to have the number of components built into the intrinsic. This
>> meant that all of our l
Reviewed-by: Connor Abbott
Nice to see that this idea worked out well!
On Tue, Dec 16, 2014 at 1:11 AM, Jason Ekstrand
wrote:
> We used to have the number of components built into the intrinsic. This
> meant that all of our load/store intrinsics had vec1, vec2, vec3, and vec4
> variants. Thi
We used to have the number of components built into the intrinsic. This
meant that all of our load/store intrinsics had vec1, vec2, vec3, and vec4
variants. This lead to piles of switch statements to generate the correct
texture names, and introspection to figure out the number of components.
We