On Wed, Apr 10, 2013 at 11:54 AM, Eric Anholt wrote:
> Motivated by some troubles in register allocation on Valve's shaders, I
> found a cheap (runtime and development time) way to cut some dead code.
> This looked like failure due to losing 16-wide programs, until I updated
> more apps in shader-
Motivated by some troubles in register allocation on Valve's shaders, I
found a cheap (runtime and development time) way to cut some dead code.
This looked like failure due to losing 16-wide programs, until I updated
more apps in shader-db to use shader_tests (which provide more accurate
simulation