<br><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
For the initial implementation I've chosen a strategy that operates<br>
exclusively at the GLSL IR level, so that it doesn't require the<br>
cooperation of the driver back-ends.</blockquote><div><br></div><div>Wouldn't this negatively affect performance of some GPUs?</div><div><br></div><div>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 <a href="http://var.zw">var.zw</a> texture read is not prefetched (essentially treated as a dependent texture read), and often causes stalls in the shader execution.</div>
</div><br><br clear="all"><div><br></div>-- <br>Aras Pranckevičius<br>work: <a href="http://unity3d.com">http://unity3d.com</a><br>home: <a href="http://aras-p.info">http://aras-p.info</a><br>