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            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - Assertion failed: size_log2 <= ANV_MAX_STATE_SIZE_LOG2 While compiling large compute shader"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=100092#c3">Comment # 3</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - Assertion failed: size_log2 <= ANV_MAX_STATE_SIZE_LOG2 While compiling large compute shader"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=100092">bug 100092</a>
              from <span class="vcard"><a class="email" href="mailto:freiling@google.com" title="Forrest Reiling <freiling@google.com>"> <span class="fn">Forrest Reiling</span></a>
</span></b>
        <pre>Thanks Jason! 

Just out of curiosity does this mean that we should generally avoid large 
local arrays in compute shaders? I asked the guy that wrote that shader and he
said that making depths shared on NVIDIA made it 2x slower. If you want more
info I can put you in contact with him directly.

Thanks again,


Forrest</pre>
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