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There's no native txs instruction... but we can emulate one :-) This is heavy on shader ALU, but in the production driver, it'll all be hoisted up to the preamble shader and so it shouldn't matter much. This keeps the driver itself simple and low overhead, with a completely obvious generalization to bindless. Passes dEQP-GLES3.functional.shaders.texture_functions.texturesize.* Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18525> |
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