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We have no vertex shader key, and unless legacy GL features are used, the fragment shader key is known ahead-of-time. That means we can precompile shaders at CSO create time, hopefully avoiding some draw-time jank. Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19363> |
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