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With the exception of some variants for framebuffer fetch (to be addressed in a follow up MR, this is big enough as it is) -- this switches us to a shader precompile path for VS & FS. VS prologs let us implement vertex buffer fetch with dynamic formats, FS prologs let us implement misc emulation like API sample masking and cull distance, while FS epilogs handle blending and tilebuffer stores. This should cut down shader recompile jank significantly in the GL driver. It also prepares us with most of what we need for big ticket Vulkan extensions like ESO, GPL, and EDS3. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28483> |
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