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This gives us the chance to pack the binding table down to just what the shaders actually need. Some applications use very large descriptor sets and only ever use a handful of entries. Compacted binding tables should be much more efficient in this case. It comes at the down-side of having to re-emit binding tables every time we switch pipelines, but that's considered an acceptable cost. |
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| compiler | ||
| egl | ||
| gallium | ||
| gbm | ||
| getopt | ||
| glsl/nir | ||
| glx | ||
| gtest | ||
| hgl | ||
| isl | ||
| loader | ||
| mapi | ||
| mesa | ||
| util | ||
| vulkan | ||
| Makefile.am | ||
| SConscript | ||