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Previously, each shader took 3 shader time indices which were potentially at arbirary points in the shader time buffer. Now, each shader gets a single index which refers to 3 consecutive locations in the buffer. This simplifies some of the logic at the cost of having a magic 3 a few places. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisf@ijw.co.nz> |
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| gallium | ||
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| loader | ||
| mapi | ||
| mesa | ||
| util | ||
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