Reviewed-by: Ian Romanick
On 09/26/2016 11:23 AM, Kenneth Graunke wrote:
> In core profile, we support up to 16 viewports. However, in the
> majority of cases, only 1 of them is actually used - we only need
> the others if the last shader stage prior to the rasterizer writes
> gl_ViewportIndex.
On Mon, Sep 26, 2016 at 11:23 AM, Kenneth Graunke wrote:
> In core profile, we support up to 16 viewports. However, in the
> majority of cases, only 1 of them is actually used - we only need
> the others if the last shader stage prior to the rasterizer writes
> gl_ViewportIndex.
>
> Processing al
Kenneth Graunke writes:
> In core profile, we support up to 16 viewports. However, in the
> majority of cases, only 1 of them is actually used - we only need
> the others if the last shader stage prior to the rasterizer writes
> gl_ViewportIndex.
>
> Processing all 16 viewports adds additional C
In core profile, we support up to 16 viewports. However, in the
majority of cases, only 1 of them is actually used - we only need
the others if the last shader stage prior to the rasterizer writes
gl_ViewportIndex.
Processing all 16 viewports adds additional CPU overhead, which hurts
CPU-intensiv