On Fri, Dec 1, 2017 at 5:20 PM, Jason Ekstrand wrote:
> We've had this optimization in the GL driver since July but never got
> around to hooking it up in Vulkan. This lets us turn UBOs into push
> constants which are significantly faster since they read the UBO data
> once and the shader dispat
We've had this optimization in the GL driver since July but never got
around to hooking it up in Vulkan. This lets us turn UBOs into push
constants which are significantly faster since they read the UBO data
once and the shader dispatch shoves it into the shader prior to program
execution.
I have