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Fix range-alloc allocated_range… [gl] fix x11 RWH handling, intr… [gl] Implement fill_buffer and 1 more (compare)
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Fix range-alloc allocated_range… [gl] fix x11 RWH handling, intr… [gl] Implement fill_buffer and 1 more (compare)
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Fix range-alloc allocated_range… [ci skip][skip ci][skip netlify… (compare)
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[gl] fix x11 RWH handling, intr… [gl] Implement fill_buffer [ci skip][skip ci][skip netlify… (compare)
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Remove Borrow of Barrier Remove Borrow from submit() Remove Borrow from write_descri… and 8 more (compare)
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Remove Borrow of Barrier Remove Borrow from submit() Remove Borrow from write_descri… and 8 more (compare)
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Remove Borrow of Barrier Remove Borrow from submit() Remove Borrow from write_descri… and 8 more (compare)
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storage+2-gl::FLOAT_VEC2
do?
@csherratt sure, we can match the input-outputs and store just indices, but this caching spawns more questions than it solves
That's half-truth. In fact, we don't want (of course) to match these strings at runtime, even if the comparison cost is low, because we'd still need to walk those mesh attributes for each shader attribute. instead, we just need to have that target index baked in somewhere. Perhaps, a single HashMap<(ProgramHandle,MeshHandle), IndexSequence>
will suffice.