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This repository has been archived by the owner on Nov 1, 2021. It is now read-only.
This is closer to bare metal so should be faster. On some GPUs (AMD) we could also use the compute queue and leave the graphics queue for 3D rendering (e.g. resource-intensive games).
wlroots has migrated to gitlab.freedesktop.org. This issue has been moved to:
Depends a lot on the hardware and workload. On Mali, for example, imageStore in a CS can be slower than outputting a colour via a fragment shader, since the latter supports framebuffer compression but the former does not.
Yeah, @Joshua-Ashton said that we won't want to unconditionally use compute shaders, we'd only want to do so if the Vulkan driver can write to non-linear images from them.
This is closer to bare metal so should be faster. On some GPUs (AMD) we could also use the compute queue and leave the graphics queue for 3D rendering (e.g. resource-intensive games).
wlroots has migrated to gitlab.freedesktop.org. This issue has been moved to:
https://gitlab.freedesktop.org/wlroots/wlroots/-/issues/3265
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