You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Compute shaders may need multiple invocations. It would be best to handle these in parallel which would make barriers much simpler. The difficult part will be diverging control flow and handling multiple data arrays.
Compute shaders should still have 1 input and 1 output despite running multiple invocations. No plans to implement multiple invocations of fragment or vertex shaders since it wouldn't save much work (only parsing of the program I think).
The text was updated successfully, but these errors were encountered:
Compute shaders may need multiple invocations. It would be best to handle these in parallel which would make barriers much simpler. The difficult part will be diverging control flow and handling multiple data arrays.
Compute shaders should still have 1 input and 1 output despite running multiple invocations. No plans to implement multiple invocations of fragment or vertex shaders since it wouldn't save much work (only parsing of the program I think).
The text was updated successfully, but these errors were encountered: