Question regarding optimization patterns for shaders
Magnus <[email protected]> Tue, 23 Sep 2025 19:07:44 -0500
| Newsgroups | gmane.comp.video.mesa3d.user |
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| Message-ID | <CADC6vm=PBJ=6zDCd-0MW7ADZPQWjwpo-ArZzcveqGOghs49Nrg@mail.gmail.com> |
--0000000000003f3161063f80d89f Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable A graphics middleware library I'm working on outputs a lot of shaders that involve writing to some temporary location and then copying it into the output on exit. This seems to be working fine for standard outputs, but I= =E2=80=99m curious if for e.g. mesh shaders, with larger output arrays, this is handled equally well. In particular, we output shaders with a pattern of copying into a large array in workgroup memory and then copying each element on exit. This is my first email to the mesa list. Thanks for reading! --0000000000003f3161063f80d89f Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable <div><div dir=3D"ltr">A graphics middleware library I'm working on outp= uts a lot of shaders that involve writing to some temporary location and th= en copying it into the output on exit. This seems to be working fine for st= andard outputs, but I=E2=80=99m curious if for e.g. mesh shaders, with larg= er output arrays, this is handled equally well. In particular, we output sh= aders with a pattern of copying into a large array in workgroup=C2=A0memory= and then copying each element on exit.</div><div dir=3D"ltr"><br></div><di= v dir=3D"ltr">This is my first email to the mesa list. Thanks for reading!<= /div> </div> --0000000000003f3161063f80d89f--