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Now we use the CTAB data to figure out where the high-level code actually thinks the bounds of the array should be, and allocate just to that range when we see relative addressing. This will let the GL glue only push a little data, instead of a wide range that contains both possible accesses, and also drop the effort to pepper in DEF constants to the pushed data. I hope this will prove to be a big win, but we'll see. This will now blow up if there are relative addressing in shaders without a CTAB block, but anything generated by the HLSL compiler should have it, so I hope this will be "good enough." --HG-- branch : trunk
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