Open kd-11 opened 2 years ago
Link #11432
Optimizations are mostly complete, but I need to avoid doing full buffer round-trips for some data types when doing copies. These can be trivially implemented using custom shaders. Specifically BGRA<->RGBA conversions need not use the slow copy method with double compute pipelines. After that I only need to do async shader compilation and FSR to get OGL to have functional parity with Vulkan.