Closed chrisforbes closed 9 years ago
Every draw must zero the semaphore space; we can't assume that a previous shader invocation left it in a good state.
Works
Initial implementation of this is pretty wasteful -- we're allocating an entire 8K URB chunk for this. We should really be tacking it onto someone's existing allocation instead.
Every draw must zero the semaphore space; we can't assume that a previous shader invocation left it in a good state.