On 15 June 2016 at 15:22, Józef Kucia joseph.kucia@gmail.com wrote:
Switching from arrays to uniforms improved performance noticeably for Gauntlet on OS X and on Linux with Nvidia binary drivers.
Ok, that's good to know.
Mesa seems to lower const arrays to uniforms anyway. However, we cannot declare these arrays as const when uintBitsToFloat is used (at least in GLSL 1.30), so we are at risk of spilling these arrays to
You don't necessarily need uintBitsToFloat() when you declare the icb though, you can also do that conversion in shader_glsl_get_register_name() or shader_glsl_add_src_param().