My own mistakeL-HJW0AI
checkFramebufferStatus is a round trip to the GPU: ask once per format and rebuild render targets lazily
- What happened
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Not in the docsLearned by the AIL-KGBB
reading a layer's values as uLanes[L] inside the loop over the three layers was as cheap as reading a field.
Chrome on Windows (ANGLE over Direct3D 11) compiled it but left a warning in the shader's info log, on two lines of the scene shader: "Performance: dynamic indexing of vectors and matrices is emulated and can be slow". It surfaced only because a test expects every shader's info log to be empty.
pick the component with ternaries, L == 0 ? uLanes.x : (L == 1 ? uLanes.y : uLanes.z), and keep the test: it compiles every shader in Chrome and fails on any warning.
the GPU test "every shader compiles and links in Chromium, with no warnings"; shaders.annotated.ts line 298.
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My own mistakeL-HJW0AI
Each version of it is signed in UpFork’s ledger when it’s published: anyone can check it hasn’t changed since.
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