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Calculate LOD ahead of time for image paints
Since we don't do perspective transformations, the mipmap level-of-detail for image paints is constant throughout the entire shape. We can therefore save time by calculating the LOD ahead instead of relying on shader derivatives in the fragment shader. This also saves us from having to compute these derivatives explicitly outside of control flow, which further improves performance. To make room for LOD in the paintAuxBuffer, we also drop support for GL bindless textures, which do not work similarly to descriptor indexing in Vulkan, which we will use in the future if we decide this is a feature we need. Diffs= 7bef90845 Calculate LOD ahead of time for image paints (#8260)
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csmartdalton
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Oct 4, 2024
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Submodule rive-runtime
updated
16 files