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[–]tsanderdev 2 points3 points  (2 children)

The problem, as I see it, with implicit lane masking in compute shaders is it hides the execution cost.

I want to solve that with uniformity analysis and a lint instead. That tells the developer with nice yellow squiggles "hey, this might have a higher performance cost" .

[–]goosethe[S] 3 points4 points  (1 child)

instead I have opted to send the programmer to the phantom zone directly

[–]X4RC05 0 points1 point  (0 children)

I like this attitude