09:11 haasn: How does texture() get resolved? Is the implementation smart enough to optimize away deltas/lod computation when the texture you're sampling from has no mipmaps?
09:12 haasn: And does textureLod() go through a different codepath than texelFetch()?
09:12 haasn: Or I should say, a different data path (e.g. bypassing cache)
09:29 ishitatsuyuki: haasn, the delta and lod is all handled by the hardware
09:29 ishitatsuyuki: I think they both share the cache
09:30 ishitatsuyuki: the exact performance characteristics depends on vendor and hardware, so probably best to benchmark by yourself
09:30 ishitatsuyuki: (re: cache, it's shared on radeon but some mobile GPUs might have separate caches)
18:16 bcheng: How can I interpret the values of `enum dc_psr_state`?