db0a41a7cd19295aef64f29855a0f838cbff397f
Compute is a downlevel capability rather than a feature -- unconditional on any Vulkan 1.0 device, GLES 3.1 and up -- so the question shadows and blur raise is what the *weakest* adapter iris can fall back to offers. Both here answer yes: Venus and virgl each report COMPUTE_SHADERS, 1024 invocations per workgroup and 64 KB of workgroup storage, virgl because it is ES 3.2. The only no-compute machine in this project is the emulator's SwiftShader software GL at ES 3.0. RUST.md gains that table, why DRM native context is unrelated to it, and what each of shadows/blur/paths actually needs -- only vello proper turns the compute question on.
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