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Re: [Public WebGL] Spec change request.
- To: Chris Marrin <firstname.lastname@example.org>
- Subject: Re: [Public WebGL] Spec change request.
- From: Steve Baker <email@example.com>
- Date: Mon, 06 Dec 2010 18:28:26 -0600
- Cc: public webgl <firstname.lastname@example.org>
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On 12/06/2010 04:17 PM, Chris Marrin wrote:
> On Dec 4, 2010, at 7:34 PM, Steve Baker wrote:
>> When I benchmark my rendering code - I find that an unreasonable
>> percentage of the time is spent doing this:
>> if ( someUniformLocation != null )
>> <==== THIS!
>> gl.uniformXXX ( someUniformLocation, XXX ) ;
>> ...in situations where a uniform variable might not exist in the shader
>> in some rendering passes but does exist in others (eg, when the shadow
>> and depth rendering passes don't need to see textures and such).
>> Losing the 'if' test would speed things up significantly.
>> It would be a performance win if all of the various uniform setter
>> functions would legally accept a 'null' location (and do nothing)
>> without flagging an error in that circumstance. An 'if' in C++ (which
>> you're probably doing anyway in order to do error detection) is much
>> Any chance of a spec change?
> What happens today if you get rid of the if? Coredump? Failed rendering? Nothing bad?
It used to generate an error - but not any more...evidently the spec
changed in exactly the way I was requesting...I just hadn't noticed the
change. I removed the 'if' and everything works exactly the same...and
I get back a little performance...and every little helps!
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