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Re: [Public WebGL] Shader validation and limitations

On 18/06/2010, at 11:58 AM, Steve Baker wrote:
The timeout approach is a good one because it directly applies a limit
to user-inconvenience - no matter how it's inflicted.  If people are

while (1) malicious_shader();

The whole system being frozen is the big issue, and reminds me of the days before multi-tasking. The obvious option then seems to be some form of shader multi-tasking, with the problem shaders able to be selected and killed off over time.


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