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Re: [Public WebGL] Shader validation and limitations



On Jun 17, 2010, at 9:49 PM, Cedric Vivier wrote:

> On Fri, Jun 18, 2010 at 08:02, Chris Marrin <cmarrin@apple.com> wrote:
>> I believe this solves the halting problem issue, (although I suspect Ken disagrees with me). But doesn't necessarily prevent a shader from running for an extremely long time, which I suppose is the same thing in most cases.
> 
> It seems Ken and/or others investigated this issue in depth months
> ago, is there any document available demonstrating all shader
> constructs - besides loops - found to possibly take an extremely long
> time to run ?

I believe the trick was to make a very expensive shader, and then throw thousands of large polygons at it.

--Oliver


> 
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