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Re: [Public WebGL] Caching shader compile assembly

It's worth noting that a great many desktop games will run through an "Optimizing shaders" step on first run or possibly during install. In that sense, the first-run experience for a WebGL app vs. a Desktop app wouldn't be that different.

Trying to cache compiled shaders server side strikes me as a bad idea anyway. You're denying the driver an opportunity to make the best choices for that particular hardware.


On Wed, May 2, 2012 at 3:11 PM, Patrick Baggett <baggett.patrick@gmail.com> wrote:

On Wed, May 2, 2012 at 5:08 PM, Florian Bösch <pyalot@gmail.com> wrote:
On Thu, May 3, 2012 at 12:01 AM, Patrick Baggett <baggett.patrick@gmail.com> wrote:
Just by the way OpenGL works on the desktop, I'm thinking the answer is going to be "not without a lot of effort". If the browser vendors used "GL_ARB_get_program_binary" and kept a separate "compiled program cache", I think it is possible.

 But the thing we haven't solved with this caching is the first-load experience :/

Yeah, but caching is a bit easier a problem to solve than "NVIDIA/AMD/Intel, stop being lazy and make better shader compilers that are faster!!!"