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Re: [Public WebGL] Caching shader compile assembly
On Wed, May 2, 2012 at 4:19 PM, Glenn Maynard <firstname.lastname@example.org>
It's "effectively" async as I said in the original post. I know several apps that are compiling 10-20 shaders with a timeout of 1000 for the entire lot and having no blocking whatsoever.
Honestly, I don't feel adding an async API is a real priority. Caching will solve most of the speed problems. They are mostly dwarfed by downloading then uploading textures and geometry. So on the list of things browser vendors could spend there time on related to WebGL, a new async api for shader complication hardly seems like a priority.