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Re: [Public WebGL] Support precompiled shaders as extensions

Do you think that D3D would be capable of implementing ARB_parallel_shader_compile?

I'm asking because ARB_parallel_shader_compile offers two new interfaces:
If D3D can support that functionality (maybe with some help from the browser), then this extension could be exposed to WebGL, and would not only allow parallel compilation per-se, but also to control how many threads are used for it, and to get at least some kind of asynchronous progress report about it.

This functionality is so far not supported by OpenGL ES extensions or any version of ES core. Though I believe if the Khronos WebGL-WG asked the ES-WG if they could introduce it, chances would not be bad.

On Fri, Nov 18, 2016 at 9:05 PM, Jamie Madill <jmadill@chromium.org> wrote:
RE slow shader compiles, one improvement we're planning to implement very soon is parallel compiles for the PS and VS on D3D in ANGLE. If the host has the CPU for this it could speed things up to 2x (3x for point sprite programs). This doesn't solve the problem, but should help.

On Wed, Nov 16, 2016 at 8:44 AM, Florian Bösch <pyalot@gmail.com> wrote:
On Wed, Nov 16, 2016 at 1:09 PM, Mr F <arthur@playcanvas.com> wrote:
Something like WebDX11 (but not limited to Win) would be perfectly nice :D

As I've explained, the problem is not the frontend syntax, but the backend. It's not an acceptable solution to solve something that can only work for a small (and shrinking) minority of the web. If you would find that (WebDX) perfect, we might as well do WebMetal, which only runs on iOS, would you find that perfect?