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Re: [Public WebGL] async shader compiliation



Good point, if resource sharing is working.

On Wed, Mar 1, 2017 at 11:30 PM, Kenneth Russell <kbr@google.com> wrote:
> Good points Mo. I do wonder though whether even on these platforms we could
> still spawn a background thread in Chrome's GPU process dedicated to shader
> compilation and program linking. Resource sharing still works even on these
> badly behaved platforms, and the background thread would have its own
> dedicated OpenGL context, sharing the compile and link results with the main
> thread.
>
> -Ken
>
>
> On Wed, Mar 1, 2017 at 8:04 PM, Zhenyao Mo <zmo@chromium.org> wrote:
>>
>>
>> Thinking more on the implementation side, currently Chrome uses
>> virtual contexts on many GPUs in Android and also on Linux NVidia due
>> to driver bugs (for example, flush order isn't guaranteed) and
>> performance (MakeCurrent is very slow). This kills the possibility of
>> implementing an efficient async shader compile.
>>
>> Of course if we can justify the need, then we can push driver vendors
>> to fix the issues, but that's proven to be an uneasy task.
>>
>> I am not saying I don't support async shader compile, just want to
>> point out some unpleasant reality.
>>
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