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Re: [Public WebGL] Shader Compilation



Thanks Kai, I starred the issue, hope somebody will address this soon.
On Fri, Jul 27, 2018 at 1:42 AM Kai Ninomiya <kainino@google.com> wrote:
>
> There has been some recent progress in Chrome on this front - please star this issue if you want to follow along: https://crbug.com/849576
>
> The main changes are in ANGLE, which should make it easier for other WebGL implementations to implement the extension (Microsoft Edge and Firefox on Windows).
>
> On Thu, Jul 26, 2018 at 1:25 AM Markus Mönig <markus.moenig@googlemail.com> wrote:
>>
>>
>> Hi Paul,
>>
>> these look great, but do we know if they will ever make it into WebGL ?
>>
>> Thanks
>> On Thu, Jul 26, 2018 at 1:44 PM Paul Cheyrou-Lagrèze <paul@sketchfab.com> wrote:
>> >
>> > Hi,
>> >
>> > This one is about async compiling but also knowing when it finished:
>> >  https://github.com/KhronosGroup/WebGL/issues/2638
>> >
>> > In Angle
>> > https://github.com/google/angle/blob/master/extensions/KHR_parallel_shader_compile.txt
>> >
>> > Not sure it would work in sync mode though, I agree that it would be very useful too.
>> >
>> > -Paul
>> >
>> >
>> > On Thu, Jul 26, 2018 at 5:45 AM Markus Mönig <markus.moenig@googlemail.com> wrote:
>> >>
>> >>
>> >> Hi,
>> >>
>> >> I know this has probably been discussed many times, but will it ever
>> >> be possible to know when a shader has finished compiling in WebGL v2 ?
>> >>
>> >> When the disjoint timer extension is back working again, for me this
>> >> is the biggest limitation in WebGL. Not even async compiling, just
>> >> knowing when the shader is finished.
>> >>
>> >> In my apps, when the shader gets complex I just don't know when it's
>> >> safe to use it, and every access before compilation was finished
>> >> results in blocking the app which really _sucks_.
>> >>
>> >> Thanks
>> >>
>> >> Markus
>> >>
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