aardgoose

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@takahirox Tested on Chrome Canary on Windows 10 and Firefox which I have hacked to support parallel compile. It avoids calling any of the potentially blocking calls useProgram() etc until...

I see what you mean with your test cases and get the same results with Chrome. It's not an issue I've observed, but I think that is because the compile/links...

I am seeing some benefits on Chrome and have added a mechanism to prevent overlapping compile/link operations without further changes to WebGLRenderer to address the GetProgramParameter issue/limitation. I have also...

I worked around the chrome issue you described by serialising shader compile/links and only allowing 1 program to be compiled at a time. This avoids the blocking issues for now...

Hi, There hasn't been noticeable interest in this, the main issue is what behaviour is expected when a model/scene is using multiple materials with shaders that take various amounts of...

I've prototyped splitting the compilation phase and link phase of programs to see if you can get much benefit from using the fact the Chrome compiles shaders asynchronously in a...

FWIW I have a prototype patch for Firefox adding support for KHR_parallel_shader_compile which appears to work quite well, it certainly reduces jank although not quite as smooth as Chrome canary.,...

An alternative take. The Khronos WebGL group recommend not checking shader compilation status, but just doing: * compile shaders * link program * check link error and only check shader...

I have an old patch for FF to implement parallel shader compilation that passes the Khronos WebGL test suite. I expect it would need updating. https://phabricator.services.mozilla.com/D83315

@gkjohnson What sort of API would you find useful?