Vladislav
Vladislav
This is still a WIP, so no worries about incomplete doc comments, undefined constants for GLES targets, formatting, etc. 😄 While implementing the proposed changes for Shader&Program is no more...
Just throwing this in as as suggestion before you get back to it. Instead of having separate compile states like described in the issue, we might be just fine with...
Makes sense and should work 😄 I'll try this out next week
I _sketched_ the proposed changes. If it looks acceptable, I'll move on to tidying and implementing the same for other shaders. `FlatGL` needs an additional constructor that will be called...
As it turns out, querying `GL_LINK_STATUS` might return success before the completion query does so 😕 I've discovered this when I was updating the tests This means that the following...
> I'll give it another look when you get to the tests @mosra just a friendly ping in case you didn't see my message above. No hurries if you're busy...
> Ah, nice, so the sleep was enough to fix that strange issue :) Well, it does it for the tests 😅 The API still doesn't work "as expected", but...
Hi! I've taken this up, I hope a draft will be ready in a few days
This is an interesting issue to research. Its important to define 'good' performance and goals ahead: is it average or worst-case? I've traced the example projects and some of my...
The performance improvements are great. We have an about 5% performance decrease for small sizes up to 16 bytes, **but are up to 30 times faster for multi kilobyte ranges**...