[Public WebGL] Shader Compilation

Kai Ninomiya [email protected]
Thu Jul 26 11:41:57 PDT 2018


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 <[email protected]>
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 <[email protected]>
> 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 <
> [email protected]> 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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