BBBsmoke / angleproject

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Compile D3D Pixel and Vertex Shader on separate threads #900

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Calls to D3DCompile() are expensive. ANGLE makes at least two of these at 
shader link time: one for the Pixel Shader, one for the Vertex Shader (maybe 
more).

Instead of doing these compilations back-to-back, the idea is to run one of 
them on an async task and compile them both simultaneously, before blocking on 
the task and proceeding to analyze the shader compilation results as if they 
had been synchronous.

This solution addresses the concerns raised in 
https://code.google.com/p/angleproject/issues/detail?id=422, since 
glLinkProgram will still be deterministic.

Original issue reported on code.google.com by aukin...@microsoft.com on 29 Jan 2015 at 8:57