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