On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák <mar...@gmail.com> wrote: > On Fri, May 27, 2016 at 8:49 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: >> Hello. >> >> http://en.cppreference.com/w/cpp/thread/future >> http://en.cppreference.com/w/cpp/thread/async >> >> Assumption: Shader compilation will need run on separate thread(s). >> >> From a certain perspective, one of the easy ways of removing Mesa shader >> compilation from the "main" thread would be to use std::future for some >> fields in struct gl_program (defined in mtypes.h) and in related source >> code. > > Your perspective is completely wrong. First, you need to understand > why shader compilation speed is a problem for some apps and when you > do, you'll realize there is only one solution and this is not it. I'll > let you figure it out by yourself. > > tl;dr Understand the problem before you propose a solution.
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