On Wed, Jun 1, 2016 at 3:50 PM, Erik Faye-Lund <kusmab...@gmail.com> wrote: > On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: >> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák <mar...@gmail.com> wrote: >>> I'll let you figure it out by yourself. >> >> Why would you withhold information if you already have it? Are you a >> "bad person" or something? > > The problem has been described in countless threads on this mailing > list, but I'll repeat it:
Strange. If it has already been discussed many times then why isn't the problem solved yet? > The vast majority of applications/games does glCompileShader() > immediately followed by glGetShaderiv(GL_COMPILE_STATUS), which would > force stalling for the result, leading to no improvement. With asynchronous computations you can return glGetShaderiv(GL_COMPILE_STATUS) as soon as the compiler determines that the source code is valid. The source code is valid if it passes the lexer, the parser, the type checker, as well as all checkers that have no established formal name. Optimization is a transformation that fully preserves the original program semantics and aside from bugs optimization has no influence on GL_COMPILE_STATUS. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev