[Mesa-dev] Discussion: C++11 std::future in Mesa
⚛
0xe2.0x9a.0x9b at gmail.com
Wed Jun 1 15:51:00 UTC 2016
On Wed, Jun 1, 2016 at 3:50 PM, Erik Faye-Lund <kusmabite at gmail.com> wrote:
> On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0x9b at gmail.com> wrote:
>> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák <maraeo at 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.
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