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filament/android
Eliza 5924633085 gl: amortize shader compilation over N frames (#8964)
* gl: amortize shader compilation over N frames

On platforms which don't support parallel shader compilation (e.g. Firefox), we
can sort of emulate it by queueing up any requests to `Material::compile()` and
compiling each shader over multiple frames.

Compiling over consecutive frames slows things quite noticeably. Instead, space
each compilation over a number of ticks (16 chosen arbitrarily).

If we need a program NOW, we can bump a program queued for much later to the
front. We also avoid compiling any queued programs on this same frame to limit
stuttering.

* gl: add flag to disable amortized shader compile

If this flag is on, the new amortized compile code should theoretically never be
executed.

* gl: add CompilerPriorityQueue docs, Java API

* gl: amortize shaders, z3moon feedback

* gl: update CompilerThreadPool
2025-08-06 21:09:27 +00:00
..
2020-01-08 17:59:49 -08:00
2025-08-05 22:59:34 -07:00