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On WebGL we kick of shader compilation for a layer (RenderAction) in parallel, and then loop over meshes and render them, which will wait for each of them till its compiled - which speeds up getting to a first frame nicely.
We need to implement similar solution for WebGPU, and create render pipelines the same way, which compiles their shaders in parallel.
The text was updated successfully, but these errors were encountered:
On WebGL we kick of shader compilation for a layer (RenderAction) in parallel, and then loop over meshes and render them, which will wait for each of them till its compiled - which speeds up getting to a first frame nicely.
We need to implement similar solution for WebGPU, and create render pipelines the same way, which compiles their shaders in parallel.
The text was updated successfully, but these errors were encountered: