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This introduces a synchronization point for the graphics pipeline and we block on shader compilation. A side issue is that TFJS calls getAttributeLocation without first checking for gl.LINK_STATUS
See screenshot below which contains Chrome trace of a model which is being run with ENGINE_COMPILE_ONLY (running on M1 mac Chrome)
Describe the expected behavior
TFJS should check ENGINE_COMPILE_ONLY before calling bindVertexProgramAttributeStreams so that we do not stall GPU pipeline. We can set up the VAO in checkCompileCompletion.
Standalone code to reproduce the issue
Run any network with ENGINE_COMPILE_ONLY set to true, capture chrome perf trace, and see that getAttributeLocation is called for each call to createProgram
Other info / logs Include any logs or source code that would be helpful to
diagnose the problem. If including tracebacks, please include the full
traceback. Large logs and files should be attached.
The text was updated successfully, but these errors were encountered:
System information
Describe the current behavior
ENGINE_COMPILE_ONLY
to speed up initial model loading time by not blocking on shader compilation status checks.ENGINE_COMPILE_ONLY
env variable, we end up callinggetAttributeLocation
when we callbindVertexProgramAttributeStreams
.getAttributeLocation
without first checking forgl.LINK_STATUS
ENGINE_COMPILE_ONLY
(running on M1 mac Chrome)Describe the expected behavior
ENGINE_COMPILE_ONLY
before callingbindVertexProgramAttributeStreams
so that we do not stall GPU pipeline. We can set up the VAO incheckCompileCompletion
.Standalone code to reproduce the issue
ENGINE_COMPILE_ONLY
set to true, capture chrome perf trace, and see thatgetAttributeLocation
is called for each call tocreateProgram
Other info / logs Include any logs or source code that would be helpful to
diagnose the problem. If including tracebacks, please include the full
traceback. Large logs and files should be attached.
The text was updated successfully, but these errors were encountered: