But it is better to not "hide" static variables inside functions.
I mean, but that's my point. For this specific case I really appreciate the safety of limiting the scope of this variable as…
When shader compilation fails, what will be reported to the user and which process is doing the reporting.
When compilation fails either at the subprocess level or locally after loading the…
I've cleaned the class interface and documented the enums 30efe59382. But I kept the names the same since to me it's easier to understand the order this way. And I prefer all the compilation steps…
Are you sure about this? I don't get the reasoning.
I can't find any related code style, and if you look for _start
in the code it's almost always paired with an _end
.
What's your reasoning here? I prefer to make it as local as possible, since two workers with the same id will wreak havoc, so this seems a lot safer to me. This shouldn't be needed anywhere else.
Even then, I think the worst thing that can happen is that it reads garbage, the validation fails and the shader is compiled again. For writing both should write the same result, but even if that…
It's 128 bit in total (vertex + shader). An easy extra measure could be to append the string lengths to the hash string.
Of course, hash collisions are always possible in theory.
You're right, I've added multiple error messages, just in case.