wgpu: Cache Program3D bind group layout #11526
Merged
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The bind group layout only depends on the texture registers (and 2D/cubemap type) accessed by the fragment shader, not on the runtime texture bound with Context3D. This means that we can build and cache it when we compile the AGAL program to a Naga module.
Since the bind group layout is used for the overall pipeline, I've refactored the shader caching code into
ShaderPairAgal
, which holds both the vertex and fragment shader bytecode, and compiles both in thecompile
function.