3 ms·
>There's absolutely no incentive to do that though But there is: Lulz. >Every input is checked, every bounds checked That would require solving the Halting P
by Kristine1975 11y ago
>There's absolutely no incentive to do that though
But there is: Lulz.
>Every input is checked, every bounds checked
That would require solving the Halting Problem. The WebGL spec even says: https://www.khronos.org/registry/webgl/specs/latest/1.0/#4.4 https://www.khronos.org/registry/webgl/specs/latest/1.0/#4.4
>In the general case it is not possible to impose limits on the structure of incoming shaders to guard against this problem. Experimentation has shown that even very strict structural limits are insufficient to prevent long rendering times, and such limits would prevent shader authors from implementing common algorithms.