{"action":"created","issue":{"url":"https://api.github.com/repos/gonetz/GLideN64/issues/1278","repository_url":"https://api.github.com/repos/gonetz/GLideN64","labels_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1278/labels{/name}","comments_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1278/comments","events_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1278/events","html_url":"https://github.com/gonetz/GLideN64/issues/1278","id":193049429,"number":1278,"title":"Is it possible for GLideN64 to use the new UID shader storage method?","user":{"login":"retrobenny","id":16418716,"avatar_url":"https://avatars.githubusercontent.com/u/16418716?v=3","gravatar_id":"","url":"https://api.github.com/users/retrobenny","html_url":"https://github.com/retrobenny","followers_url":"https://api.github.com/users/retrobenny/followers","following_url":"https://api.github.com/users/retrobenny/following{/other_user}","gists_url":"https://api.github.com/users/retrobenny/gists{/gist_id}","starred_url":"https://api.github.com/users/retrobenny/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/retrobenny/subscriptions","organizations_url":"https://api.github.com/users/retrobenny/orgs","repos_url":"https://api.github.com/users/retrobenny/repos","events_url":"https://api.github.com/users/retrobenny/events{/privacy}","received_events_url":"https://api.github.com/users/retrobenny/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":16,"created_at":"2016-12-02T07:10:55Z","updated_at":"2016-12-04T05:58:49Z","closed_at":null,"body":"Dolphin emulator has recently gotten support for a greatly improved shader generation storage that can be used between all backends (not D3D currently,but Vulkan and OpenGL can share it) and every new revision installed instead of clearing it with a fresh,stutter-filled start,but this comes at the cost of a slower boot cycle.\r\n\r\nI ask,can the UID method be used on GLideN64 as well?\r\nAt least for Full GL so Shield TV would be even more useful to have,GLES may likely have issues anyway."},"comment":{"url":"https://api.github.com/repos/gonetz/GLideN64/issues/comments/264686314","html_url":"https://github.com/gonetz/GLideN64/issues/1278#issuecomment-264686314","issue_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1278","id":264686314,"user":{"login":"gonetz","id":8983092,"avatar_url":"https://avatars.githubusercontent.com/u/8983092?v=3","gravatar_id":"","url":"https://api.github.com/users/gonetz","html_url":"https://github.com/gonetz","followers_url":"https://api.github.com/users/gonetz/followers","following_url":"https://api.github.com/users/gonetz/following{/other_user}","gists_url":"https://api.github.com/users/gonetz/gists{/gist_id}","starred_url":"https://api.github.com/users/gonetz/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/gonetz/subscriptions","organizations_url":"https://api.github.com/users/gonetz/orgs","repos_url":"https://api.github.com/users/gonetz/repos","events_url":"https://api.github.com/users/gonetz/events{/privacy}","received_events_url":"https://api.github.com/users/gonetz/received_events","type":"User","site_admin":false},"created_at":"2016-12-04T05:58:49Z","updated_at":"2016-12-04T05:58:49Z","body":"> What about the multi-threaded storage loader at start idea,would you agree to using that to eliminate the delayed boot with a streamlined loading sequence in realtime as the game boots?\r\n\r\nIt is to early to discuss multi-threaded load, since we don't have any load implemented yet."}}
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