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Why not compile shaders on a background thread?

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I've been learning OpenGL ES 2.0/GLSL and related iOS quirks by looking at code and developer videos and I've noticed that there's never any mention of asynchronous shader compilation. Aside from instructors, writers, or salesmen (er, engineers) worrying about adding complexity to their examples, is there a reason for that?

For example, most web data retrieval tutorials hammer home the need for doing some sort of gymnastics (pthreads, NSOperation, GCD, baked in asynch instance methods, etc) to keep from blocking the main thread- why would blocking an app launch be considered acceptable?

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