I’ve been experimenting with doing some computation-intensive tasks using fragment shaders on the iPad. It seems that there is a forcible timeout of about 5 seconds: if one of my shaders takes longer than that, I get a blank or partially rendered scene.
Is there indeed a timeout? Is it a feature of OpenGL ES 2? The driver? The OS? The chip itself? Can I control it?
This isn’t a feature of OpenGL ES 2.0, but there may be timeouts at other levels. As you’re running on the iPad then you need to approach Apple for support on this issue, however. You can try filing a bug or ask in their developer forum.