Robert, I have an application with several complex shaders. According to the profiler some of them take a while to link (glLinkProgram), long enough to cause a frame drop. This app cannot tolerate any frame drops so I was looking into glProgramBinary as a possible mitigation. I'm open to other ideas of course.
Glenn Waldron / osgEarth On Thu, Feb 20, 2020 at 10:31 AM OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > Hi Glenn, > > On Wed, 19 Feb 2020 at 17:56, OpenSceneGraph Users < > osg-users@lists.openscenegraph.org> wrote: > >> I was looking in the glProgramBinary support in osg::Program. I don't >> *think* it is integrated with your "pragmatic" define-based shader >> composition system. Specifically there doesn't seem to be a way to >> associate a ProgramBinary with a particular defineString at the >> PerContextProgram level. >> >> Am I right? And if so will you consider a submission to make this work? >> > > When writing the #pragma(tic) shader composition functionality I was just > focused on conventional GLSL compiled shaders, I didn't consider > glProgramBinary, so no idea of how it might interact, I don't expect it > would would work though as the main task of shader composition is > compositing the shaders to compile and compiling these at runtime. > > Is there a reason why you are trying to the the glProgramBinary path? > > Robert. > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org