Re: [osg-users] ProgramBinary and shader composition - does it work?

2020-02-23 Thread OpenSceneGraph Users
Hi Glenn, The way I'd tackle the issue of compilation of shaders taking a long time is to avoid doing it frame time, doing as much work in scene graph setup/compilation. For you usage case I assume you have a complex shader with many different constant inputs either controlling code paths or valu

Re: [osg-users] ProgramBinary and shader composition - does it work?

2020-02-23 Thread OpenSceneGraph Users
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 ide

Re: [osg-users] ProgramBinary and shader composition - does it work?

2020-02-20 Thread OpenSceneGraph Users
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 s

[osg-users] ProgramBinary and shader composition - does it work?

2020-02-19 Thread OpenSceneGraph Users
Hello Robert, 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 PerContextProgra