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internal/graphicsdriver/opengl: precompile Kage to GLSL for bulitin shaders #3035

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hajimehoshi opened this issue Jul 6, 2024 · 1 comment
Open
9 of 11 tasks

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@hajimehoshi
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Operating System

  • Windows
  • macOS
  • Linux
  • FreeBSD
  • OpenBSD
  • Android
  • iOS
  • Nintendo Switch
  • PlayStation 5
  • Xbox
  • Web Browsers

What feature would you like to be added?

Compiling Kage to GLSL shader takes a little cost.

image

So, what about precompiling bulitin Kage shaders to GLSL? Unfortunately we cannot precompile GLSL to a binary form, so if we do, we prepare a GLSL source.

This is similar to #2984.

Why is this needed?

No response

@hajimehoshi hajimehoshi added this to the v2.8.0 milestone Jul 6, 2024
@hajimehoshi hajimehoshi changed the title internal/graphicsdriver/opengl: precompile Kage to GLSL for bulitin shaders #2984 internal/graphicsdriver/opengl: precompile Kage to GLSL for bulitin shaders Jul 6, 2024
@hajimehoshi
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From #3078, getProgramParameter takes much longer than compiling shaders. Precompiling Kage shader is a little risky as fixing the shader parser might not be reflected to the precompiled shaders accidentally.

Let's revisit this later.

@hajimehoshi hajimehoshi modified the milestones: v2.8.0, v2.9.0 Sep 2, 2024
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