Yeah, I understand this concern. But this could be said about any
uber-shader approach. For cases when one cannot afford to change
shader program in between draw calls (using features like multi draw
indirect), it should be better to use shader subroutine arrays instead
of a switch. If the differen
On 11/16/2014 08:31 AM, Gustaw Smolarczyk wrote:
> Hello once again,
>
> This time, I would like to ask about the shader subroutine extension.
> I believe this extension is not very popular, but is still needed for
> GL4 compliance.
>
> What is the reason for its unpopularity?
> Is it because one
Hi Gustaw,
My understanding is that it's a combination of the awkward API, and
dubious value. It's certainly not something that everyone is screaming
for.
As far as mesa's implementation goes, I started on the parser changes
and tests a while ago; I believe Ian was going to pick it up. I'm not
su
Hello once again,
This time, I would like to ask about the shader subroutine extension.
I believe this extension is not very popular, but is still needed for
GL4 compliance.
What is the reason for its unpopularity?
Is it because one needs to reset subroutine uniform values after any glUse*?
Or it