I am working with some complicated submers who take 5 or more seconds to compile on iOS devices. Shaders have been highly optimized to reduce the running time of the app, but more customized, now compilation time was found
I am thinking that the compiled version of loading after first running One way to save, instead of compiling it every time the app is running. Any idea about how to approach it would be very useful.
I believe that OpenGL 4.1 has an extension named "ARB_Get_program_binary", which allows something to do, but this is definitely not an option for iOS.
But the problem of the implementation of the OpenGL ES implementation is that it is not export any binary format meaning glGetInteger (GL_NUM_SHADER_BINARY_FORMATS) 0.
So there is no luck with iOS with binary shader format.
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