Jump to content

  • Log In with Google      Sign In   
  • Create Account

We need your help!

We need 1 more developer from Canada and 12 more from Australia to help us complete a research survey.

Support our site by taking a quick sponsored survey and win a chance at a $50 Amazon gift card. Click here to get started!


Do GLSL subroutines cause any performance overhead?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
1 reply to this topic

#1 plasmacel   Members   -  Reputation: 217

Like
0Likes
Like

Posted 17 July 2013 - 12:24 PM

There's not too much deep information about them on the web.

 

How are they implemented and how they work under the hood? I'd like to know that they cause any performance overhead or not, especially in the case of multiple subroutines to decide what's the best practice to create different versions of shaders: subroutines or separate shaders.

 

Any info or advice?


Edited by plasmacel, 17 July 2013 - 04:16 PM.


Sponsor:

#2 Dave Hunt   Crossbones+   -  Reputation: 4044

Like
0Likes
Like

Posted 17 July 2013 - 01:34 PM

Have a look at this article: http://www.packtpub.com/article/opengl-glsl-4-using-subroutines-select-shader-functionality

 

In general, using subroutines should perform better than shader swapping.






Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS