Why not just load all shaders at once and ensure it happens before material resource loading? You possibly might get speed improvements this way too, since you'll have better instruction cache coherency and the shader compiler may under the hood be able to do multiple shader compilations in parallel.
Thanks Hodgman. The only part I'm missing is that without parsing a material, for example, I can't tell what shaders it references. So I guess the parse() method will need to be able to back out and say "I'm missing these dependencies". It could then be pushed to the back of the batch, after the dependencies it needs.
bronxbomber92Member Since 08 Oct 2006
Offline Last Active Nov 30 2012 08:58 PM