Jump to content

Image of the Day

What's the best way to move your heavy stuff? Using a power loader! #spacr #screenshotsaturday 💪🤖💪 https://t.co/sOjz2XNVeq
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net's newsletters to receive the latest updates and exclusive content.


Sign up now

Do GLSL subroutines cause any performance overhead?

4: Adsense

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   

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.


#2 Dave Hunt   Members   

4872
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.