Hi!Question regarding shaders compilation. Say, we have multiple shaders and some common code blocks, that are included in most of them.Is there a difference in terms of shader compilation performance between following cases:- glShaderSource is always called with one string (concatenation of common parts and shader source)- glShaderSource is called with multiple string (common part, shader source)Regards,Aleksei
Thx for the answer.Just to verfiy - there is no internal caching happening on per string level on the driver side, caching happening only per contents of result of concatenated strings?
Yes - shader cache needs the whole shader.