Please note: We are aware of an issue affecting replies on the Arm Community forums, which may not be loading as expected.

We apologize for any inconvenience and appreciate your patience while we investigate and work to resolve the issue.

Thank you for your understanding.


This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion

glShaderSource - one string vs multiple strings

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

Parents Reply Children
No data