The downside to doing it upfront is you have to wait. Some do it upfront at startup, some do it on-demand whenever a new shader is needed. As long as nothing changed between the current run and the last run, however, it is possible to cache the results of the previous compilation into a shader cache and just read that back instead, which is why this is usually a one time thing (unless you update your drivers).Īll games have to compile shaders. This is why the shaders have to be recompiled when you update the driver. This format will change based on GPU or even driver version (if the driver update touched the compiler part, eg. This is necessary to have the shader run, at all. The driver is then tasked with compiling the shader into a format specific to the GPU it is going to be run on. That's why they need to be in a common format that works across all GPUs. Shaders need to work across different GPUs.
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