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Pekka Paalanen wrote:
> On Mon, 08 Dec 2008 14:48:33 +0100
> Philipp Klaus Krause <[EMAIL PROTECTED]> wrote:
> 
>> - From time to time people say that they want support for precompiled
>> shaders in the OpenGL API. The main point for this they bring forth is
>> reducing loading times for their applications.
>>
>> I think this advantage of precompiled shaders can be had without support
>> for it in the API: It can be inmplemented transparently in the driver.
> 
> Is it just a theoretical gain, or do the people actually have public
> benchmark results showing that the net gain with cold/hot disk cache is
> is noticeable? A quick spin in Google gave me nothing, but I would not
> be surprised if I just missed the right keywords.
> 
> Or is compiling shaders with Mesa so hideously slow that it would be a
> clear benefit even without benchmarking?

Yes and yes.  A number of app developers have compiled (to IHVs, to the
ARB, and to anyone that will listen), that compiling a large number of
shaders can easily dominate program start-up time.  On Mesa it's even
worse.  The existing parser is really slow.  It is one of several
reasons that the GLSL compiler is being re-written.

> I can also come up with another reason to have precompiled shaders:
> "protecting" the shader source code. I am not sure that makes any sense,
> though.

Yes.  Security through obscurity is always the winning plan...to get
management to leave you alone so that you can get real work done.

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