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или общение могло строиться иначе в связи с иначе развитым мозгом
хуй знает, но думаю нельзя говорить про "первый язык"
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# Things that trigger shader recompiles on NVIDIA GL
* Respecifying input assembly via `glVertexAttrib*` for any vertex array
* Clearing an individual color attachment with `glClearBuffer*`
* Clearing an FBO with `glClear` without specifying all attachments in
the clear, e.g if the FBO has color + depth but you only pass `GL_COLOR_BUFFER_BIT`
* Attaching shaders to a program
* Changing sampler uniforms (all textures are bindless on NV, changing sampler index is bad)
* Respecifying `glClearColor` more than once per frame per FBO
* Changing depth function more than once per bound program
* Changing stencil function more than once per bound program
* Changing face winding order for backface culling more than once per bound program
* Changing blend equation more than once per bound program (blend func is safe to change)
* Changing blend color more than once per bound program
* Changing color write mask more than once per bound program
* Adding or removing attachments from an FBO
* Changing texture parameters more than once per bound program per sampler,
excluding texture filtering options (aniso, min/mag is fine, but texture border, border color, wrapping mode/behavior triggers recompile)
* Switching between indexed and non-indexed draws per bound program
* Writing to gl_FragDepth
* Using discard in a shader
* Updating a UBO that doesn't use layout std140
* Exceeding too many uniform updates per program (16KiB on GL 3.x)
* Respecifying shader outputs with `glBindFragDataLocation` or `glBindFragDataLocationIndexed`
* Using `early_fragment_test` layout in any shader (each draw call forces a recompile)
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