As far as I can tell there's no way to pre-compile GLSL code.
I understand the need to make sure the right piece of code is sent to a given GPU+driver but in the other hand this is immensely frustrating not to be able to do basic caching optimization.
And in the end, what's wrong about OS/hardware dependant code? After all, an awful lot of people are dealing with that with C++. Off course that doesn't make anybody's life easier but simply removing it looks like a needless amputation.
But maybe there's a workaround... Any idea?
If not, well, this is a message for the vendors: hurry up!
I understand the need to make sure the right piece of code is sent to a given GPU+driver but in the other hand this is immensely frustrating not to be able to do basic caching optimization.
And in the end, what's wrong about OS/hardware dependant code? After all, an awful lot of people are dealing with that with C++. Off course that doesn't make anybody's life easier but simply removing it looks like a needless amputation.
But maybe there's a workaround... Any idea?
If not, well, this is a message for the vendors: hurry up!