Hi All,
I've recently posted a message in the software forum:
http://www.beyond3d.com/forum/showthread.php?t=33005
However, I thought that I may be able to get more in-depth info regarding this issue from people more oriented to hardware.
Question is, with NV40/G70 hardware, are any shader optimizations made during run-time when a fragment shader constant (uniform) is changed?
As you may see from the thread, I find that the use of a shader causes a blip in performance when a uniform value is changed to zero. However, I think that this may also happen when the driver decides to re-optimize the shader for what it decides is the best precision to use?
I'm not sure on any of this. All I know is that my application doesn't have a constant frame rate and the only thing i am changing is the value of a uniform.
Any help would be much appreciated!
I've recently posted a message in the software forum:
http://www.beyond3d.com/forum/showthread.php?t=33005
However, I thought that I may be able to get more in-depth info regarding this issue from people more oriented to hardware.
Question is, with NV40/G70 hardware, are any shader optimizations made during run-time when a fragment shader constant (uniform) is changed?
As you may see from the thread, I find that the use of a shader causes a blip in performance when a uniform value is changed to zero. However, I think that this may also happen when the driver decides to re-optimize the shader for what it decides is the best precision to use?
I'm not sure on any of this. All I know is that my application doesn't have a constant frame rate and the only thing i am changing is the value of a uniform.
Any help would be much appreciated!