I would like to have ability to set uniforms via their actual names in the shader
myProgram.uniform3fv("uniformVector", 0.0f, 0.1f, 1.0f);
do I have to cache locations in some form of a map?
std::map<std::string, unsigned int> // or unordered_map
or maybe OpenGL (on desktop) caches this anyway, so I would not have any performance difference?
The OpenGL specification defines functionality, not performance. So there's no way to know how any particular OpenGL implementation will store the list of active uniforms or how fast glGetUniformLocation
will be, relative to std::map
performance.
So really, it's up to you. If you want consistent, known performance, do it yourself. If you want to take a chance on the vagaries of the OpenGL implementation, then query it whenever you want. Personally, I'd say ditch names and go with locations. That way you get maximum performance.
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