Shader caching ?
Posted: Sat Nov 20, 2021 8:25 am
Heya,
I have been evaluating Löve these last few days to see if it could fit my needs (and so far it's really promising). Looking around the API and the Github repository I didn't find an explicit answer to a question I have. I did a little search on the forum as well but I didn't find anything relevant.
What kind of shader caching does Löve actually do ?
Given the rendering backend is OpenGL, I was wondering if it could be possible to save the compiled programs to disk to reload them when launching the game the next time instead of having to recompile it again. Looking at the API, the only thing I see to create shaders is feeding strings (or text files I presume). The closest answer I found is this: https://github.com/love2d/love/issues/1240, however this seems to be focused on current launch caching, not across instances/sessions.
I plan to heavily use shaders for my projects, hence the slight concern on the loading times. It's also a curiosity question to understand better Löve itself.
I have been evaluating Löve these last few days to see if it could fit my needs (and so far it's really promising). Looking around the API and the Github repository I didn't find an explicit answer to a question I have. I did a little search on the forum as well but I didn't find anything relevant.
What kind of shader caching does Löve actually do ?
Given the rendering backend is OpenGL, I was wondering if it could be possible to save the compiled programs to disk to reload them when launching the game the next time instead of having to recompile it again. Looking at the API, the only thing I see to create shaders is feeding strings (or text files I presume). The closest answer I found is this: https://github.com/love2d/love/issues/1240, however this seems to be focused on current launch caching, not across instances/sessions.
I plan to heavily use shaders for my projects, hence the slight concern on the loading times. It's also a curiosity question to understand better Löve itself.