While I understand that it is currently not possible to compile GLSL shaders offline, is there anyway to perform compilation asynchronously? My application has very high performance requirements (i.e. I need to maintain 60Hz rendering performance), but our databases are also large so I need to page data dynamically. Currently the geometry is loaded in an asynchronous thread to avoid impacting rendering. While it works to compile shaders introduced by freshly paged geometry the first time they’re rendered, it can impact the frame rate.
Is it possible to create a dummy OpenGL context for the asynchronous thread and use it to compile / link the shaders that will be used in the main draw thread?