My fragment programs seem to run extremely slow. How can I detect whether they run in software mode or not?
You can get the compiler log and linker log by calling certain gl extension functions.
It is very likely that your code is running in software. It happens to me many times, even if the log says the shader is running in hardware. Some common causes are:
- Unsupported language element, as gl_FragCoord in fragment shader
- Too many instructions for ALU
- Number of interpolants exceeded
- Vertex shader will run in software if fragment is running in software, no matter how simple the vertex shader is. And vice versa
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