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);
<
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.