As seen at: https://learnopengl.com/Getting-started/Hello-Triangle

As seen at: https://learnopengl.com/Getting-started/Hello-Triangle


Why GPU Shaders Must Be Compiled at Runtime

The Core Problem: Lack of Cross-Vendor Compatibility

Unlike CPUs where you can run the same x86-64 binary on both AMD and Intel chips due to standardized instruction sets, GPUs do not have this cross-vendor compatibility. Each GPU vendor (NVIDIA, AMD, Intel) has:

The OpenGL Compilation Process

When using OpenGL:

  1. Shader objects are created using glCreateShader and referenced by an ID (stored as unsigned int)
  2. Runtime compilation translates your high-level GLSL code into vendor-specific GPU assembly
  3. Driver optimization occurs for the specific detected GPU architecture
  4. Final machine code is generated that’s optimized for that particular hardware

What Runtime Compilation Achieves

Alternative Approaches in Modern APIs

Some newer graphics APIs reduce compilation overhead:

Even with these approaches, some driver-level compilation typically still happens to generate final GPU-specific machine code.

Performance Considerations

Runtime compilation adds startup overhead, so applications often: