Original Post
i'm starting to develop a plugin system for my shader manager in my engine, and i'm wondering if there are some perfomance issues. In a nutshell, i've planned to use a dll for every shader i have, this way i can write custom binding function for every shader, using the same syntax (something like void Bind(); veeeery simple :D ) and so on. This way, when i've to use a shader, i get the bind function handler from the dll with GetProcAddress and simply call it. Of course i'll use GetProcAddress at loading time and store the pointer, so i don't have to call it every frame... but there are the same performance problems or other relevant things to consider?