"glShaderSource 後直接 hash 取得編譯過的 binary" 你這句真的看的我一頭霧水, hashing 跟 compiler 有什麽關係? 你要怎麽從 hash 取得 binary? 你用的什麽hash function? 爲什麽要hash你的源代碼而不是普通的compile? 而且到底關 `glShaderSource` 什麽事? literally from gles3 docs: glShaderSource - Replaces the source code in a shader object it just replaces the source code of a previously created shader object with literally the param you provide into this function i dont see how that relates to compiling