Driver optimizations of uniform variables inside the vertex shader? (OpenGL)

Discussion created by godlike on Jun 2, 2010
Latest reply on Jun 3, 2010 by nou

Now that the gl_*Matrix is deprecated we need to supply the shaders with our own matrices via uniforms. So far so good.

Imagine I have the following part of a vertex shader:

uniform mat4 my_projection_mat;
uniform mat4 my_modelview_mat;
attribute vec3
gl_Position = (my_projection_mat * my_modelview_mat) * vec4(my_vertex_pos, 1.0);

My question is: Will the AMD driver perform the "my_projection_mat * my_modelview_mat" multiplication for every vertex? Or it will understand that this calculation needs to be done only once?