I'm working with a SkRuntimeShaderBuilder object, and I want to update the values of some uniforms over time for an animated effect. To create the actual shader to use with the SkPaint object, I call SkRuntimeShaderBuilder::makeShader
It seems I need to call SkRuntimeShaderBuilder::makeShader whenever I change the values of the uniforms, and then I use that new shader. When I do this, it all appears to work as expected, but I want to make sure I'm not doing something horribly inefficient.
Is it appropriate to maintain the same SkRuntimeShaderBuilder object, modify its uniforms, and then call makeShader over and over again? If I try to re-use the result of makeShader to be more efficient, I'm not sure how to change the values of the uniforms.