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I mean, the future looks something like SM6.6 bindless imo. The allure is just too great otherwise. If we can get SM6.6 bindless but make it efficient and usabl
by Jasper_ 4y ago
I mean, the future looks something like SM6.6 bindless imo. The allure is just too great otherwise. If we can get SM6.6 bindless but make it efficient and usable, that saves so much. Something like the PS4 SRT model would be even better.
The big failure was constant uploading IMO, turns out you really want to use the buffer versioning hardware unit on devices, but that's such an awkward fit for descriptor sets. A lot of frameworks (including sokol, and my own) buffer UBO data into a giant single buffer, upload once at the start of the frame, and use dynamic UBOs to offset per draw. That's great on AMD, but could be better on other devices. A way to use that buffer unit would be better. Push constants ain't it. All drivers have heuristics now, but they aren't perfect.