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It's a bit more complex than that. In classical OpenGL (and thus WebGL) "bindless" is more significant: You had to bind resources to numbered stages like TEXTUR
by kevingadd 4y ago
It's a bit more complex than that. In classical OpenGL (and thus WebGL) "bindless" is more significant: You had to bind resources to numbered stages like TEXTURE2 in order to render, so every object with a unique texture required you to make a bunch of API calls to switch the textures around. People rightly rejected that, which led to bindless rendering in OpenGL. Even then however you still had to create textures, the distinction is that you no longer had to make a billion API calls per object in order to bind them.
Critically however, things like vertex buffers and fragment/vertex shaders are also device state in OpenGL, and bindless textures don't fix that. A fully bindless model would allow you to simply hand the driver a bundle of handles like 'please render vertices from these two vertex buffers, using this shader, and these uniforms+textures' - whether or not you have to allocate texture handles first or can provide the GPU raw texture data is a separate question.