3 ms·
Also see https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/ https://michaldrobot.com/2014/04/01/gcn-execution-patterns-i... A bi
by tarnith 1y ago
Also see https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/ https://michaldrobot.com/2014/04/01/gcn-execution-patterns-i...
A bit of an older article but still very relevant.
I've found with webGL2 you can also skip the whole upload/binding of the buffer and just emit the vertexes/coordinates from the vertex shader as well.
Less of an impact than cutting it down, but if you're just trying to get a a fragment going, why not use the least amount of data and CPU-> GPU upload possible.
- cmovq 1y agoYeah it’s nice even just to avoid having to set up a vertex buffer: ivec2 vert = ivec2(gl_VertexID & 1, gl_VertexID >> 1); out_uv = 2.0 * vec2(vert); gl_Position = vec4(out_uv * 2.0 - 1.0, 0.0, 1.0);