2 ms·
In terms of textures you could already do pseudo-bindless using texture arrays. However there were quite a few limitations but I think the two bigs ones are tha
by petermcneeley 9mo ago
In terms of textures you could already do pseudo-bindless using texture arrays. However there were quite a few limitations but I think the two bigs ones are that this was consider to be conceptually one resource and the textures had to be the same (format size etc). I recall some engines did this kind of bindless for particle effects.
That being said the non indexable feature feature that remains is the pipeline itself. Some engines have 10s of thousands of shaders.