4 ms·
> Except it didn't. In the GL programming model it's trivial to accidentially leak the wrong granular render state into the next draw call This is where I thin
by m-schuetz 8mo ago
> Except it didn't. In the GL programming model it's trivial to accidentially leak the wrong granular render state into the next draw call
This is where I think Vulkan and WebGPU are chasing the wrong goal: To make draw calls faster. What's even faster, however, is making fewer draw calls and that's something graphics devs can easily do when you provide them with tools like multi-draw. Preferably multi-draw that allows multiple different buffers. Doing so will naturally reduce costly state changes with little effort.
- pjmlp 8mo agoAgreed, this is the console approach with command buffers that get DMAed, and having more code on the GPU side.