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m-schuetzyesterday at 6:35 PM1 replyview on HN

> 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.


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pjmlpyesterday at 8:33 PM

Agreed, this is the console approach with command buffers that get DMAed, and having more code on the GPU side.