| ▲ | flohofwoe 5 days ago | |
Going entirely back to the granular GL-style state soup would have significant 'usability problems'. It's too easy to accidentially leak incorrect state from a previous draw call. IMHO a small number of immutable state objects is the best middle ground (similar to D3D11 or Metal, but reshuffled like described in Seb's post). | ||
| ▲ | m-schuetz 5 days ago | parent [-] | |
Not using static pipelines does not imply having to use a global state machine like OpenGL. You could also make an API that uses a struct for rasterizer configs and pass it as an argument to a multi draw call. I would have actually preferred that over all the individual setters in Vulkan's dynamic rendering approach. | ||