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We don't need to switch descriptors so often if we have some kind of draw state caching. Most of the time we're not really changing anything except a bunch of pointers.
The aim here is to eventually move most work to the GPU including preflight vertex input processing.
Change descriptor scopes from per-draw to per-state-hash. We calculate hashes anyway for shader live states, might as well make use of that.
Extend the new descriptor model with EXT_descriptor_buffer to offload processing descriptors to the GPU.
When DMA passthrough is available, map host mem to the GPU using TTs. Non-trivial since we need to account for boundaries but UTs can help make this watertight.
When DMA passthrough is available, bypass the vertex input stage using texel buffers by allowing GPU to read data directly from host.
Offload index processing completely using DGC or DrawIndirect. This approach is so different that it may be a separate VK_1.4+ renderer option. Potential wins are massive here since most users have powerful GPUs but weak CPUs.
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We don't need to switch descriptors so often if we have some kind of draw state caching. Most of the time we're not really changing anything except a bunch of pointers.
The aim here is to eventually move most work to the GPU including preflight vertex input processing.
The text was updated successfully, but these errors were encountered: