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Bindless Oriented Graphics Programming

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Bindless Oriented Graphics Programming

Overview

GPU Driven Rendering

for (Draw& drawData : allDrawsForThisRenderPass) { context. BindVertexAndIndexBuffers (drawData.geometry); context. WriteConstants (drawData.constants); context. BindConstantBuffer (drawData.constantBuffer); context. BindTextures (drawData.textures); context. Draw (); }

BindGlobalBufferOfConstants (); for (Draw& drawData : allDrawsForThisRenderPass) { context. BindVertexAndIndexBuffers (drawData.geometry); context. WriteConstants (drawData.constants); context. BindConstantBuffer (drawData.constantBuffer); context. BindTextures (drawData.textures); context. Draw (); }

MyConstants constantsForThisDraw = myBuffer. Load (drawID * sizeof (MyConstants));

BindGlobalBufferOfConstants (); BindGlobalVirtualTextures (); for (Draw& drawData : allDrawsForThisRenderPass) { context. BindVertexAndIndexBuffers (drawData.geometry); context. BindTextures (drawData.textures); context. Draw (); }

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