KhronosGroup / KhronosGroup/WebGL

Are gl_BaseInstance/Vertex worth it for WEBGL_draw_instanced_base_vertex_base_instance?

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Description

We need to polyfill these all the way until GLSL460 and/or ARB_shader_draw_parameters.[[1]]
That polyfill might at-worst incur a uniform upload per draw call. I'm worried about this overhead on all our pre-4.6 systems. Interleaving draw calls with uploads seems like a bad idea for many-draw-call workflows.

[1]: https://www.khronos.org/opengl/wiki/Vertex_Shader/Defined_Inputs

Contributor guide

Open the contributing guide

Research direction

Start with the issue discussion and the linked Khronos Vertex Shader/Defined Inputs reference. Determine whether polyfilling gl_BaseInstance and gl_BaseVertex through GLSL 460 or ARB_shader_draw_parameters is feasible without unacceptable overhead for pre-4.6 systems. Done means reaching and documenting a decision on the polyfill approach and its draw-call performance tradeoffs.

Written by the indexing model from the issue text.

Assessment

Domain
computer-graphics
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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