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
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