While this new version brings OpenGL ES closer to parity with OpenGL 4.3 and DirectX 11.2, there are still a number of features missing. Normally, the GPU takes its marching orders from the CPU and has to wait for the CPUs attention before it issues draw commands - OpenGL ES 3.1’s support for indirect draw commands allows the GPU to handle some of this workload itself. Other options include the ability to mix and match pixel and vertex shader programs, better texture multisampling capabilities, and the option to allow the GPU to queue up its own workloads. ![]() ![]() Compute shaders allow for special effects and actions that aren’t normally possible (or are highly inefficient) in traditional pixel shaders - better physics engines, interactive cloth, and particle effects are some of the possibilities.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |