Tobias Persson

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Moving The Machinery to Bindless

It’s been quite some time since I wrote anything about the low-level rendering architecture in The Machinery, but recently a lot of stuff has happened and one thing in particular feels worth covering: I’m happy to say that I finally feel that we have reached a pretty nice solution to one of my biggest frustration points in our rendering APIs — the resource binding model. I.e. the way we expose access to GPU resources (such as buffers or textures) to the shaders.

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