VS 2.0 offers a rather primitive way of branching. You can test 16 final static boolean flags, which can be set at triangle level at minimum.
Can someone explain me for what this can be used in practice?
I guess you could use the same VS program for multiple models for example, where you can enable/disable certain VS paths. But couldn't you do the same without static branching by sending different VS programs to the GPU for the different triangles? If yes, doing it with static branching might give a performance advantage here?
Can someone explain me for what this can be used in practice?
I guess you could use the same VS program for multiple models for example, where you can enable/disable certain VS paths. But couldn't you do the same without static branching by sending different VS programs to the GPU for the different triangles? If yes, doing it with static branching might give a performance advantage here?