Also, what do you mean by bindless?
Sorry if those are basic questions, but I find graphics programming fascinating as someone who doesn’t get to do it professionally.
Also, what do you mean by bindless?
Sorry if those are basic questions, but I find graphics programming fascinating as someone who doesn’t get to do it professionally.
GPU-driven rendering relies on some of the limited ability for the application programmer to schedule more work for the GPU _on_ the GPU (example: https://www.advances.realtimerendering.com/s2015/aaltonenhaa...). Bindless rendering refers to the ability for the GPU shader to use resources on the GPU without having to announce to the driver that it intends to use those resources. Essentially, I'm saying that the layers between the application and its shaders are so opaque that for most ordinary people, the most reasonable solution is to use less of them wherever possible so that they can actually intuit the numbers they're seeing through microbenchmarking. In both cases, there's a code complexity and performance penalty, so if you're trying to get peak performance (like a AAA might), then there are good reasons to not do it. This is on top of portability concerns since not all hardware supports all the features that might be needed to do this.
If you're just trying to get into graphics though, I'd recommend starting with webgpu (where these techniques aren't possible, yet). The API is relatively clean and easy to work with compared to everything else, and I'm assuming performance won't be the primary concern.