
2. Introducing the Programmable Vertex Pulling Rendering Pipeline 31
256,000128,00064,00032,00016,000
x-axis: Number of Draws
y-axis: Processing Time in ms
8,0004,0002,000
Discarded
Rendered
1,000
0
20
40
60
80
100
Figure 2.9. Comparing performance between discarded draws and draws rendering a
single quad per draw producing 16 pixels on the framebuffer.
indirect buffer. For this chapter we used a brute force OpenCL kernel to check
every object in the scene, but nothing prevents us from using space partitioning
techniques to continue scaling up the scene complexity.
Taking a closer look at the new draw call functions, it is both interest-
ing and annoying to acknowledge ...