these are very good points, with my attempt the only run-time polymorphism is a switch inside a shader. Maybe we can exploit the pipeline constants and then branch on them, still feels like a hack, but could work for a poor man approach.
I have never done advanced/modern rendering things, just 2D/vector/sdfs and hacks, but your comment is food for thought, in that in this level of abstraction these are somewhat open problems.
these are very good points, with my attempt the only run-time polymorphism is a switch inside a shader. Maybe we can exploit the pipeline constants and then branch on them, still feels like a hack, but could work for a poor man approach.
I have never done advanced/modern rendering things, just 2D/vector/sdfs and hacks, but your comment is food for thought, in that in this level of abstraction these are somewhat open problems.