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Re:A trip through the Graphics Pipeline (2011) by Impossible on Friday October 02, 2020 @03:29PM (#24666222)
It would be nice to see a modern version of this. Low level APIs largely change resource binding, state management and command execution, when they originally launched there weren't many changes to the core pipeline from say... DX11. But as you said with the introduction of mesh shaders and raytracing shaders there are two new, radically different alternative pipelines.

Updating the compute section to include WaveIntrinsics/subgroups, async compute queues, copy queue. Maybe even explore ML hardware (Tensor Cores)

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