I'm working on a project in wich as you can see in V1 it's doing a lot of drawcalls, 3 per instance of MyRenderer actually,
in the first place I would like your opinion on this pipeline, if I'd be rendering only a single instance of MyRender, as I need to apply different effects (in purple), could it have been more straightforward ?
Now I'm working on a V2, that has several subsidiary questions
I've done two things to reduce drawcalls & texture bindings, so :
is my understanding/use of GLSL imageStore good or should I split thoses steps with more drawcalls ?
is this "atlased" pipelline with uber shader a better solution & would playing with render regions be a simple operation for GPU ?
Finaly as you hopefully understood, my whole rendering is mostly a cloner for MyRenderer (with different attributes per instance), would a compute shader be even faster at rendering this ?
I realise now I could have made the diagrams horizontaly, would have been easier to read. Sorry for that !
Hope you understood my questions.
Thanks for reply