D3D11 counterpart: `ImmediateContext->SetPredication` https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-setpredication D3D12 counterpart: `CommandList->SetPredication` https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-setpredication vk counterpart: `vkCmdBeginConditionalRenderingEXT` https://registry.khronos.org/vulkan/specs/latest/man/html/VK_EXT_conditional_rendering.html OpenGL counterpart: `glBeginConditionalRender` https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBeginConditionalRender.xhtml That would be useful on culling pointlight / shadowmap rendering out of view.
D3D11 counterpart:
ImmediateContext->SetPredicationhttps://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-setpredication
D3D12 counterpart:
CommandList->SetPredicationhttps://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-setpredication
vk counterpart:
vkCmdBeginConditionalRenderingEXThttps://registry.khronos.org/vulkan/specs/latest/man/html/VK_EXT_conditional_rendering.html
OpenGL counterpart:
glBeginConditionalRenderhttps://registry.khronos.org/OpenGL-Refpages/gl4/html/glBeginConditionalRender.xhtml
That would be useful on culling pointlight / shadowmap rendering out of view.