Gpu driven rendering pipelines & bindless texture
http://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
占坑
http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Thomas_Gareth_Advancements_in_Tile-Based.pdf
再加几篇refs
https://drive.google.com/file/d/1H6ouhi96pLg8WDlwXSGHFupPyZDv2MF6/view
http://on-demand.gputechconf.com/gtc/2016/presentation/s6138-christoph-kubisch-pierre-boudier-gpu-driven-rendering.pdf
http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Chen_Ka_AdaptiveVirtualTexture.pdf
https://blog.csdn.net/toughbro/article/details/80383906
gpu driven pipeline要用一种材质 一个drawcall画出来。。。。。
把场景的mesh预处理成一个个cluster
用gpu做各种剔除 把原本cpu的工作挪到gpu
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