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It has often been recommended to avoid branching conditions in shaders.

Why? What happens exactly in modern GPUs in that case? Is it still recommended to avoid branching?

Christian Rau
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wip
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  • duplicate of https://computergraphics.stackexchange.com/q/259/137 and https://computergraphics.stackexchange.com/q/280/137 – ratchet freak Jul 09 '18 at 08:18
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    Possible duplicate of [Is a constant condition more costly than switching shaders?](https://computergraphics.stackexchange.com/questions/280/is-a-constant-condition-more-costly-than-switching-shaders) – ratchet freak Jul 09 '18 at 08:18

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