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by atq2119
2324 days ago
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The early versions of programmable vertex and pixel shaders did that by enforcing bounded loops and not having any function calls. It turns out that that's far too restrictive as a programming model, so while modern shading languages still forbid recursion, they are otherwise unbounded. It would be interesting if there's a more useful middle ground somewhere, analogous to what Rust does with lifetimes. |
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