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by atq2119 2324 days ago
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.