No longer an issue with dynamic rendering and shader objects. And never was an issue with OpenGL. Static pipelines are an artificial problem that Vulkan imposed for no good reason, and which they reverted in recent years.
Going entirely back to the granular GL-style state soup would have significant 'usability problems'. It's too easy to accidentially leak incorrect state from a previous draw call.
IMHO a small number of immutable state objects is the best middle ground (similar to D3D11 or Metal, but reshuffled like described in Seb's post).
Going entirely back to the granular GL-style state soup would have significant 'usability problems'. It's too easy to accidentially leak incorrect state from a previous draw call.
IMHO a small number of immutable state objects is the best middle ground (similar to D3D11 or Metal, but reshuffled like described in Seb's post).