The reason for this non-morden API section overhead is relatively large
1. state validation
- verify the legitimacy of CPU overhead of state API calls
-encode API state to the hardware state organizations like those obj to the GPU with the CPU overhead
2.shader compilation
- Compile CPU overhead running
The interaction between -state and shader: change of state, shader to be renumbered CPU overhead
3.sending work to GPU
-memory texture management needs of organizations with a way GPU CPU overhead
- 1.2 because the overhead is high but this would reduce the flexibility of batch (lot drawcall close together) increased GPUlantency what to do because a lot of friends drawcall