Conditional Rendering support ?
D3D11 counterpart: ImmediateContext->SetPredication
https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-setpredication
D3D12 counterpart: CommandList->SetPredication
https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-setpredication
vk counterpart: vkCmdBeginConditionalRenderingEXT
https://registry.khronos.org/vulkan/specs/latest/man/html/VK_EXT_conditional_rendering.html
OpenGL counterpart: glBeginConditionalRender
https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBeginConditionalRender.xhtml
That would be useful on culling pointlight / shadowmap rendering out of view.
I guess it is possible to add this, but I am wondering how useful it is in practice. It seems that modern culling techniques are all done in compute and don't rely on conditional rendering.