Dispatch Indirect 2.0 ? #1467 - KhronosGroup/Vulkan-Docs - GitHub
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Description
Hello ! I'm working on a personal game/graphics engine. I don't have mesh shading capabilities so I have to do GPU culling with more "labor". Basically I got a few culling stages: objects -> meshlets -> triangles. The issue I'm encountering is related to different workloads/dispatch sizes: 1 obj_stage thread/invocation will write 1 VkDispatchIndirectCommand which will run for all the meshlets of said object. The thing is that I can't indirectly pass the instance/obj idx like it would be possible for DrawIndirect. So I would like to propose this:
void vkCmdDispatchIndirect( VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t stride ); ``` Thanks in advance !Metadata
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You can’t perform that action at this time.Từ khóa » Vulkan Indirect Dispatch
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