Dispatch Indirect 2.0 ? #1467 - KhronosGroup/Vulkan-Docs - GitHub

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Additional navigation options Dispatch Indirect 2.0 ? #1467New issueNew issueOpenOpenDispatch Indirect 2.0 ?#1467Assignees TomOlson@Eichenherz

Description

@EichenherzEichenherzopened on Mar 9, 2021

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 !

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