KhronosGroup / KhronosGroup/Vulkan-Docs

Dispatch Indirect 2.0 ?

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#1,467 5 comments 0 reactions 1 assignee Claimed by @TomOlson View on 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:
```cpp
void vkCmdDispatchIndirect(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
uint32_t stride );
```
Thanks in advance !

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