KhronosGroup / KhronosGroup/Vulkan-Docs
Dispatch Indirect 2.0 ?
- Dominant language
- JavaScript
- Stars
- 3.3k
- Forks
- 549
- Avg merge
- 5d 5h
- Merged PRs (30d)
- 2
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 !
Contributor guide
Assessment
This issue has not been assessed yet.