WebNov 17, 2024 · As originally proposed and accepted (held on a rebase over first-instance-indirect) multiDrawIndirect () would only be available with both multiDrawIndirect and drawCountBuffer since 30% of Android devices did not support multiDrawIndirect and 60% of Android devices did not support drawCountBuffer. WebAPI documentation for the Rust `DrawIndirectCount` struct in crate `ash`. ash::extensions::khr::DrawIndirectCount - Rust Docs.rs Releases Releases by Stars …
Linux Couldn
WebDrawIndirectCount: This feature allows an application to source the number of draws for indirect drawing calls from a buffer. Also very useful in many gpu driven situations Only 500000 resources per argument buffer Metal has a limit of 500000 resources per argument buffer. To be equivalent to D3D12 Resource Binding Tear 2, you would need 1 million. WebMar 13, 2024 · At 1440p/2k/QHD and with a similar CPU (Ryzen 5000 series), a RX 6000 series GPU should yield more than ~30 (OpenGL)/~60 (Vulkan) FPS. If it's less, there's most likely at an issue with AMD's drivers instead of X-Plane. Edited January 23, 2024 by … oxelo wikipedia
Mpv not working well with vulkan api on gnome wayland after …
WebDoes anyone have any info when multivendor DrawIndirectCount is coming? (aka an indirect draw where the number of draws are sourced from a buffer) If I am not mistaken, … WebA database of all the hardware that works under linux WebDrawIndirect doesn't work well in iOS or macOS, since you can only submit one draw at a time referencing the buffer and offset above. There's also no stride to store additional instance data, or drawIndirectCount like in Vulkan, where the GPU supplies the count of things to draw. So it's not really saving much over making the draw calls themselves. jeff bezos and lil nas x