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andrejnau avatar andrejnau commented on July 23, 2024 1

Anyway, thank you for your feature request. I will add DispatchMeshIndirect/DispatchRaysIndirect support.

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andrejnau avatar andrejnau commented on July 23, 2024

I thought about ExecuteIndirect, but unfortunately Vulkan does not have such api. VK_NV_device_generated_commands can be the equivalent of ExecuteIndirect, but it is not a final version yet, for example there is no DispatchRaysIndirect. I prefer to wait for KHR version.

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andrejnau avatar andrejnau commented on July 23, 2024

Another limitation is that Vulkan do not provide count version for all indirect calls. It does not allow emulating subset of ExecuteIndirect.

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andrejnau avatar andrejnau commented on July 23, 2024

DirectX 12 and Vulkan have different memory layout for arguments. D3D12_DISPATCH_MESH_ARGUMENTS vs VkDrawMeshTasksIndirectCommandNV and D3D12_DISPATCH_RAYS_DESC vs VkTraceRaysIndirectCommandKHR. It will require arguments patch on the gpu side.
Sorry, I want to postpone this feature request until there is a way to do it without arguments buffer patching.

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andrejnau avatar andrejnau commented on July 23, 2024

I created KhronosGroup/Vulkan-Docs#1486 I hope it affects something.

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THISISAGOODNAME avatar THISISAGOODNAME commented on July 23, 2024

DirectX 12 and Vulkan have different memory layout for arguments. D3D12_DISPATCH_MESH_ARGUMENTS vs VkDrawMeshTasksIndirectCommandNV and D3D12_DISPATCH_RAYS_DESC vs VkTraceRaysIndirectCommandKHR. It will require arguments patch on the gpu side.
Sorry, I want to postpone this feature request until there is a way to do it without arguments buffer patching.

Thank you anyway.

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