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In the Draw Call Generation paragraph inside GPU Rendering and Multi-Draw Indirect, VkPhysicalDeviceFeatures2::bufferDeviceAddress is mistakenly used to check for multi draw indirect support instead of VkPhysicalDeviceFeatures::multiDrawIndirect, unless there's another reason I'm missing
If = device supports multi-draw indirect (VkPhysicalDeviceFeatures2::bufferDeviceAddress), then the entire array of draw commands can be executed through a single call to VkDrawIndexedIndirectCommand.
The text was updated successfully, but these errors were encountered:
In the Draw Call Generation paragraph inside GPU Rendering and Multi-Draw Indirect,
VkPhysicalDeviceFeatures2::bufferDeviceAddress
is mistakenly used to check for multi draw indirect support instead ofVkPhysicalDeviceFeatures::multiDrawIndirect
, unless there's another reason I'm missingThe text was updated successfully, but these errors were encountered: