Just tried it and it seems to do what MultiDrawIndirect/ExecuteIndirect is supposed to do
On DX11 it uses a fallback/software-emulation which is to be expected, as DX11 does not officially support it (afaik). There are DX11 vendor specific extensions for mdi though.
But since we are not planning to use DX11, this is ok for us.
I have not yet checked my sample on PS5 and SeriesX, but i expect them to also support this in hardware and no software-emulation should be needed.
The only thing missing now is to implement RenderMeshIndirect for CommandBuffers.
** @ **: pretty please?
DX12:
Vulkan:
DX11:
Frame Debugger (Vulkan):
All in all, this is pretty cool and will probably save us from having to implement Mesh Cluster Rendering