Question about Graphics.RenderMeshIndirect, GraphicsBuffer and ComputeBuffer

I’m learning GPU instancing and culling with compute shader.
the result of culling is a compute buffer,I know the old API DrawMeshInstancedIndirect can call with ComputeBuffer,but the new API Graphics.RenderMeshIndirect,it can only call with GraphicsBuffer,should I replace all the ComputeBuffer with GraphicsBuffer even it works for compute shader?

Try using CommandBuffer, and if you what to execute the CommandBuffer immediately, use Graphics.ExecuteCommandBuffer

Do you mean I should use CommandBuffer.DrawMeshInstancedIndirect ?

Exactly