DrawIndirect 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.
If you can target A9 which is where DrawIndirect started, then look into IndirectCommandBuffer which can then supply a range of draw calls which is the only way to submit a batch of commands as one submission.
Topic:
Graphics & Games
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General
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