intended to enable use-cases that cannot be expressed as draws (such as, dynamic geometry expansion / culling)
There is culling.
Tested today compilation variant, when instead of shared memory array
local variable been used. This happen to be valid for my shaders, since
there is 1-to-1 match between gl_LocalInvocationID and vertex.
Shader example: https://shader-playground.timjones.io/641b24c9f6700a03eb9f69414ebbf22b
Still FPS roughly as bad as it was. So far it doen't look like mesh-shader is working well on M1. Can it be some sort of driver bug? I mean: I can understand something like 5-10% performance regression since it's new feature, but not 200%.
Topic:
Graphics & Games
SubTopic:
General
Tags: