I have a situation here.
I cannot realize vkCmdDrawIndexedIndirectCount functionality by using argument buffers (actually, they are useless and buggy). I tried to reach developer support with those issues, but nobody is answering.
So maybe somebody has an idea of how to execute multiple indirect draw calls based on GPU-generated count?
Moreover, it is impossible to use indirect command buffers for that: "Fragment shader cannot be used with indirect command buffers".
Current issues with indirect command buffers:
Intel UHD Graphics 630 is not rendering all elements from the buffer.
eGPU RX Vega 56 hangs the whole system for 5-6 seconds when command generation is performed by the vertex shader.
"Compiler encountered an internal error" on Intel Iris Plus Graphics.
Apple M1 renders a magenta screen when the generation is performed on compute shader.
Apple M1 renders a magenta screen with a 20% chance of success rendering when the generation is performed on vertex shader.