It looks like my previous question was closed without being resolved.
https://developer.apple.com/forums/thread/668171
There are FPS values from our new benchmark.
Indirect command buffers are not working properly.
So there is no way to emulate multi-draw indirect count
functionality other than a loop of draw indirect commands. As you can see below, the same hardware is working three times slower under Metal because of it. And Apple M1 performance is worse than AMD integrated graphics performance.
We have a buffer with multiple draw commands. How should we render it efficiently under Metal?
AMD Vega 56 eGPU:
Direct3D12: 94.0
Direct3D11: 87.2
Vulkan: 91.1
Metal: 35.8
AMD Ryzen™ 7 4800H:
Direct3D12: 21.1
Direct3D11: 19.4
Vulkan: 20.5
Apple M1:
Metal: 16.9
Thank you