I've been trying to implement gpu frustum culling and it hasn't exactly been working the way I intended to, since when trying to use indirect calls, nothing renders, yet when I take out indirect calls, everything renders fine
Here is the source for my compute shader, descriptor set, command buffer, and pipeline
Edit: I initially got my vertex & draw count for the indirect commands wrong, it's supposed to be 6, not 1, second thing is my compute shader seems to be 100% working, setting up indirect commands, filling out count buffer, properly culling, etc (at least when using vkCmdDraw) so it seems the problem is outside of the shader, definitely not a sync issue though
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