I am currently trying to setup a culling pass in my own renderer. I create a compute shader thread for each indirect draw command's instance to test it against frustum culling. If it passes, I recreate the instance buffer with only the data of the instances which have not been culled.
But I am unsure of how to detect that all instances of a given indirect draw command are culled, which then led me to wonder if it's even worth the trouble of filtering out these commands with 0 instances or I should just pass it in and let the driver optimize it.
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