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Hi, I have a question about DX11 and Open GL feature which is Instance Data Step Rate Instance Data Step Rate can be found in D3D11_INPUT_ELEMENT_DESC and means "The number of instances to draw using the same per-instance data before advancing in the buffer by one element. You can always take the Instance Index, divided it by the divisor, and use that to fetch data from an SSBO or whatever.
This value must be 0 for an element that contains per-vertex data (the slot class is set to D3D11_INPUT_PER_VERTEX_DATA).". But you can't use vertex attributes to do the division directly.
This same feature can be found in Open GL in function void gl Vertex Attrib Divisor( GLuint index, GLuint divisor). Note that D3D12 also doesn't have this feature: attributes are either per-vertex or per-instance.
Argument divisor means "Specify the number of instances that will pass between updates of the generic attribute at slot index.". So there is some kind of hardware have some problem with support Instance Data Step Rate?
And drivers of DX11 or Open GL have to do some kind of fetch stage “patch” to support this feature? Or just Khronos just forgot about this feature in Vulkan API?
It is harder to port from DX11 or Open GL to Vulkan if some one ( like me ) is using this D3D12 is not in my area of interest.
And if it "do something wrong" Vulkan IMHO should not imitate it. I'm used it only in a very specific case ( special particle system effect ).
But if it not hardware limitation maybe someone much smarter then me will develop some kind of new fantastic use case ( Some fantastic techniques like SSAO, or Deferred Shading =] ).