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I just learned that some drivers claim to support MultiDraw but crash hard when rendering. Similar things are persistently mapped buffers, and several other features where we have workarounds.
Currently those flags reside in RuntimeConfig - would this be a good location to also allow to switch of MultiDraw?
A RuntimeConfig flag is probably the way to go if we want to control this manually. The workaround for glMultiDrawElementsIndirect in GLVM checks if the function exists and then uses glDrawElementsIndirect if that is not available. So in your case the function exists but crashes?
I just learned that some drivers claim to support MultiDraw but crash hard when rendering. Similar things are persistently mapped buffers, and several other features where we have workarounds.
Currently those flags reside in RuntimeConfig - would this be a good location to also allow to switch of MultiDraw?
RELATED: #78
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