Currently I use the global shared vertex and index buffer strategy to do multidraw, but this adds a choke point when loading new mesh data because it has to be allocated into these arrays. I would like to move away from that to a pure-bindless approach.
My idea is to have a shared buffer of buffer addresses only (making allocation much simpler, since every entry is the same size) and look up the vertex and index buffers inside of the vertex shader in the multidraw dispatch.
Is this a good idea, and what are the downsides of doing this?