WebGPU: Add Draw call, with temporary hack to achieve spinning triangle
Co-authored-by: Juan Caldas <juancaldas@google.com>
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bridgewaterrobbie
parent
56231db326
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705b3c39f4
@@ -961,6 +961,13 @@ void WebGPUDriver::bindRenderPrimitive(Handle<HwRenderPrimitive> rph) {
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}
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void WebGPUDriver::draw2(uint32_t indexOffset, uint32_t indexCount, uint32_t instanceCount) {
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// Calling DrawIndexed with "firstInstance = 0" results in a NON spinning triangle
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// mRenderPassEncoder.DrawIndexed(indexCount, instanceCount, indexOffset, 0, 0);
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// Calling DrawIndexed with "firstInstance = 1" results in a spinning triangle
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mRenderPassEncoder.DrawIndexed(indexCount, instanceCount, indexOffset, 0, 1);
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// Calling Draw with "firstInstance = 0" results in a NON spinning triangle
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// Calling Draw with "firstInstance = 1" results in a spinning triangle
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// mRenderPassEncoder.Draw(indexCount, instanceCount, 0, 1);
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}
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void WebGPUDriver::draw(PipelineState pipelineState, Handle<HwRenderPrimitive> rph,
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