Add support for IndexFormat::Uint16 (#2990)
# Objective while testing wgpu/WebGL on mobile GPU I've noticed bevy always forces vertex index format to 32bit (and ignores mesh settings). ## Solution the solution is to pass proper vertex index format in GpuIndexInfo to render_pass
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@ -797,7 +797,7 @@ impl Draw<Shadow> for DrawShadowMesh {
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let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
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let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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if let Some(index_info) = &gpu_mesh.index_info {
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if let Some(index_info) = &gpu_mesh.index_info {
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pass.set_index_buffer(index_info.buffer.slice(..), 0, IndexFormat::Uint32);
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pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format);
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pass.draw_indexed(0..index_info.count, 0, 0..1);
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pass.draw_indexed(0..index_info.count, 0, 0..1);
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} else {
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} else {
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panic!("non-indexed drawing not supported yet")
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panic!("non-indexed drawing not supported yet")
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@ -685,7 +685,7 @@ impl RenderCommand<Transparent3d> for DrawMesh {
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let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
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let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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if let Some(index_info) = &gpu_mesh.index_info {
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if let Some(index_info) = &gpu_mesh.index_info {
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pass.set_index_buffer(index_info.buffer.slice(..), 0, IndexFormat::Uint32);
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pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format);
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pass.draw_indexed(0..index_info.count, 0, 0..1);
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pass.draw_indexed(0..index_info.count, 0, 0..1);
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} else {
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} else {
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panic!("non-indexed drawing not supported yet")
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panic!("non-indexed drawing not supported yet")
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@ -538,6 +538,7 @@ pub struct GpuMesh {
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pub struct GpuIndexInfo {
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pub struct GpuIndexInfo {
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pub buffer: Buffer,
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pub buffer: Buffer,
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pub count: u32,
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pub count: u32,
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pub index_format: IndexFormat,
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}
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}
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impl RenderAsset for Mesh {
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impl RenderAsset for Mesh {
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@ -567,6 +568,7 @@ impl RenderAsset for Mesh {
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label: None,
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label: None,
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}),
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}),
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count: mesh.indices().unwrap().len() as u32,
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count: mesh.indices().unwrap().len() as u32,
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index_format: mesh.indices().unwrap().into(),
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});
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});
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Ok(GpuMesh {
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Ok(GpuMesh {
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