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Expose more wgpu::RenderPass
draw APIs to RenderCommand
s
#6216
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bonsairobo
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A new feature, making something new possible
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Oct 10, 2022
IceSentry
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A-Rendering
Drawing game state to the screen
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Oct 10, 2022
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ItsDoot
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Feb 1, 2023
# Objective - Allows bevy users to dispatch `multi_draw_indirect`, `multi_draw_indexed_indirect`, `multi_draw_indirect_count`, `multi_draw_indexed_indirect_count` draw calls. - Fixes bevyengine#6216 ## Solution - Added the corresponding wrapper methods to `TrackedRenderPass` --- ## Changelog > Added `multi_draw_*` draw calls to `TrackedRenderPass` Co-authored-by: Zhixing Zhang <[email protected]>
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What problem does this solve or what need does it fill?
Users should be able to use the full extent of the
wgpu
draw APIs. While users have access to thewgpu::RenderPass
via theRenderContext
provided toNode::run
, theRenderCommand
API only has access to aTrackedRenderPass
, which has a limited subset of draw APIs exposed; in particular, all of themulti_draw...
variants are missing.What solution would you like?
Either add more wrapper methods to
TrackedRenderPass
or find some other abstraction that makes it feasible to work directly with thewgpu::RenderPass
from theRenderCommand
trait.What alternative(s) have you considered?
Implementing my own
Node
instead of usingRenderCommand
. This would be a major change.The text was updated successfully, but these errors were encountered: