Optimize DrawCall to pack indirect draw arg and graphics draw data with union

This commit is contained in:
Wojtek Figat
2021-02-15 11:52:06 +01:00
parent e42a6b0ccc
commit c9ea812a24
10 changed files with 57 additions and 66 deletions

View File

@@ -186,11 +186,9 @@ void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info,
drawCall.Geometry.VertexBuffersOffsets[0] = 0;
drawCall.Geometry.VertexBuffersOffsets[1] = 0;
drawCall.Geometry.VertexBuffersOffsets[2] = 0;
drawCall.Geometry.StartIndex = 0;
drawCall.Geometry.IndicesCount = _triangles * 3;
drawCall.Draw.StartIndex = 0;
drawCall.Draw.IndicesCount = _triangles * 3;
drawCall.InstanceCount = 1;
drawCall.IndirectArgsBuffer = nullptr;
drawCall.IndirectArgsOffset = 0;
drawCall.Material = material;
drawCall.World = *info.World;
drawCall.ObjectPosition = drawCall.World.GetTranslation();