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Fix gizmos in WebGPU (#8910)
# Objective Fix #8908. ## Solution Assign the vertex buffers twice with a single item offset instead of setting the array_stride lower than the vertex layout's size for linestrips.
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1 changed files with 63 additions and 40 deletions
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@ -452,12 +452,22 @@ impl<P: PhaseItem> RenderCommand<P> for DrawLineGizmo {
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return RenderCommandResult::Failure;
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};
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pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..));
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pass.set_vertex_buffer(1, line_gizmo.color_buffer.slice(..));
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let instances = if line_gizmo.strip {
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let item_size = VertexFormat::Float32x3.size();
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let buffer_size = line_gizmo.position_buffer.size() - item_size;
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pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..buffer_size));
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pass.set_vertex_buffer(1, line_gizmo.position_buffer.slice(item_size..));
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let item_size = VertexFormat::Float32x4.size();
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let buffer_size = line_gizmo.color_buffer.size() - item_size;
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pass.set_vertex_buffer(2, line_gizmo.color_buffer.slice(..buffer_size));
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pass.set_vertex_buffer(3, line_gizmo.color_buffer.slice(item_size..));
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u32::max(line_gizmo.vertex_count, 1) - 1
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} else {
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pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..));
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pass.set_vertex_buffer(1, line_gizmo.color_buffer.slice(..));
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line_gizmo.vertex_count / 2
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};
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@ -468,42 +478,55 @@ impl<P: PhaseItem> RenderCommand<P> for DrawLineGizmo {
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}
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fn line_gizmo_vertex_buffer_layouts(strip: bool) -> Vec<VertexBufferLayout> {
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let stride_multiplier = if strip { 1 } else { 2 };
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use VertexFormat::*;
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vec![
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// Positions
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VertexBufferLayout {
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array_stride: Float32x3.size() * stride_multiplier,
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step_mode: VertexStepMode::Instance,
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attributes: vec![
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VertexAttribute {
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format: Float32x3,
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offset: 0,
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shader_location: 0,
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},
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VertexAttribute {
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format: Float32x3,
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offset: Float32x3.size(),
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shader_location: 1,
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},
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],
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},
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// Colors
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VertexBufferLayout {
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array_stride: Float32x4.size() * stride_multiplier,
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step_mode: VertexStepMode::Instance,
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attributes: vec![
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VertexAttribute {
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format: Float32x4,
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offset: 0,
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shader_location: 2,
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},
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VertexAttribute {
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format: Float32x4,
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offset: Float32x4.size(),
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shader_location: 3,
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},
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],
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},
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]
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let mut position_layout = VertexBufferLayout {
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array_stride: Float32x3.size(),
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step_mode: VertexStepMode::Instance,
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attributes: vec![VertexAttribute {
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format: Float32x3,
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offset: 0,
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shader_location: 0,
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}],
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};
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let mut color_layout = VertexBufferLayout {
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array_stride: Float32x4.size(),
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step_mode: VertexStepMode::Instance,
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attributes: vec![VertexAttribute {
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format: Float32x4,
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offset: 0,
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shader_location: 2,
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}],
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};
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if strip {
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vec![
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position_layout.clone(),
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{
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position_layout.attributes[0].shader_location = 1;
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position_layout
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},
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color_layout.clone(),
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{
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color_layout.attributes[0].shader_location = 3;
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color_layout
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},
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]
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} else {
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position_layout.array_stride *= 2;
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position_layout.attributes.push(VertexAttribute {
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format: Float32x3,
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offset: Float32x3.size(),
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shader_location: 1,
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});
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color_layout.array_stride *= 2;
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color_layout.attributes.push(VertexAttribute {
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format: Float32x4,
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offset: Float32x4.size(),
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shader_location: 3,
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});
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vec![position_layout, color_layout]
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}
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}
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