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.
This commit is contained in:
ira 2023-06-22 05:01:24 +02:00 committed by GitHub
parent f7ea93a7cf
commit bb59509d44
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GPG key ID: 4AEE18F83AFDEB23

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@ -452,12 +452,22 @@ impl<P: PhaseItem> RenderCommand<P> for DrawLineGizmo {
return RenderCommandResult::Failure;
};
let instances = if line_gizmo.strip {
let item_size = VertexFormat::Float32x3.size();
let buffer_size = line_gizmo.position_buffer.size() - item_size;
pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..buffer_size));
pass.set_vertex_buffer(1, line_gizmo.position_buffer.slice(item_size..));
let item_size = VertexFormat::Float32x4.size();
let buffer_size = line_gizmo.color_buffer.size() - item_size;
pass.set_vertex_buffer(2, line_gizmo.color_buffer.slice(..buffer_size));
pass.set_vertex_buffer(3, line_gizmo.color_buffer.slice(item_size..));
u32::max(line_gizmo.vertex_count, 1) - 1
} else {
pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..));
pass.set_vertex_buffer(1, line_gizmo.color_buffer.slice(..));
let instances = if line_gizmo.strip {
u32::max(line_gizmo.vertex_count, 1) - 1
} else {
line_gizmo.vertex_count / 2
};
@ -468,42 +478,55 @@ impl<P: PhaseItem> RenderCommand<P> for DrawLineGizmo {
}
fn line_gizmo_vertex_buffer_layouts(strip: bool) -> Vec<VertexBufferLayout> {
let stride_multiplier = if strip { 1 } else { 2 };
use VertexFormat::*;
vec![
// Positions
VertexBufferLayout {
array_stride: Float32x3.size() * stride_multiplier,
let mut position_layout = VertexBufferLayout {
array_stride: Float32x3.size(),
step_mode: VertexStepMode::Instance,
attributes: vec![
VertexAttribute {
attributes: vec![VertexAttribute {
format: Float32x3,
offset: 0,
shader_location: 0,
},
VertexAttribute {
format: Float32x3,
offset: Float32x3.size(),
shader_location: 1,
},
],
},
// Colors
VertexBufferLayout {
array_stride: Float32x4.size() * stride_multiplier,
}],
};
let mut color_layout = VertexBufferLayout {
array_stride: Float32x4.size(),
step_mode: VertexStepMode::Instance,
attributes: vec![
VertexAttribute {
attributes: vec![VertexAttribute {
format: Float32x4,
offset: 0,
shader_location: 2,
}],
};
if strip {
vec![
position_layout.clone(),
{
position_layout.attributes[0].shader_location = 1;
position_layout
},
VertexAttribute {
color_layout.clone(),
{
color_layout.attributes[0].shader_location = 3;
color_layout
},
]
} else {
position_layout.array_stride *= 2;
position_layout.attributes.push(VertexAttribute {
format: Float32x3,
offset: Float32x3.size(),
shader_location: 1,
});
color_layout.array_stride *= 2;
color_layout.attributes.push(VertexAttribute {
format: Float32x4,
offset: Float32x4.size(),
shader_location: 3,
},
],
},
]
});
vec![position_layout, color_layout]
}
}