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Use GpuArrayBuffer for MeshUniform #9254
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superdump
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bevyengine:main
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superdump:use-gpu-list-for-per-object-data
Jul 30, 2023
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382737d
Use GpuArrayBuffer for MeshUniform
superdump 478ee2c
Sort passes using a depth buffer first by the per-object binding dyna…
superdump b0698be
Put group and binding directly above binding declarations
superdump 40112bf
Document MeshPipeline per_object_buffer_batch_size
superdump 1f2f75e
Rename INSTANCE_INDEX to VERTEX_OUTPUT_INSTANCE_INDEX for clarity
superdump 23b4793
Fix no_renderer
superdump 505af3e
Use SmallVec for flexible dynamic offset gathering in SetMeshBindGroup
robtfm 8c50fdb
Clarify per-object binding dynamic offset's purpose in phase items
superdump dae52b7
Use a module-associated shader def for PER_OBJECT_BUFFER_BATCH_SIZE
superdump 331e4fc
Replace SmallVec with slice for performance
robtfm ba8cf71
fix dx12
Elabajaba f1ece4a
add comments on why we're using vertex_no_morph.instance index instea…
Elabajaba f41899a
add links to naga issue
Elabajaba 3525d82
Break long line
superdump 4574cae
Merge pull request #31 from Elabajaba/dx12-index-bugfix
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probably not for this pr but just wondering, is there any possibility for / value in some kind of spatial sorting before putting the mesh data in the gpu array? i think currently they are entity iterator sorted, but it seems like (at least for static meshes) there'd be some benefit to having a batch be as proximally local as possible and then to sort batches based on the nearest member, or something like that.
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That will happen when the render set reordering and batching is implemented. The reason for reordering the render sets to
extract, prepare assets, queue, sort, prepare+batch, render
is to allow the order of draws to be known when preparing the data so that the order can be taken into account.