[Rendering] Adds support for DrawAuto and DrawIndirect to MeshDraw
PR Details
Adds a DrawAuto flag and ArgumentBufferBinding to MeshDraw.
Description
The new arguments will be read by the MeshRenderFeature to select the right draw call method.
Related Issue
Fixes #1481
Motivation and Context
Generate geometry on the GPU.
Types of changes
- [ ] Docs change / refactoring / dependency upgrade
- [ ] Bug fix (non-breaking change which fixes an issue)
- [x] New feature (non-breaking change which adds functionality)
- [ ] Breaking change (fix or feature that would cause existing functionality to change)
Checklist
- [x] My change requires a change to the documentation.
- [ ] I have added tests to cover my changes.
- [ ] All new and existing tests passed.
Feels like it could be ignored by serialization as it's runtime only? Perhaps DrawIndirect instead of DrawAuto?
Feels like it could be ignored by serialization as it's runtime only?
You are right, it is a runtime technique. So then it needs the [DataMemberIgnore] attribute, is that correct?
Perhaps
DrawIndirectinstead ofDrawAuto?
Yes, sorry didn't specify that correctly. The way I thought about it is that DrawAuto uses a vertex buffer from the stream out stage of another shader and with ArgumentBuffer I meant DrawIndirect, which takes the draw args like vertex count, instance count, and vertex buffer offsets as a buffer. I've corrected the title.