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Add support for IndexFormat::Uint16 (#2990)
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# Objective

while testing wgpu/WebGL on mobile GPU I've noticed bevy always forces vertex index format to 32bit (and ignores mesh settings). 

## Solution

the solution is to pass proper vertex index format in GpuIndexInfo to render_pass
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mrk-its committed Oct 28, 2021
1 parent 015617a commit dacc9d0
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Showing 3 changed files with 4 additions and 2 deletions.
2 changes: 1 addition & 1 deletion pipelined/bevy_pbr2/src/render/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -797,7 +797,7 @@ impl Draw<Shadow> for DrawShadowMesh {
let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
if let Some(index_info) = &gpu_mesh.index_info {
pass.set_index_buffer(index_info.buffer.slice(..), 0, IndexFormat::Uint32);
pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format);
pass.draw_indexed(0..index_info.count, 0, 0..1);
} else {
panic!("non-indexed drawing not supported yet")
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2 changes: 1 addition & 1 deletion pipelined/bevy_pbr2/src/render/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -685,7 +685,7 @@ impl RenderCommand<Transparent3d> for DrawMesh {
let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
if let Some(index_info) = &gpu_mesh.index_info {
pass.set_index_buffer(index_info.buffer.slice(..), 0, IndexFormat::Uint32);
pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format);
pass.draw_indexed(0..index_info.count, 0, 0..1);
} else {
panic!("non-indexed drawing not supported yet")
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2 changes: 2 additions & 0 deletions pipelined/bevy_render2/src/mesh/mesh/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -538,6 +538,7 @@ pub struct GpuMesh {
pub struct GpuIndexInfo {
pub buffer: Buffer,
pub count: u32,
pub index_format: IndexFormat,
}

impl RenderAsset for Mesh {
Expand Down Expand Up @@ -567,6 +568,7 @@ impl RenderAsset for Mesh {
label: None,
}),
count: mesh.indices().unwrap().len() as u32,
index_format: mesh.indices().unwrap().into(),
});

Ok(GpuMesh {
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