stride3d / stride3d/stride

[Rendering] Add DrawAuto and DrawIndirect for mesh drawing

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area-Graphics enhancement work-estimate-M
Dominant language
C#
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Description

Is your feature request related to a problem? Please describe.
Generate geometry on the GPU.

Describe the solution you'd like
Allow DrawAuto and DrawIndirect using an ArgumentBuffer as draw call arguments.

Describe alternatives you've considered
Couldn't find an alternative.

Additional context
When generating geometry on the GPU the draw count is often not known on the CPU so the vertex count or instance count needs to be set by an ArgumentBuffer.

Related: https://github.com/vvvv/VL.StandardLibs/issues/84

Here are some questions that can aid in the description of the feature request:
The class MeshDraw carries the draw call arguments for geometry. It could allow having a flag for DrawAuto and am ArgumentBuffer property.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by tracing the MeshDraw class, which carries draw-call arguments for geometry, and inspect how ArgumentBuffer is represented and consumed. Determine how DrawAuto and DrawIndirect should be expressed through that API, then verify the behavior across the relevant rendering backends. Done means GPU-generated geometry can supply vertex or instance counts through an ArgumentBuffer.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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