WebGPURenderer: BatchedMesh via drawIndexedIndirect #30645
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Related issue: #29197 (comment)
Description
multiDrawIndirect
was announced in Chrome 131. However, after following its progress for over six months, it’s clear that the Metal backend still lacks a full implementation.Inspired by @aardgoose’s idea, this PR introduces an alternative approach: using multiple drawIndirect() calls with a single indirect buffer, where each call accesses different offsets within the buffer. This method enables GPU compute-directed rendering, potentially capturing many of the benefits of multidraw indirect.
So far I implemented the first step which corresponds to use multiple
drawIndirect()
calls with the a single indirect buffer mapped at different offsets at for each call. Second part will probably be to move theonBeforeRender
logic ofBatchedMesh
in compute shaders.This contribution is funded by Utsubo